Kneeshaw Developments

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

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.

 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 — tier is the only roll
RefreshBounty board every 4hAlways available
Queue capPer-quest by rep tierUncapped

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. 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

The 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. 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 · level ≥ 10
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
Level ≥ 5
Duration
1h – 4h
Reward
Spawns a targeted bounty quest

Stand Watch

Ch. 2

The 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. 3

Unlock 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. 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
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. 3

The 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.

StepΔ tierRule
Base+1Every errand starts at tier 1 (75%) by default.
Archetype+1Member archetype is in the errand's preferred_archetypes list.
Profession+1Member profession is in the errand's preferred_professions list.
Level band+1Member level is within the errand's ideal_min to ideal_max range.
Under-leveled−1Member level is below the errand's minimum level threshold.
Region danger−1 / −2Scavenge & Bounty Scout shift down by 0.15 per danger point. Danger 4–9 = −1; danger 10+ = −2.
Random roll−1 / 0 / +1After all modifiers, a uniform ±1 roll is applied. Final tier is clamped to [0, 3].
Hard gates are separate. Match rules that block dispatch entirely (Stand Watch requires Guardian or Warden; Profession Task requires a profession match; level minimums on most chapter-2/3 errands) 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) 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.