Kneeshaw Developments
A stone wall of pinned contracts lit by two candles, the errand board of Titan Saga: Idle

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.

Target
Member
  • 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.

 QuestsErrands
Party size1–4 members1 member only
RewardRandom within region poolSpecific target you pick
CombatYes (auto-resolve at completion)None
FailureDefeat possible (0 stars)Always succeeds at one of four tiers
ModifiersUp to 2 rolled + 1 chosenNone. The tier is the only roll
RefreshBounty board every 4hAlways available
Queue capPer-quest by rep tierUncapped

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. 1

The 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. 1

Each 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. 1

The 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. 1

Steady 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. 2

Spend 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. 2

Pick 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. 2

The 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. 3

Brings 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. 3

The 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. 3

The 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.

StepΔ tierRule
Start75%Every errand starts at the 75% tier with no matches.
Archetype+1Member archetype is in the errand's preferred_archetypes list.
Profession+1Member profession is in the errand's preferred_professions list.
Rank band+1Member essence rank is within the errand's ideal_min to ideal_max range.
Under-ranked−1Member essence rank is below the errand's minimum rank threshold.
Region danger0The 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 / +1The 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).
Hard gates are separate. Match rules that block dispatch entirely (Stand Watch requires Guardian or Warden; Train the Guard requires an archetype matching the program; Profession Task requires a profession match; and every chapter-2 and chapter-3 errand carries an essence-rank minimum, all of them Iron, Bronze or Full Bronze) sit outside the fit math. You can't dispatch at all if a hard gate fails; fit scoring only happens once a member is eligible.

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.