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Quests

UO Sagas runs four quest systems, and they serve very different purposes. Town quests are the repeatable daily grind that drives Citizenship; the Corruption Quest is a once-a-day side deal that buys you more of them; the Exiled Armorer quests are one-off gathering runs that unlock a permanent crafting recipe book; and the craftsman chains teach two trades that cannot be bought at any price.

Quest Repeatable What you get
Town Quests Daily, weekly, bi-weekly, monthly Citizen points, town score, reward currency
Corruption Quest Once per account per day +1 daily town-quest slot
Exiled Armorer Quests Once per day per quest A permanent armor crafting book
Craftsman Quests Four quests, one attempt per day each The granite and sand mining books, then the stonecrafting and glassblowing books

Within the classic systems you carry one quest at a time: talk to a quest giver while another is running and they will tell you to come back when you are free. The craftsman chains are tracked apart from those, on their own tab in the quest window.

The quest window ↑ top

Your quest log has two tabs, each showing how many quests it is holding:

  • Town Quests: the citizen board, covered on Town Quests.
  • Misc Quests: a card per active quest from every other system, with live progress, the reward, and a button to abandon one you no longer want. You do not have to be a citizen to use this tab, which matters because the craftsman chains are open to everyone.

Open the log while only a misc quest is running and it lands on the Misc tab for you.

Accepting a quest opens the log for you, on the Misc tab, so the new card is the first thing you see. That happens for the craftsman chains and for the older quests alike (the Corruption quest, the Exiled Armorer's three), and it no longer depends on being a citizen. Progress, turn-in and abandoning only refresh a log you already had open, so nothing interrupts you mid-hunt.

Town Quests ↑ top

The main system: each town posts a rotating board of kill, craft, gather and adventure objectives on four schedules. This is where citizen rank, town score and reward currency come from, and it has its own page.

Town Quests

The Corruption Quest ↑ top

A Corrupt Town Secretary will forge you an extra daily quest slot in exchange for some quiet violence. It is the only way to push past your Quester Rank slot limit on a given day.

You must be a citizen. No citizenship, no deal — the secretary will not even talk shop with you.

How it works

  1. Talk to the secretary. She offers a randomly rolled kill contract.
  2. Kill the requested number of that one creature type. Only exact matches count, and progress is reported as you go.
  3. Return to her. She stamps the form and you gain +1 daily quest slot.

The contracts

The target is rolled fresh each time from this table, so what you get is luck of the draw:

Creature Kills Creature Kills Creature Kills
Bat 25 Emberfang 50 Mirefolk Acolyte 30
Duskfen Drone 30 Emberkin 40 Mirefolk Neophyte 25
Emberthorn Brawler 30 Evil Fey 20 Occultist 30
Grave Digger 30 Hellgrasp 20 Ophidian Mage 30
Kappa 30 Magma Elemental 30 Ophidian Warrior 30
Restless Soul 25 Swamp Critter 35 Wichtel 40

Limits

  • Once per account per day, not per character — the completion is stamped on the account, and the day rolls over on server time.
  • The reward is the slot itself, not points or gold. Spend it on the town quest board the same day.

The Exiled Armorer Quests ↑ top

Three exiled armorers each want 100 units of a material their own kin drop. Bring it and they hand over the crafting book for their armor set — a permanent unlock, not a consumable.

Armorer Wants Dropped by Reward
Exiled Mirefolk Armorer 100 × Enchanted Bark Mirefolk Leaf Armor crafting book
Exiled DeepGuard Armorer 100 × Hardened Resin DeepGuard creatures Woodland Armor crafting book
Exiled Emberthorn Armorer 100 × Dragon Scales Daemonic creatures Daemon Armor crafting book

One day, or start over. Each armorer quest has a hard 24-hour time limit measured from the moment you accept. Miss it and the quest fails outright — you keep the materials, but you have to take the quest again. Gather first, accept second.

How it works

  1. Accept the quest from the armorer.
  2. Collect 100 of the material. It is ordinary loot off the matching creature family, so you can farm it, buy it, or dig it out of storage — the quest simply counts what is in your backpack.
  3. Return to the armorer within the day and hand it over.

Because the objective counts your backpack rather than tracking kills, the fastest route is to stockpile the full 100 before you take the quest, then accept and turn in immediately.

Failure and retries

Each armorer can be asked again after one day. The reward book goes into your backpack, so make room first — if the pack is full the hand-in is refused.

The book is only the first half of the unlock: each individual armor piece still needs its own recipe scroll. The armor pages above cover both steps.

The Craftsman Quests ↑ top

Two tradesmen keep knowledge that no vendor sells. Each offers a chain of two quests (four in all), and each chain ends in a book that unlocks a whole trade. They are open to anyone: no citizenship, no rank, no quest slot.

The two chains run in order. You cannot ask for the second quest until the first is done, because the first is what makes the second worth anything: it teaches you to gather the material the trade runs on.

The Stone Crafter ↑ top

# Quest What he wants Reward
1 The Lost Miner One of his miners went underground and never came home. Find him and see him safely to a town. Mining for Quality Stone: lets you mine granite (Mining)
2 The Granite List A written list, to be filled with one granite of every kind, all six. Deliver them, then bring him the list. Making Valuables with Stonecrafting: unlocks Masonry

Quest 2 needs the granite book from quest 1, since gathering granite is the only way to fill the list.

The Glassblower ↑ top

# Quest What he wants Reward
3 A Plague of Scorpions The scorpions have got out of hand: 20 of them, anywhere in the world. Finding Glass-Quality Sand: lets you dig sand, plus a starter shovel (Mining)
4 The Relic in the Sand Something ancient lies buried where the scorpions nest. Dig it up and bring it back, and expect the sand to object. Crafting Glass with Glassblowing: unlocks Glassblowing

Quest 4 needs the sand book from quest 3: you cannot dig the relic up without a shovel you are allowed to use.

Finding them. A craftsman with work for you wears a "!" above his head when you single-click him, and Ask for quest appears in his menu. The mark only shows when you can actually act: take a quest, claim a finished one, or hand something in. No mark means come back later. Double-clicking him always moves the current step along, and will repeat directions if you have forgotten them.

The rules that catch people out:

  • One attempt per day, per quest. The day is spent the moment you accept, and failing does not give it back. Take a quest when you have time to finish it.
  • Cancelling costs you the day too. The card in your quest log has an abandon button; use it and you still wait until tomorrow.
  • The rescue is an escort, with everything that implies. He walks; he will not follow you through a moongate, a recall or a house teleporter, and he will not wait forever: an hour to reach him after you accept, and an hour on the road once he is with you. Dungeon teleporters do carry him, so getting him out of a level is not the problem it looks like.
  • The collection list is yours alone. Nobody else can hand in the list you were given, and you cannot hold two: finish it, lose it, or wait.
  • Kills count from your pets. For the cull, anything your animals bring down credits you.

Both books demand Grandmaster in the parent skill before they will teach you: 100 Carpentry for masonry, 100 Alchemy for glass, and 100 Mining for either of the two gathering books. You can run the quests before you get there, and the book simply waits in your pack until you qualify.