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
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's 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 — tier is the only roll |
| Refresh | Bounty board every 4h | Always available |
| Queue cap | Per-quest by rep tier | Uncapped |
The ten types
Ten types unlock across three story chapters. Chapter 1 covers the everyday errands (Scavenge, Meet Local, Profession Task, Courier Run). Chapter 2 adds 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. 1The only errand that pays gold directly. About 1/3 of an equivalent quest's rate, but no risk and no setup.
- 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 · level ≥ 10
- 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
- Level ≥ 5
- Duration
- 1h – 4h
- Reward
- Spawns a targeted bounty quest
Stand Watch
Ch. 2The only errand with an active reward — your member parks at the building and lifts its output until the watch ends.
- Target
- Guardable building (specific)
- Gate
- Guardian or Warden · level ≥ 8
- Duration
- 4h – 12h
- Reward
- Passive production buff on the building
Chase a Rumor
Ch. 3Unlock partial narrative threads. Perfect tier yields 100 gold and a longer lead.
- Target
- Rumor category
- Gate
- Level ≥ 5
- 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
- Level ≥ 15 · 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
- Level ≥ 10
- 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 loot doubles up.
50%
Mismatch
Wrong archetype, wrong profession, or too low level. The errand still completes — half the loot, no story bonus. The rare wins of a 50% are usually because the player wanted to clear the queue.
75%
Workable
One bonus criterion missing. Most pickups land here — a member who's the right archetype but the wrong profession, or vice versa. Solid for grinding.
100%
Match
The intended tier. Two of three bonuses met — archetype + profession, or profession + level band, etc. Where most planned errands settle.
125%
Perfect
All three bonus criteria met AND the random roll favored you. Best loot. Some errands have unique perfect-tier rewards (Teach Apprentice's 15% recruit, Chase a Rumor's bonus gold).
How fit is scored
Fit is a simple integer math. Start at 1, walk through the modifiers, clamp to [0, 3], then apply a uniform ±1 random roll. The final number indexes into the four tiers.
| Step | Δ tier | Rule |
|---|---|---|
| Base | +1 | Every errand starts at tier 1 (75%) by default. |
| Archetype | +1 | Member archetype is in the errand's preferred_archetypes list. |
| Profession | +1 | Member profession is in the errand's preferred_professions list. |
| Level band | +1 | Member level is within the errand's ideal_min to ideal_max range. |
| Under-leveled | −1 | Member level is below the errand's minimum level threshold. |
| Region danger | −1 / −2 | Scavenge & Bounty Scout shift down by 0.15 per danger point. Danger 4–9 = −1; danger 10+ = −2. |
| Random roll | −1 / 0 / +1 | After all modifiers, a uniform ±1 roll is applied. Final tier is clamped to [0, 3]. |
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) reduces all durations.
Limit-1 on Bounty Scout
Only one Bounty Scout per unique enemy family can be active or queued at a time — 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. Only Courier Run pays gold directly (about ⅓ of an equivalent quest rate). 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. The basics show up at the very 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.
