Quests
There are two kinds of work that tie you to the game on UORoots: story quest chains played once, and jobs you can take again every day (orders, contracts). This page shows them all together; details are on the related pages.
Quests on UORoots keep growing: new quests are being prepared for the NPCs in the towns. Every quest added is written on this page and in the Changelog.
Recognizing a quest giver
Quests, orders and contracts are only given by NPCs in Felucca. No NPC gives quests in Ilshenar or Malas.
Every quest giver has Ask for a Quest in their left-click menu. If the entry is grayed out, the NPC has nothing for you right now (you did the quest, you do not meet the condition, or the cooldown has not run out). If you have a quest in progress, the same spot says Quest Status; if you finished it, Turn In Quest.
To follow your quests:
- Traveler's Journal → Quests: your active quests and their next steps → Traveler's Journal
- Quest Tracker: a small panel on the screen; the direction and distance to your target, progress on counted steps (
[takip) → Traveler's Journal - Quest log:
[gorev— you can have at most 10 quests at once.
Quest windows
All quest windows have the same wooden frame as the Traveler's Journal; texts are written on light parchment.
| Window | When it opens | Buttons |
|---|---|---|
| Quest Offer | Left-click a quest giver → Ask for a Quest (or double-click) | Accept · Refuse |
| Quest Log | [gorev, or Traveler's Journal → Quests → Quest log |
Close |
| Quest details | Click a line in the log | Cancel · Back |
| Abandon Quest | Press Cancel in the details | Confirm · Back |
| Quest Conversation | When you refuse a quest or the NPC says something | Close |
| Turn-in | When you return to the NPC with every step done | Continue · Close |
| Reward | After turning in | Accept |
In the offer window, the description, objectives and reward are on the same page: you see what you will earn before accepting. In the log, each line shows the quest's name, the NPC who gave it and the next step; failed quests are red. Six quests fit in the log; the rest are listed in Traveler's Journal → Quests.
If you abandon a quest, your progress in it is erased. For a quest that is part of a chain, there is also an option to drop the whole chain.
Story quest chains
| Chain | Who gives it, where | What it teaches | Reward | Page |
|---|---|---|---|---|
| Traveler's Road | Innkeeper Agatha, the Britain inn (just east of the bank) | The bank, death, travel; then one of four branches: Adventurer, Craftsman, Wanderer, Gatherer | Core 300 gp, each branch 200 gp + the branch title; all four together Master of the Traveler's Road | Traveler's Road |
| First Companion | Any stablemaster (the Britain stable is north of the inn) | Taming, feeding and bonding, the stable, buying skill training, your first zoologist's order | First lesson: a horse (for all players, once per person) · end of the chain: the Rein Holder title and the Rein Holder's Halter | Animal Tamer |
| Bread for the Poor Gate | The Britain baker (west of the inn) · for those who finished the Traveler's Road moongate lesson | Britain's poor quarter, Tobias the beggar | 285 gp + Tobias's Bread Basket | below › Britain stories |
| The Conservatory's Lost Music | The bards' guildmaster in Britain (the Conservatory) | The library, the town crier, the tavern: the town's famous corners | 350 gp + Conservatory Lute | below › Britain stories |
| Quarantine | The healers' guildmaster in Britain · suggested: 55+ in a combat skill | First dungeon: the Britain sewers, a named enemy, the Plague Rat | 600 gp + Quarantine Apron (Healing +2) | below › Britain stories |
| Crates on the Docks | The Britain Harbor Master (the docks) | Investigation and a choice: Justice or Compassion | 750 gp + depending on your choice, the Customs Seal or the Smuggler's Lantern | below › Britain stories |
| The One Who Cannot Sleep in the Cemetery | The Britain town crier · for those who finished The Conservatory's Lost Music · suggested: 80+ in a combat skill or 2–3 people | Aldric's story; a named enemy in the cemetery | 1,200 gp + Aldric's Cloak (Musicianship +3, Peacemaking +3) | below › Britain stories |
| Clockwork | Garrick, the Captain of the Guard at the castle gate · last part for a group of 2–3 | Around the castle, Blackthorn's Castle, the Britain Mine; a mechanical guardian | 2,000 gp + Royal Guard Cloak (Tactics +3, Resisting Spells +3) | below › Britain stories |
The Traveler's Road gold rewards are given to the first 3 characters of each person; later characters can still play the quests but get no gold.
Britain stories
Quests with stories of Britain's own. Only the merchants in Britain give them, and only they accept a finished quest; a baker or bards' guildmaster in another town neither gives nor accepts these quests. Each quest is done once per character. The gold and item rewards of each quest go to the first 3 characters of each person (all game accounts linked to the web account count together); a fourth character can do the quest but gets no reward. The reward items can be traded; each is a piece of the Britain collection.
While a quest is running, Ask for a Quest appears only for you in the menu (left-click) of the people who give clues; you must stand next to them, on the same floor. The direction arrow shows the next person.
Bread for the Poor Gate. The Britain baker (west of Innkeeper Agatha's inn) asks you to take three loaves of bread to Tobias, the old beggar at the Poor Gate. You can buy the bread from the baker (left-click → Buy → loaf of bread) or bake it yourself. With the loaves in your backpack, left-click Tobias → Ask for a Quest; then return to the baker. Reward: 285 gold and Tobias's Bread Basket (decoration).
The Conservatory's Lost Music. The bards' guildmaster at the Conservatory wants the three sheets of music that their student Lira scattered. The sheets are with the scribe of Britain's Public Library (upstairs), the town crier and the tavern keeper of The Blue Boar; you can collect them in any order. At each one, left-click → Ask for a Quest. Return to the guildmaster with the three sheets. Reward: 350 gold and the Conservatory Lute (exceptional quality, twice the uses of an ordinary lute).
Quarantine. The healers' guildmaster in Britain (the healer building northwest of the inn) wants the blood of the Plague Rat at the bottom of the sewers. The sewer entrance is just west of Innkeeper Agatha's inn. The sewers are a dungeon: Young protection does not apply there. The rat's bite is poisonous and it calls sewer rats during the fight; 55 or more in a combat skill is suggested, and you can bring a companion. Everyone who damages the rat and is on the quest gets its blood. A slain rat comes back a few minutes later. Return to the guildmaster with the blood. Reward: 600 gold and the Quarantine Apron (Healing +2).
Crates on the Docks. The Harbor Master (the docks, west of the customs house) is after crates smuggled past customs. The clues are with the tavern keeper of The Cat's Lair, the Noble wandering the docks and the sailor Bran in front of The Salty Dog; in any order. When you talk to Bran you make a choice, and it cannot be undone:
- Hand him over to the guard (Justice): then left-click the Guard of Order at the castle gate → Ask for a Quest. Reward: the Customs Seal.
- Pay his debt and let him go (Compassion): you pay 500 gold (first from your backpack, then from your bank if needed; if neither has 500, this option is grayed out). Reward: the Smuggler's Lantern (a lit lantern).
Either way, you receive 750 gold when you return to the Harbor Master.
The One Who Cannot Sleep in the Cemetery. If you finished The Conservatory's Lost Music, the Britain town crier (left-click → Ask for a Quest) tells you about the song coming from the cemetery. The scribe at the First Library (north of the docks) knows Aldric's story. Inside the tomb in the middle of the cemetery, you double-click Aldric's gravestone: the Gravewarden Lich appears; it casts spells and calls two skeletons when its health drops to half. 80 or more in a combat skill or a group of two or three is suggested; bring bandages or healing. Everyone who damages the lich and is on the quest gets Aldric's Lament. If the lich is not defeated within 10 minutes it vanishes; you can click the stone again (only one lich at a time). Take the song to the bards' guildmaster at the Conservatory. The cemetery is outside the guarded area. Reward: 1,200 gold and Aldric's Cloak (Musicianship +3, Peacemaking +3).
Clockwork. Garrick, the Captain of the Guard at the castle gate (left-click → Ask for a Quest) asks you to look into strange gears found around the castle. Double-click the glinting gears on the ground at three spots around the castle; the arrow shows the next spot. Show the parts to the Tinkers' Guild Master in Britain, then talk to the guard at the entrance of Blackthorn's Castle north of town (left-click → Ask for a Quest). The last stop is the depths of the Britain Mine: the Clockwork Sentinel and two Exodus soldiers (the soldiers carry no loot). A hard group fight; 2–3 people suggested. The sentinel throws sparks at everyone nearby. Everyone who damages the sentinel and is on the quest gets the core. A slain sentinel comes back 20–30 minutes later. Take the core to Garrick. Reward: 2,000 gold and the Royal Guard Cloak (Tactics +3, Resisting Spells +3).
The Britain collection. When the reward items of the six stories (Tobias's Bread Basket, Conservatory Lute, Quarantine Apron, Customs Seal or Smuggler's Lantern, Aldric's Cloak, Royal Guard Cloak) come together on you, in your backpack or in your bank, the Memory of Britain entry and title are written in the Titles tab of the Traveler's Journal. The items can be traded; you can also complete the set from the market. Each piece only counts once: the pieces that earned the title say "Counted in the collection" in their tooltip and do not earn the title for another character.
Jobs you can take every day
| Job | Who gives it | In the menu | Who can take it | Daily (per person) | Reward | Page |
|---|---|---|---|---|---|---|
| Merchant order | Blacksmith, tailor, carpenter, tinker, alchemist, scribe, bowyer, cook, mapmaker | Trade Order | Main skill of the craft 30+ | 6 deliveries | Materials + 200 + 6 × the recipe's skill level | Crafter |
| Fisherman / farmer order | Fisherman, farmer | Trade Order | Fisherman: Fishing 30+ · Farmer: everyone | 4 deliveries (separate from craft orders) | Fisherman: 150 + 4 × Fishing · Farmer: 120 gp | Gatherer |
| Hunting contract | Warriors' guildmaster | Hunting Contract | A combat skill 30+ | 4 deliveries · 1 at a time | 200 + 6 × your combat skill + loot | Warrior |
| Zoologist's order | Stablemaster | Zoologist's Order | Taming 30+ | 3 deliveries | By the animal's difficulty and the danger of where it lives: sheep 224, giant beetle 1,966 | Animal Tamer |
| The Healer's Request | Felucca healers | Ask for a Quest | Everyone | 4 deliveries (in the last 24 hours, per account), at least 1 hour between two deliveries | 2 Heal + 1 Cure potion for 5 Monster Bile | below › The Healer's Request |
| Bounty hunting | Murderers' victims (Bounty Board) | — | Anyone with no tie to the murderer | — | Half of the bounty on the murderer's head | World and Basic Rules |
The merchant order, hunting contract and zoologist's order windows are the same (the Traveler's Journal's wooden frame): the NPC's words at the top, and below them the details of the job as label–value lines on parchment. The colors have fixed meanings: green for what you earn or what is complete, red for a condition you do not meet (skill too low, a fee you will pay), orange for things that need attention (an exceptional quality requirement, a weekly bonus, a weakening), light brown for neutral information. Giving up a job you accepted asks for confirmation in all three.
Daily limits are per person: all game accounts and characters linked to the same web account count together.
Cooldown after delivering: after you deliver an order or contract, you cannot take a new job or deliver from the same line (merchant orders, zoologist's order, hunting contract) for 60 minutes. The cooldown is shared by all your characters and is not reset when the server restarts. Your open jobs are not cancelled during this time.
Reward items: merchant orders of masters (80+) and tier 3–4 hunting contracts can give a reward item in addition to gold → Order Rewards
The Healer's Request
The healers of Felucca prepare potions for players heading into dungeons; in return they want monsters' bile.
- Left-click a healer → Ask for a Quest and accept the quest.
- While the quest is running, some of the hostile monsters you kill drop Monster Bile, which goes into your backpack by itself. It drops from creatures such as skeletons, zombies, orcs, harpies and golems; not from very weak creatures such as rats, snakes, mongbats and slimes, not from neutral creatures (pixies, wisps, centaurs), and not from tamed or summoned animals.
- When you have 5 bile, return to the healer and turn in the quest. The bile must be directly in your backpack (not in a bag inside it); the healer only counts what is there. Dropped bile is automatically marked as a quest item. The quest is given and taken by an ordinary Healer, not the healers' guildmaster.
Reward: 2 Heal potions + 1 Cure potion (full-strength potions not sold by merchants).
Limit (per account): at most 4 times in the last 24 hours, at least 1 hour between two deliveries. If you are at the limit, the healer tells you when to come back; you keep your bile and bring it later.
Weekly contests
Seven contests run every week: Biggest Fish, Gatherer's Week (wheat, turnip and big fish orders), Hunter's Week (hunting contracts, points by tier), Law Week (murderers' heads turned in), Craft Week (craft merchant orders and bulk orders, points by labor), Zoologist's Week (zoologist's orders and newly tamed species) and the Order of the Week for masters. You follow them in Traveler's Journal → Contests → Order Rewards and Contests