Quest template SF

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The `quest_template` table

Contains all basic definitions of quests available.


Structure

Field Type Attributes Key Null Default Extra Comment
Id mediumint(8) unsigned PRI NO 0
Method tinyint(3) unsigned NO 2
Level smallint(3) signed NO 0
MinLevel tinyint(3) signed NO 0
MaxLevel tinyint(3) unsigned NO 0
ZoneOrSort smallint(6) signed NO 1
Type smallint(5) unsigned NO 0
SuggestedPlayers tinyint(3) unsigned NO 0
LimitTime int(10) unsigned NO 0
RequiredClasses smallint(5) unsigned NO 0
RequiredRaces smallint(5) NO 0
RequiredSkillId smallint(5) unsigned NO 0
RequiredSkillPoints smallint(5) unsigned NO 0
RequiredFactionId1 smallint(5) unsigned NO 0
RequiredFactionId2 smallint(5) signed NO 0
RequiredFactionValue1 mediumint(9) signed NO 0
RequiredFactionValue2 mediumint(9) unsigned NO 0
RequiredMinRepFaction smallint(5) signed NO 0
RequiredMaxRepFaction smallint(5) unsigned NO 0
RequiredMinRepValue mediumint(9) signed NO 0
RequiredMaxRepValue mediumint(9) signed NO 0
PrevQuestId mediumint(9) signed NO 0
NextQuestId mediumint(9) signed NO 0
ExclusiveGroup mediumint(9) signed NO 0
NextQuestIdChain mediumint(8) unsigned NO 0
RewXPId tinyint(2) unsigned NO 0
RewardOrRequireMoney int(11) signed NO 0
RewardMoneyMaxLevel int(10) unsigned NO 0
RewardSpell mediumint(8) unsigned NO 0
RewardSpellCast int(11) signed NO 0
RewardHonor int(10) unsigned NO 0
RewardHonorMultiplier float signed NO 1
RewardMailTemplateId mediumint(8) unsigned NO 0
RewardMailDelay int(11) unsigned NO 0
SourceItemId mediumint(8) unsigned NO 0
SourceItemCount tinyint(3) unsigned NO 0
SourceSpell mediumint(8) unsigned NO 0
Flags int(10) unsigned NO 0
SpecialFlags tinyint(3) unsigned NO 0
RewardTitleId tinyint(3) unsigned NO 0
RequiredPlayerKills tinyint(3) unsigned NO 0
RewardTalents tinyint(3) unsigned NO 0
RewardArenaPoints smallint(5) unsigned NO 0
RewardItemId1 mediumint(8) unsigned NO 0
RewardItemId2 mediumint(8) unsigned NO 0
RewardItemId3 mediumint(8) unsigned NO 0
RewardItemId4 mediumint(8) unsigned NO 0
RewardItemCount1 smallint(5) unsigned NO 0
RewardItemCount2 smallint(5) unsigned NO 0
RewardItemCount3 smallint(5) unsigned NO 0
RewardItemCount4 smallint(5) unsigned NO 0
RewardChoiceItemId1 mediumint(8) unsigned NO 0
RewardChoiceItemId2 mediumint(8) unsigned NO 0
RewardChoiceItemId3 mediumint(8) unsigned NO 0
RewardChoiceItemId4 mediumint(8) unsigned NO 0
RewardChoiceItemId5 mediumint(8) unsigned NO 0
RewardChoiceItemId6 mediumint(8) unsigned NO 0
RewardChoiceItemCount1 smallint(5) unsigned NO 0
RewardChoiceItemCount2 smallint(5) unsigned NO 0
RewardChoiceItemCount3 smallint(5) unsigned NO 0
RewardChoiceItemCount4 smallint(5) unsigned NO 0
RewardChoiceItemCount5 smallint(5) unsigned NO 0
RewardChoiceItemCount6 smallint(5) unsigned NO 0
RewardFactionId1 smallint(5) unsigned NO 0 faction id from Faction.dbc in this case
RewardFactionId2 smallint(5) unsigned NO 0 faction id from Faction.dbc in this case
RewardFactionId3 smallint(5) unsigned NO 0 faction id from Faction.dbc in this case
RewardFactionId4 smallint(5) unsigned NO 0 faction id from Faction.dbc in this case
RewardRepValueId1 mediumint(6) signed NO 0
RewardRepValueId2 mediumint(6) signed NO 0
RewardRepValueId3 mediumint(6) signed NO 0
RewardRepValueId4 mediumint(6) signed NO 0
RewardRepValueId5 mediumint(6) signed NO 0
RewardFactionId5 smallint(5) unsigned NO 0
RewardFactionValueIdOverride1 mediumint(9) signed NO 0
RewardFactionValueIdOverride2 mediumint(9) signed NO 0
RewardFactionValueIdOverride3 mediumint(9) signed NO 0
RewardFactionValueIdOverride4 mediumint(9) signed NO 0
RewardFactionValueIdOverride5 mediumint(9) signed NO 0
PointMapId smallint(5) unsigned NO 0
PointX float signed NO 0
PointY float signed NO 0
PointOption mediumint(8) unsigned NO 0
Title text signed YES NULL
Objectives text signed YES NULL
Details text signed YES NULL
EndText text signed YES NULL
OfferRewardText text signed YES NULL
RequestItemsText text signed YES NULL
CompletedText text signed YES NULL
RequiredNpcOrGo1 mediumint(9) signed NO 0
RequiredNpcOrGo2 mediumint(9) signed NO 0
RequiredNpcOrGo3 mediumint(9) signed NO 0
RequiredNpcOrGo4 mediumint(9) signed NO 0
RequiredNpcOrGoCount1 smallint(5) unsigned NO 0
RequiredNpcOrGoCount2 smallint(5) unsigned NO 0
RequiredNpcOrGoCount3 smallint(5) unsigned NO 0
RequiredNpcOrGoCount4 smallint(5) unsigned NO 0
RequiredSourceItemId1 mediumint(8) unsigned NO 0
RequiredSourceItemId2 mediumint(8) unsigned NO 0
RequiredSourceItemId3 mediumint(8) unsigned NO 0
RequiredSourceItemId4 mediumint(8) unsigned NO 0
RequiredSourceItemCount1 smallint(5) unsigned NO 0
RequiredSourceItemCount2 smallint(5) unsigned NO 0
RequiredSourceItemCount3 smallint(5) unsigned NO 0
RequiredSourceItemCount4 smallint(5) unsigned NO 0
RequiredItemId1 mediumint(8) unsigned NO 0
RequiredItemId2 mediumint(8) unsigned NO 0
RequiredItemId3 mediumint(8) unsigned NO 0
RequiredItemId4 mediumint(8) unsigned NO 0
RequiredItemId5 mediumint(8) unsigned NO 0
RequiredItemId6 mediumint(8) unsigned NO 0
RequiredItemCount1 smallint(5) unsigned NO 0
RequiredItemCount2 smallint(5) unsigned NO 0
RequiredItemCount3 smallint(5) unsigned NO 0
RequiredItemCount4 smallint(5) unsigned NO 0
RequiredItemCount5 smallint(5) unsigned NO 0
RequiredItemCount6 smallint(5) unsigned NO 0
RequiredSpellCast1 mediumint(8) unsigned NO 0
RequiredSpellCast2 mediumint(8) unsigned NO 0
RequiredSpellCast3 mediumint(8) unsigned NO 0
RequiredSpellCast4 mediumint(8) unsigned NO 0
Unknown0 tinyint(2) unsigned NO 0
ObjectiveText1 text signed YES NULL
ObjectiveText2 text signed YES NULL
ObjectiveText3 text signed YES NULL
ObjectiveText4 text signed YES NULL
DetailsEmote1 smallint(5) unsigned NO 0
DetailsEmote2 smallint(5) unsigned NO 0
DetailsEmote3 smallint(5) unsigned NO 0
DetailsEmote4 smallint(5) unsigned NO 0
DetailsEmoteDelay1 int(10) unsigned NO 0
DetailsEmoteDelay2 int(10) unsigned NO 0
DetailsEmoteDelay3 int(10) unsigned NO 0
DetailsEmoteDelay4 int(10) unsigned NO 0
EmoteOnIncomplete smallint(5) unsigned NO 0
EmoteOnComplete smallint(5) unsigned NO 0
OfferRewardEmote1 smallint(5) unsigned NO 0
OfferRewardEmote2 smallint(5) unsigned NO 0
OfferRewardEmote3 smallint(5) unsigned NO 0
OfferRewardEmote4 smallint(5) unsigned NO 0
OfferRewardEmoteDelay1 int(10) unsigned NO 0
OfferRewardEmoteDelay2 int(10) unsigned NO 0
OfferRewardEmoteDelay3 int(10) unsigned NO 0
OfferRewardEmoteDelay4 int(10) unsigned NO 0
StartScript mediumint(8) unsigned NO 0
CompleteScript mediumint(8) unsigned NO 0
WDBVerified smallint(5) signed YES 1


Description of the fields

Id

Quest Id. Quest ID is the Primary Key for the Table. Each Quest ID must be unique!

Method

Accepted values: 0, 1 or 2. If value = 0 then Quest is autocompleted (skip objectives/details). If value = 1 then Quest is disabled (not yet implemented in the core) If value = 2 them Quest is enabled and not autocomplete.

Level

Level of quest. Player recieves full experience amount only if their level is less than or equal to Level+5. If Level is set to -1, the player's level will be used as (Quest)Level for the experience calculation.

MinLevel

Minimum level required to get the quest.

MaxLevel

Maximum level at which a character can get the quest.

ZoneOrSort

This field defines under what category the quest falls in the quest log.

If value > 0 then value is Zone IDs taken from AreaTable.dbc.

if value < 0 then (-value) is quest sort id: (in general profession or class quests. Also see RequiredSkillPoints ) Value is ID from QuestSort.dbc

Type

These values are ID taken from QuestInfo.dbc

SuggestedPlayers

Recommended number of players to do the quest together.

LimitTime

Time in seconds that the player has to complete this quest.

RequiredClasses

Classes required to get the quest. 0 means the quest is available for all classes. This field is a bitmask, you can combine class values. See ChrClasses.dbc

RequiredRaces

Races required to get the quest. 0 means the is available for all races. Field's value is a decimal value that must be transform to a 8 bits binary in order to be understandable. In binary form, each different bit represent a different race. They're assigned as follow :

Race

These values are 2^ID taken from ChrRaces.dbc

Examples

0, 2099199 = All Races

946 (2 + 16 + 32 + 128 + 256 + 512) = Horde Quest

2098253 (1 + 4 + 8 + 64 + 1024 + 2097152) = Alliance Quest

RequiredSkillId

Skill required to know to accept the quest. See SkillIne.dbc 0 means no skill is required.

RequiredSkillPoints

Skill points required to have in order to accept the quest.

RepObjectiveFaction

Faction ID for an objective to achieve a certain reputation value with. See Faction.dbc

RepObjectiveValue

Reputation value that the player must achieve with the faction in RepObjectiveFaction as part of the quest objectives.

RequiredMinRepFaction

Faction ID for reputation requirement. See Faction.dbc

RequiredMinRepValue

Players must have this reputation or higher in order to receive the quest.

RequiredMaxRepFaction

The Faction ID for the faction that controls the maximum reputation value that the player can have and still get the quest. See Faction.dbc

RequiredMaxRepValue

The maximum reputation value that the player can have with a faction and still get the quest. If the player has more reputation than the value in this field, the quest will not be able to be taken anymore.

PrevQuestId

if value > 0: Contains the previous quest id, that must be completed before this quest can be started.

If value < 0: Contains the parent quest id, that must be active before this quest can be started.

See the examples section for examples.

NextQuestId

If value > 0: Contains the next quest id, if PrevQuestId of that quest is not sufficient.

If value < 0: Contains the sub quest id, if PrevQuestId of that quest is not sufficient. If quest have many alternative next quests (class specific quests lead from single not class specific quest) field PrevQuestId in next quests can used for setting this dependence.

See the examples section for examples.

ExclusiveGroup

if ExclusiveGroup > 0

Allows to define a group of quests of which only one may be chosen and completed. E.g. if from quests 1200, 1201 and 1202 only one should be allowed to be chosen, insert 1200 into ExclusiveGroup of all 3 quests.

if ExclusiveGroup < 0

Allows to define a group of quests of which all must be completed and rewarded to start next quest. E.g. if quest 1000 dependent from one of quests 1200, 1201 and 1202 and all this quests have same negative exclusive group then all this quest must be completed and rewarded before quest 1000 can be started.

Note: All quests that use an ExclusiveGroup must also have entries in pool_template and pool_quest in order for the core to choose one randomly. See the examples section for examples.

NextQuestIdChain

The quest entry from a creature or gameobject that ends a quest and starts a new one. The result is, that if you end the quest, the new quest instantly appears from the quest giver.

See the examples section for examples.

RewXPId

According to the Level, the basic experience with index RewXPId is taken from QuestXP.dbc.

RewardOrRequiredMoney

Money earned by completing the quest (if value > 0). Money quest requirement (if value < 0).

RewardMoneyMaxLevel

The money a character at level 80 would get when they complete this quest. This field also controls the XP given as the XP is calculated from the value in this field by the following formula. If the quest is repeatable, XP will be given only once. The total XP that a character will receive is also affected by the level difference between the character's level and the quest's level.

The formula for calculating XP from the value in this field:
QuestLevel >= 65: XP = RewMoneyMaxLevel / 6.0
QuestLevel == 64: XP = RewMoneyMaxLevel / 4.8
QuestLevel == 63: XP = RewMoneyMaxLevel / 3.6
QuestLevel == 62: XP = RewMoneyMaxLevel / 2.4
QuestLevel == 61: XP = RewMoneyMaxLevel / 1.2
QuestLevel <= 60: XP = RewMoneyMaxLevel / 0.6

RewardSpell

Spell that is shown to be casted on quest completion in the quest log. Note that this spell will NOT be casted if RewardSpellCast is non-zero. The spell in the other field will be casted instead, in which case the spell here only serves as the visual in the quest log.

NOTE: This field comes straight from the WDB and should not be changed.

RewardSpellCast

Spell that will always be casted at player when completing the quest. This can be learn spell and player learned some spell in result, or buff spell, for example. If this field is non-zero then this spell will ALWAYS be casted and the spell in RewardSpell will not.

NOTE: This field comes straight from the WDB and should not be changed.

RewardMailTemplateId

If the quest gives as a reward an item from a possible list of items, the ID here corresponds to the proper loot template in quest_mail_loot_template. According to the rules in that loot template, items "looted" will be sent by mail at the completion of the quest.

RewardMailDelay

How many seconds to wait until the mail is sent to the character that turned in a quest rewarding items from a loot template defined in RewardMailTemplateId

RewardHonor

Number of honorable kill honor rewarded for completing this quest.

Example: An example value is 15 for quest 8388: At level 80 an honorable kill is 124 honor worth. Multiply this with 15 and you receive 1860, after the multiplication the value is rounded up. So the honor rewarded at level 80 is 1860 for this quest.

RewardHonorMultiplier

Multiplies RewardHonor, so if value is 2, it will give double.
WARNING: If this field is 1 and RewardHonor is 0, the quest will reward default honor kill value (124 honor at level 80)

SourceItemId

Item's ID given by the quest giver at beginning of the quest. Items will be deleted when quest is abandoned.

SourceItemCount

Amount of items given.

SourceSpellId

Spell casted on player when quest is started. Can be a buff or a learning spell.

Flags

This flag field defines more specifically the type of quest it is. Aside from the daily flag and sharable flag, this field is used just for grouping purposes and NOT for any other quest requirements. The quest requirements are calculated from non-zero values in other quest template fields. Also, while some of these flags are known, others have yet an unknown purpose and the comments below is simply guesswork on them.

Flag Name Comments
0 QUEST_FLAGS_NONE No flags, so no groups assigned to this quest.
1 QUEST_FLAGS_STAY_ALIVE If the player dies, the quest is failed.(?)
2 QUEST_FLAGS_PARTY_ACCEPT Escort quests or any other event-driven quests. If player in party, all players that can accept this quest will receive confirmation box to accept quest.
4 QUEST_FLAGS_EXPLORATION Involves the activation of an areatrigger.
8 QUEST_FLAGS_SHARABLE Allows the quest to be shared with other players.
16 QUEST_FLAGS_NONE2 Unknown at this time and not used.
32 QUEST_FLAGS_EPIC Epic class quests (hunter) (??)
64 QUEST_FLAGS_RAID Raid or similiar player group needed for quest.
128 QUEST_FLAGS_TBC Added with or after TBC.
256 QUEST_FLAGS_DELIVER_MORE Quest needs extra non-objective items dropped (eg. RequiredSourceItemId fields) (?)
512 QUEST_FLAGS_HIDDEN_REWARDS Item and monetary rewards are hidden in the initial quest details page and in the quest log but will appear once ready to be rewarded.
1024 QUEST_FLAGS__AUTO_REWARDED These quests are automatically rewarded on quest complete and they will never appear in quest log client side.
2048 QUEST_FLAGS_TBC_RACES Blood elf/draenei starting zone quests.
4096 QUEST_FLAGS_DAILY Daily repeatable quests (only flag that the core applies specific behavior for)
8192 QUEST_FLAGS_REPEATABLE Used on repeatable quests
16384 QUEST_FLAGS_UNAVAILABLE Used on quests that are not generically available
32768 QUEST_FLAGS_WEEKLY Weekly repeatable quests (only flag that the core applies specific behavior for)
65536 QUEST_FLAGS_AUTOCOMPLETE Auto complete
131072 QUEST_FLAGS_SPECIAL_ITEM has something to do with RequiredItemId and SourceItemId
262144 QUEST_FLAGS_OBJ_TEXT Use Objective text as Complete text
524288 QUEST_FLAGS_AUTO_ACCEPT Quests in starting areas

Like all flag based fields, QuestFlags can be added for the different types of quest.

Note that some flags may not be supported by core.

SpecialFlags

This field is a bitmask and is for controlling server side quest functions. This data blizz keeps serverside, and is not sent to the client, so we have to populate the field manually.

  • 0: No extra requirements
  • 1: Makes the quest repeatable.
  • 2: Makes the quest only completable by some external event (an entry in areatrigger_involvedrelation, spell effect quest complete or an entry in spell_scripts with command 7 as some examples)
  • 4: Make quest auto-accept. As of patch 3.3.5a only quests in the starter area need this flag.
  • 8: Only used for Dungeon Finder quests

RewardTitleId

The title the character will receive upon completion of the quest. See CharTitles.dbc

RequiredPlayerKills

Displays how much players you need to kill before completing the quest.

RewardTalents

Will give X bonus talents to the player completed the quest. Leave "0" for No Bonus Talent Points.

RewardArenaPoints

Will Give X Arena Points to the player that completes the quest. Leave "0" For no Arena Points Reward.

RewardChoiceItemId

Id of item available for reward choice.

Number of Charges in rewarded item available.

RewardChoiceItemCount

Will choose how many items will be added for reward. E.g "RewardChoiceItemId" is the reward item and "RewardChoiceItemCount" is the count of how many items will be added as a reward.

RewardItemId

item Id given for reward (no choice).

RewardItemCount

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

RewardFactionId

Faction Id (from Faction.dbc) for which the quest give reputation points.

Number of gain or lost reputation points for Faction at quest completion. This is special reputation rewarding. Normal reputation reward to quest rewarding creature faction calculated and added automatically.

RewardFactionValueId

This field is used for reputation lookup in QuestFactionReward.dbc if RewardFactionValueId is 0. Value X in this field indicates RepX column of QuestFactionReward.dbc. If RewardRepValueId is positive, reputation from the first row of QuestFactionReward.dbc will be used, for negative values the second row is used.

RewardFactionValueIdOverride

This field is used to give reputation values not present in QuestFactionReward.dbc or to override them if RewardRepValueId is wrong for some reason. The value in this field is 100× the intended reputation reward (if you want to give 400 rep, put 40000 in RewardFactionValueIdOverride).

PointMapId

MapId of a quest point of interest (POI - Point Of Interest). POI will be shown on the map when quest is active.

PointX

X coordinate of quest POI.

PointY

Y coordinate of quest POI.

PointOpt

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

Title

Title of the quest.

Objectives

Objectives of the quest. If empty, quest is an auto-complete quest that can be immediately finished without accepting it first.

Details

The quest text. You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonymn you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick)

EndText

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

OfferRewardText

First text send to the player by the NPC when completing the quest. You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonymn you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick)

RequestItemsText

Text sent to player when the player tries to talk to the NPC with the quest active but incomplete. (The text under the "Progress" title in Wowhead.) You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonymn you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick)

CompletedText

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

RequiredNpcOrGo

Value > 0: required creature_template ID the player needs to kill/cast on in order to complete the quest.

Value < 0: required gameobject_template ID the player needs to cast on in order to complete the quest.

If RequiredSpellCast is != 0, the objective is to cast on target, else kill.

NOTE: If RequiredSpellCast is != 0 and the spell has effects Send Event or Quest Complete, this field may be left empty.

RequiredNpcOrGoCount

The number of times the creature or gameobject must be killed or casted upon.

RequiredSourceItemId

Item ID that is needed indirectly by the quest. For example, the quests asks for item X but the only way to get item X is by activating item Y; however, item Y is also a quest item. Therefore you set item Y's ID in this field. This requirement will not appear in the quest text, it is just for the core to know when to drop a quest item that isn't in the RequiredItemId field but is still needed by the quest.

RequiredSourceItemCount

The maximum number of copies of the item in RequiredSourceItemId that can be picked up (and dropped by the core).

RequiredItemId

Id of required item to complete the quest.

RequiredItemCount

Amount of required items

RequiredSpellCast

Spell ID of Spell that needs to be cast in order to fulfill a quest objective. A spell normally needs a target which is RequiredNpcOrGOId

And for spells with "SpellEffect with ImpliciteTargetA-B == 38" check Conditions table - SourceTypeOrReferenceId 13 ConditionTypeOrReference 18

NOTE: If the spell has spell effects Send Event or Quest Complete, it can be entered here WITHOUT the need for a target and count.

Unknown0

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

ObjectiveText

Used to define non-standard objective texts, that show up in the questlog. Example, "Heal fallen warrior" and the number gets added by Count values.

DetailsEmote

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

DetailsEmoteDelay

Emote delay in ms

EmoteOnIncomplete

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

EmoteOnComplete

Emote played by the related NPC at the time all quest objects are completed.

OfferRewardEmote

Emote played by the NPC at the time the character is rewarded for the quest.

OfferRewardEmoteDelay

Emote delay in ms

StartScript

ID of the start script. See quest_start_scripts.id

CompleteScript

ID of the end script. See quest_end_scripts.id

WDBVerified

This field is used by the TrinityDB Team to determine whether a template has been verified from WDB files. Not sure if it is used by Skyfire. It is best to get the correct data to add to database rather than waste time with wrong info.

If value is 0 then it has not been parsed yet.

If value is above 0 then it has been parsed with WDB files from that specific client build.

If value is -1 then it is just a place holder until proper data are found on WDBs.

If value is - client build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.

Examples

The "rules of engagement" dealing with quests

1. Always use PrevQuestId before using NextQuestId. NextQuestId is considered optional and to be used only when PrevQuestId is not sufficient


Basic quest

Single, stand-alone quest with no prerequisites

    *questA*
PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = 0        entry = questA

When this quest require another quest to be rewarded

    *questA*
PrevQuestId = questX   NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = 0        entry = questA

Chain of quests

Player get quests in a strict chain that must be completed in a specific order.

    *questA*
        |
    *questB*
        |
    *questC*
        |
    *questD*
PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = questB    entry = questA

PrevQuestId = questA NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questC entry = questB PrevQuestId = questB NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questD entry = questC PrevQuestId = questC NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questD

Chain of quests with multiple start quests.

Player should only be allowed to complete one of three possible

    *questA*     *questB*    *questC*
        \           |           /
          ------ *questD* -----
                    |
                 *questE*
PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = questA   NextQuestInChain = questD    entry = questA

PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = questA NextQuestInChain = questD entry = questB PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = questA NextQuestInChain = questD entry = questC PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questE entry = questD PrevQuestId = questD NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questE


Chain of quests with multiple start quests.

Player must complete all three initial quests before D becomes available

    *questA*    *questB*    *questC*
        \          |          /
         ------ *questD* -----
                   |
                *questE*
PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = -questA    NextQuestInChain = questD    entry = questA

PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = -questA NextQuestInChain = questD entry = questB PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = -questA NextQuestInChain = questD entry = questC PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questE entry = questD PrevQuestId = questD NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questE


Quests with split and a child quest

Completing A unlocks B and C that can be done at the same time. They both need to be completed before D becomes available. X is needed to obtain item for C and this quest should only be available if C is active

                *questA*
                /        \
           *questB     *questC* - *questX*
                \        /
                *questD*
PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0         NextQuestInChain = 0        entry = questA

PrevQuestId = questA NextQuestId = questD ExclusiveGroup = -questB NextQuestInChain = 0 entry = questB PrevQuestId = questA NextQuestId = questD ExclusiveGroup = -questB NextQuestInChain = 0 entry = questC PrevQuestId = -questC NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questX PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questD


Multiple quest chains, leading to one final quest

Player may complete (not required to) X, but has to complete all three quest chains before final quest becomes available

                *questX*
                   |
    *questA*    *questC*    *questE*
       |           |            |
    *questB*    *questD*    *questF*
       \           |           /
         ------ *questG* -----
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questC    entry = questX

PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questB entry = questA PrevQuestId = questA NextQuestId = questG ExclusiveGroup = -questB NextQuestInChain = 0 entry = questB PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questD entry = questC PrevQuestId = questC NextQuestId = questG ExclusiveGroup = -questB NextQuestInChain = 0 entry = questD PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questF entry = questE PrevQuestId = questE NextQuestId = questG ExclusiveGroup = -questB NextQuestInChain = 0 entry = questF

PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questG


Complicated

Player must first complete A, then B to unlock the chain from C to E. Three other quests in a group will also be unlocked, those can be done at the same time. The three grouped quests must all be completed before I becomes available. Completion of E and I is required to obtain the final quest.

                *questA*
                   |
                *questB*
              /          \
          *questC*     *questF*
             |         *questG*
          *questD*     *questH*
             |            |
          *questE*     *questI*
             \           /
                *questJ*
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questB    entry = questA

PrevQuestId = questA NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questB

PrevQuestId = questB NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questD entry = questC PrevQuestId = questC NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questE entry = questD PrevQuestId = questD NextQuestId = questJ ExclusiveGroup = -questE NextQuestInChain = 0 entry = questE

PrevQuestId = questB NextQuestId = questI ExclusiveGroup = -questF NextQuestInChain = 0 entry = questF PrevQuestId = questB NextQuestId = questI ExclusiveGroup = -questF NextQuestInChain = 0 entry = questG PrevQuestId = questB NextQuestId = questI ExclusiveGroup = -questF NextQuestInChain = 0 entry = questH

PrevQuestId = 0 NextQuestId = questJ ExclusiveGroup = -questE NextQuestInChain = 0 entry = questI

PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questJ


Impossible - many quests may unlock many

Player can choose between two alternative chains (Chain A or B, but not both chains). A2 or B2 should unlock C, D and E when complete. When all three complete, F should be unlocked. If player get A3 or B3 after complete F, depends on if chain A or B was chosen.

                *questA1*           *questB1*
                    |                   |
                *questA2*           *questB2*
                    \                  /
                     ---- *questC* ----
                          *questD*
                          *questE*
                             |
                          *questF*
                         /        \
                    *questA3*   *questB3*
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questA2   entry = questA1

PrevQuestId = questA1 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questA2

PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questB2 entry = questB1 PrevQuestId = questB1 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questB2

PrevQuestId = 0 NextQuestId = questF ExclusiveGroup = -questC NextQuestInChain = 0 entry = questC PrevQuestId = 0 NextQuestId = questF ExclusiveGroup = -questC NextQuestInChain = 0 entry = questD PrevQuestId = 0 NextQuestId = questF ExclusiveGroup = -questC NextQuestInChain = 0 entry = questE

PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questF

PrevQuestId = questF NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questA3 PrevQuestId = questF NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questB3

Note: if player can choose between chain A or B may be determined by faction status (aldor or scryer), using ReqMinRepFaction = 1. Player should not be able to be neutral+1 with both at the same time. This may be the common threshold to obtain aldor or scryer quests (this is unsure). If that is the case, only the unlock of C, D and E after complete A2 _or_ B2 is the impossible part.

Note 2: With the Conditions table now every quest chain is possible.