
10 types · 4 tiers · pick exactly what you want
Send one runner.Pick the prize.
Where quests roll for whatever's there and gathering rolls for whatever the region drops, errands let you pick the target by name. Match the member, take the tier. No combat, no defeat — only how well the runner fits the work.
- 50%Mismatch
- 75%Workable
- 100%Match
- 125%Perfect
Updated ·patch v2.0.5
When do errands open?
Not at the start, and not all of Chapter 2 either. Errands stay hidden until the second First Steps chain (it starts in Chapter 2, after you clear Chapter 1 and see your first beat) reaches its step "Send Your First Errand". To get there you finish the steps before it, in order: send your first Expedition, complete a Weekly Contract, craft an item, and choose a Production Focus. Then an Errands panel appears on Quests > Available (all-regions view), between the Bounty Board and Underworld Jobs.
Do this first: send a Scavenge errand with any free member. It completes the step (200 gold, 5 gems), and any errand type counts. Types marked Ch. 3 below stay locked until Chapter 3.
How errands work in one paragraph
You pick an errand type (Scavenge, Courier, etc), then pick a specific target within that type (hides, this NPC, this route). You pick one member. The system scores their fit against the target and rolls a final tier: 50% / 75% / 100% / 125% of the target's base reward. No combat, no defeat: every errand succeeds. The only variable is how well-matched the runner is.
Errands vs. Quests
The systems share a dispatch UI but solve different problems. Quests are random rolls for whatever the region offers. Errands are targeted picks for exactly what you want. Throughput is roughly 0.5–0.7× of equivalent gathering. That is the specificity tax.
| Quests | Errands | |
|---|---|---|
| Party size | 1–4 members | 1 member only |
| Reward | Random within region pool | Specific target you pick |
| Combat | Yes (auto-resolve at completion) | None |
| Failure | Defeat possible (0 stars) | Always succeeds at one of four tiers |
| Modifiers | Up to 2 rolled + 1 chosen | None. The tier is the only roll |
| Refresh | Bounty board every 4h | Always available |
| Queue cap | Per-quest by rep tier | Uncapped |
The ten types
Each type carries a chapter tag, but because the Errands panel only opens mid Chapter 2, the Ch. 1 and Ch. 2 types are all available the moment you get errands: the everyday errands (Scavenge, Meet Local, Profession Task, Courier Run) and the strategic layer (Train the Guard, Bounty Scout, Stand Watch). Chapter 3 opens the diplomatic and growth errands (Chase a Rumor, Teach Apprentice, Aid an Ally Faction).
Scavenge
Ch. 1The workhorse. When you need 14 more iron ingots and gathering won't focus, you send a Scavenger.
- Target
- Material category (hides, ores, woods, gems, monster parts…)
- Gate
- None
- Duration
- 1h – 12h
- Reward
- Crafting materials
Meet Local
Ch. 1Each NPC has a tier ladder. Meet them at 100%+ and they advance: better shop inventory, new dialogue, occasional gifts.
- Target
- Named NPC (specific)
- Gate
- None
- Duration
- 30m – 4h
- Reward
- Reputation + NPC relationship tier
Profession Task
Ch. 1The on-demand recipe queue. Skip the workshop UI and dispatch a craft directly.
- Target
- Profession-specific output (specific recipe / good)
- Gate
- Member profession must match the target's required profession
- Duration
- 30m – 12h
- Reward
- Item (profession product)
Courier Run
Ch. 1Steady gold with no risk and no setup, at about 1/3 of an equivalent quest's rate. (Scavenge's Intelligence targets, later in the story, also pay gold.)
- Target
- Location-to-location route (specific)
- Gate
- None
- Duration
- 30m – 6h
- Reward
- Gold + small reputation
Train the Guard
Ch. 2Spend a strong member's time growing the region's faction strength. Pays in loyalty.
- Target
- Training program by archetype (specific)
- Gate
- Archetype match · Bronze rank or higher
- Duration
- 2h – 12h
- Reward
- Faction reputation
Bounty Scout
Ch. 2Pick the family you want loot from; the scout returns with a tailored bounty on the board.
- Target
- Enemy family (category or specific)
- Gate
- Iron rank or higher
- Duration
- 1h – 4h
- Reward
- Spawns a targeted bounty quest
Stand Watch
Ch. 2The only errand whose reward is a running buff: your member parks at the building and lifts its output until the watch ends.
- Target
- Guardable building (specific)
- Gate
- Guardian or Warden · Bronze rank or higher
- Duration
- 4h – 12h
- Reward
- Passive production buff on the building
Chase a Rumor
Ch. 3Brings back a story lead from the category you picked, plus reputation. The lead is drawn at random from that category at every tier. The code intends a 100 gold bonus at the 125% tier, but in 2.0.7 that gold is not credited.
- Target
- Rumor category
- Gate
- Iron rank or higher
- Duration
- 2h – 8h
- Reward
- Story lead + reputation
Teach Apprentice
Ch. 3The only errand that can grow your roster. Targets generate dynamically from the teacher's own skill tree.
- Target
- An allocated skill node on the teacher
- Gate
- Full Bronze rank or higher · teacher must have the node
- Duration
- 3h – 12h
- Reward
- Faction reputation · 15% chance at perfect tier to recruit a new apprentice
Aid an Ally Faction
Ch. 3The diplomatic engine. Diplomatic tokens unlock alliance perks and faction-specific recipes.
- Target
- Allied faction (specific)
- Gate
- Bronze rank or higher
- Duration
- 4h – 12h
- Reward
- Faction reputation + diplomatic tokens
The four fit tiers
Every errand resolves at one of four quality tiers. The tier multiplies the target's base reward. The system's whole design hinges on this: match the member to the work and the same errand pays up to 125% instead of 75%.
50%
Mismatch
Usually a member below the errand's minimum rank with no matches, or a 75% start that lost the random roll. The errand still completes at half the loot.
75%
Workable
Where every errand starts: no archetype, profession or rank match. Any member you send lands here before the random roll.
100%
Match
One match (archetype, profession or ideal rank) lifts you here before the roll. The easy target for most errands.
125%
Perfect
Two or three matches start you here (the tier caps at 125%), and a good roll can also lift a one-match errand here. Teach Apprentice's 15% recruit chance only rolls at this tier.
How fit is scored
Do this: send a member who matches at least one of the errand's preferences (the errand screen shows them). Each match is worth one tier step. The tiers go 50%, 75%, 100%, 125%: you start at 75%, gain one step for an archetype match, one for a profession match and one for being in the ideal rank band, lose one if you are below the minimum rank, and then a random roll moves you one step up, down, or nowhere.
| Step | Δ tier | Rule |
|---|---|---|
| Start | 75% | Every errand starts at the 75% tier with no matches. |
| Archetype | +1 | Member archetype is in the errand's preferred_archetypes list. |
| Profession | +1 | Member profession is in the errand's preferred_professions list. |
| Rank band | +1 | Member essence rank is within the errand's ideal_min to ideal_max range. |
| Under-ranked | −1 | Member essence rank is below the errand's minimum rank threshold. |
| Region danger | 0 | The errand data defines a danger penalty for some types, but in 2.0.7 the game reads region danger as 0 when an errand resolves, so danger has no effect on errands right now. |
| Random roll | −1 / 0 / +1 | The tier is capped to the 50% to 125% range, then a random roll moves it one step down, not at all, or one step up (and it is capped again). |
Queue, dispatch, and quick-slots
Uncapped queue
No global cap on active or queued errands. The only gate is per-member availability. Multiple members can each be running errands in parallel. When a member finishes, the queue auto-dispatches the next eligible entry.
12-hour duration cap
Every errand caps at 12 hours to fit inside the offline advance window. Bounty Scout caps even shorter at 4h. The Tireless Pursuit achievement perk (1,000 completed errands) takes 10% off every errand duration.
Limit-1 on Bounty Scout
Only one Bounty Scout per unique enemy family can be active or queued at a time, which prevents stacking duplicate scouts on the same target. Every other type allows full unlimited queueing.
Two quick-slots
The errand screen has 2 quick-dispatch tiles where you save (errand + target + member) triples for one-tap re-dispatch. The slots auto-clear if the saved member is dismissed or the target no longer resolves.
Rewards and XP
Primary rewards
Tier multiplies the target's base quantity. Gold comes from Courier Run (about ⅓ of an equivalent quest rate) and from Scavenge's Intelligence targets, which open later in the story. Most other errands pay in crafting materials, faction reputation, or passive buffs. No errand grants essences or crafting recipes; those live with quests and gathering.
Member XP (always)
Every errand grants essence XP to the running member: duration / divisor, where the divisor is 12 for most types (14 for Apprentice and Aid Ally, 16 for Train the Guard, 20 for Stand Watch). It only counts toward the member's essence rank, not faction XP.
Unlock chapters
Chapter 1 · The everyday
- Scavenge
- Meet Local
- Profession Task
- Courier Run
What you'll use most. Available the moment errands open (mid Chapter 2), not at the start of the game.
Chapter 2 · The strategic
- Train the Guard
- Bounty Scout
- Stand Watch
When errands stop being chores and start shaping your region.
Chapter 3 · The growth
- Chase a Rumor
- Teach Apprentice
- Aid an Ally Faction
Diplomacy, lore, and the only errand that can grow your roster.
One-shot vs. reusable targets
Some targets are one-shots (specific NPCs in Meet Local, specific ally contacts in Aid Ally) and reset weekly or per chapter. The system tracks completions; once run, a one-shot target greys out until the reset. Reusable targets (most Scavenge categories, most Courier routes) you can spam as often as your queue allows.
See also: Quests · Characters · Professions · Faction loyalty
Source: scripts/systems/errand_system.gd + scripts/data/errand_data.gd + data/errands.json.
