Kneeshaw Developments
A candlelit table of maps, tokens and open ledgers, the quest board of Titan Saga: Idle

15 types · 11 modifiers · 4 difficulty tiers

The bounty boardis always open.

Story, bounty, contract, backstory, expedition — fifteen kinds of quest, each rolled with its own modifiers and a difficulty you pick at dispatch. Send a party, take the risk, keep what you survive with.

Ambush
Bountiful
Swift
Dense Fog
Allied NPC
Treacherous

Updated ·patch v2.0.5

How quests work in one paragraph

You pick a quest from a board, you pick a party (the quest sets the seat count, 3 to 5), you pick a difficulty tier and a tactical approach, and they go. Time passes. They come back with a star rating based on how their party power compared to the recommendation, modified by any modifiers rolled on the quest. 3 stars = full rewards, 2 stars = 70%, 1 star = 40% and likely an injury, 0 stars = defeat and a revenge quest spawns.

Two words you will see a lot: a chapter is a step of the main story (you start in Chapter 0 and advance by finishing that chapter's story quests with at least one star), and a beat is a decision point inside a quest where, from Chapter 2, the party stops and waits for you to pick an option. See Command for beats.

The Quests screen

Do this: live on the Available tab to send parties out and on Active to collect them. The other tabs are hidden until their chapter, so if a guide mentions a tab you cannot see, you have not reached it yet.

TabOpensWhat it is for
AvailableFrom the startEverything you can send a party on: Story Quests, The Road, Sagas, the Bounty Board, chain quests, and later Errands, Underworld Jobs and Noble Deeds.
ActiveFrom the startQuests in progress and finished quests waiting to be claimed. From Chapter 2, quests waiting on a decision are sorted to the top with a Decide now button.
ExpeditionChapter 2Long multi-stage runs that pay rare essences.
ContractsChapter 2Weekly Contracts: Bronze, Silver and Gold goals that reset each week.
ProfessionChapter 3Solo profession chains for one member, gated on profession level.
BuildingChapter 3Building Missions that advance a building's specialization.

"Chapter 2" means once you have cleared Chapter 1. On the Available tab, Underworld Jobs and Noble Deeds appear once you finish the first First Steps chain, and the Errands panel appears later, mid Chapter 2 (see Errands). A region filter at the top of Available narrows every section to one region; The Road, Quick Bounty and Errands only show in the all-regions view.

The Road (on Available)

From Chapter 2, once you have seen three beats, a section headed The Road appears on Available right after Story Quests. It holds short solo scenes for your champion (up to 3 at a time, a new one every 4 hours) and a milestone track you fund with Command. It only shows in the all-regions view. Full guide: Founder's Road.

The board refresh

The bounty board generates a fresh batch every 4 hours. There are three parallel boards: standard and Underworld refresh every 4 hours, Noble every 6 hours. New quests appear, old ones expire, and one entry per refresh is flagged as a featured bounty with ×1.5 rewards. At night, one synthetic Moonlit Bounty joins the board at ×1.5 rewards and ×0.8 duration.

You do not have to wait out the four hours. Between full refreshes the board tops itself up with one fresh bounty every 10 minutes until it is back at capacity, so clearing the board is never a reason to sit on your hands or pay for a re-roll.

Refresh interval

4 h / 6 h

4 hours for the Bounty and Underworld boards, 6 hours for the Noble board.

Entries per board

3 + 1/region

Three slots plus one per unlocked region, capped at 30. Influence-tier perks and patronage grant extra slots on top.

Featured bounty

×1.5

One per refresh, random by default. Turn on Auto-Feature and the game picks the highest-value entry instead.

The seventeen types

On your first day you will only send Story quests and Bounties (the two marked in gold). Boss Raids open when you clear Chapter 1, and Travel legs start appearing on their own once a second region opens in Chapter 2, so most players meet both within the first week. The rest unlock later as you reach new chapters, professions, and Underworld access.

TypeOne-lineSource
StoryHand-authored, chapter-ordered. Unlocks regions, NPCs, and most other quest types.data/quests.json
BountyThe procedural workhorse. The board holds 3 slots plus one per unlocked region, refreshed every 4 hours and topped up between refreshes.Procedural
Essence ExpeditionTargeted runs for clouded essences. Long timers, rewards capped at 3 essences per quest.data/expeditions.json
Building MissionSite missions tied to a building. Completing them advances the building's specialization.data/building_missions.json
Boss RaidRegion-bound world bosses on real-time timers. Boss combat auto-resolves at completion.data/boss_raids.json
ProfessionSingle-member profession chains. Gates on profession level, not party power.data/professions.json
Weekly ContractBronze / Silver / Gold tiered contracts. Resets weekly with three contract-only modifiers.data/contracts.json
BackstoryMember-specific story chains. Gated by story chapter; not every recruit has one.data/backstory_quests.json
SmugglingUnderworld board. Heat-gated; pays gold but raises faction suspicion.Procedural · Underworld
ThievingUnderworld board. Faster than bounties but smaller rewards.Procedural · Underworld
SpyingUnderworld board. Information rewards: unlocks enemy stats and patrol routes.Procedural · Underworld
NobleNoble board. Diplomatic favors that grant reputation and unlock court rumors.Procedural · Noble
Double AgentUnderworld espionage chains where a member plays both sides: high suspicion, high payout, branching outcomes.Procedural · Underworld
TrainingInternal. Dispatched by training-intensive system. It appears in your queue but you don't browse for it.Internal
TravelAutomatic. A travel leg is added in front of a quest when your party is in a different region from the quest. You never pick one from a board; you start seeing them once a second region opens (Chapter 2).Internal
ConvergenceEndgame Titan-alignment chains. Gated by alignment match; boss-heavy; pays gems.data/convergence_quests.json
Spec QuestFaction-specialization questlines that culminate in a finale boss unique to your personality + specialization pairing.data/spec_quest_finale_bosses.json

New-player visible · grey · unlocked mid- to late-game.

Difficulty tiers

Every quest can be dispatched at any of four difficulty tiers. Higher tiers multiply power, reward, and duration. The reward scale beats the power scale at every tier, but the injury rates climb fast enough that you'll feel it on your roster availability.

Normal

injury 30% / 0%
pwr 1.0×reward 1.0×dur 1.0×

The default. Use it until your party reliably 3-stars the recommended power.

Hard

injury 45% / 12%
pwr 1.8×reward 2.0×dur 1.3×

The first real grind. Double rewards at +80% power, the cleanest pay rate in the game.

Challenge

injury 60% / 25%
pwr 3.2×reward 4.0×dur 1.55×

For when you've out-leveled your region. Expect a 1-star most of the time and an injured member after.

Nightmare

injury 75% / 40%
pwr 5.5×reward 7.0×dur 1.8×

Endgame. 7× rewards but the injury floor means you'll be rotating your roster constantly.

Modifiers

Every bounty rolls between zero and two modifiers. The default distribution is 50% no modifier · 35% one · 15% two. On a bounty you can also add one extra modifier at dispatch, chosen from three offered. Revenge and Enraged Boss are never rolled: they are only applied to revenge quests after a defeat. The three Contract modifiers belong to Weekly Contracts and are never offered in the dispatch picker, but in 2.0.7 the random roll on a bounty does not exclude them, so you can occasionally see one on an ordinary bounty.

ModifierPowerDurationRewardNotes
Ambush

Enemies lie in wait at the location.

+20%-+30% goldRisk-shaped: a pure damage spike.
Dense Fog

Visibility is poor; the party moves carefully.

-+15%+20%Slower, better paid.
Allied NPC

A local guide assists. The fight is easier; the region remembers.

−15%-+3 repThe friendliest modifier.
Bountiful

Resources are plentiful along the route.

--+25%Free money. Take it.
Treacherous

High risk. High reward. The mark is awake.

+25%-+50% / gold +50%Always on for Elite chain quests.
Swift

Quick run, lean rewards.

-−20%−10% / gold −19%Trades pay for speed. The two 0.9x cuts stack on gold, so gold drops about 19%.
Revengespawned

You owe this fight. Bring at least one member who lost.

+25%-2× (one-time)Auto-applied to revenge quests after a defeat.
Enraged Bossspawned

The boss remembers you. Hit harder.

+15%-+30% / gold +30%Auto-applied to boss revenge quests.
Contract: Enragedcontract

The contract enemies have been waiting for you.

+30%-+25% / gold +25%Contract modifier. Never offered in the dispatch picker.
Contract: Cursedcontract

Bad luck follows you; the wages reflect that.

--+30% / gold +30%Injury risk ×1.5. Contract modifier. Never offered in the dispatch picker.
Contract: Timedcontract

Deadline pressure. Done fast pays more.

-−30%+20% / gold +20%Contract modifier. Never offered in the dispatch picker.
Power cap: After every tier and modifier multiplier stacks, recommended power is capped at 7.5× the base value. At Nightmare + Treacherous you reach ~6.9×, just under the cap.

Tactical approach

A second dial at dispatch, separate from difficulty. Four options that trade reward, duration, and injury against each other. On bounties, each approach also has objective types it suits and ones it does not: a good match pays +20% and a poor match −15%, and either one applies to gold, XP, essences, reputation and resources alike. Assault suits combat and capture (poor at spy and exchange); Flank suits steal and spy (poor at defend and repair); Negotiate suits exchange and spy (poor at combat and steal); Fortify suits defend and repair (poor at steal and capture).

Assault

  • reward: 1.0×
  • duration: 1.0×
  • injury: 1.0×

Default. No tradeoff.

Flank

  • reward: +10% (+20% gold)
  • duration: 1.0×
  • injury: +15%

Risk shaping. Use when you'll easily win anyway.

Negotiate

  • reward: −20%
  • duration: 0.7×
  • injury: −50%

Fast and safe. Halve risk, lose a fifth of pay.

Fortify

  • reward: −10%
  • duration: 1.15×
  • injury: −60%

When you're under-powered. Slow it down, take the hit on pay.

Chain quests

Chains aren't a quest type. They are follow-up quests that spawn based on the outcome of a quest you just completed. Three flavors:

Elite chain

3-star bounty · 25% spawn

A deep copy of the parent bounty with all rewards ×1.5 and the Treacherous modifier forced on. Same enemy family, harder fight, much better pay.

Rescue chain

1-star bounty with injuries · 20% spawn

A fixed 30-minute mission requiring a Support-role member, at half the parent quest's recommended power. Clear it at 2 stars or better and the injured party members have their remaining recovery time halved; a 1-star rescue pays its gold but heals nobody. No boss.

Revenge chain

Any defeat · 100% spawn

Re-roll of the quest you lost, with Revenge modifier and 2× rewards. Requires at least one member from the failed party. Expires in 5 days. Lose it again and a new revenge spawns at the same doubled payout: it stays 2x, it does not double again.

Pool cap: Elite + Rescue chains cap at 5 entries in the pool (older entries are evicted first). Revenge chains never evict; they stack. Auto-advance: Queued follow-ups run silently and bundle into one summary at the end.

The reward formula

For Bounty-type quests, the base payout is calculated at generation, then scaled by difficulty, modifiers, and stars. Many other multipliers stack on top from buildings, perks, traits, and patron shrines.

Base bounty payout

  • gold = 15 × scale × rng(0.8–1.2)
  • xp = 20 × scale
  • rep = 3 + min(level, 50)
  • scale = max(1, (rec_power / 200)0.85)

The 0.85 exponent is intentional diminishing returns: higher recommended power pays more, but never linearly.

Stars apply at completion

  • 3 stars = 1.0× (party power ≥ recommended, role match ≥ 75%)
  • 2 stars = 0.7× (party power ≥ 70% of recommended)
  • 1 star = 0.4× (party power ≥ 40% of recommended; likely injury)
  • 0 stars = defeat (no rewards; revenge chain spawns)

Stacks on top

  • Alliance Brotherhood gold-quest perk
  • Patronage gold + essence drop multipliers
  • Faction trait modifiers (gold / xp / soulfire bonus)
  • Party synergies (matched professions)
  • Titan-link resonance (up to +20%)
  • Essence affinity (up to +20%)
  • Region mastery milestones (10/25/50 quests: +5/10/15%)
  • Boss combat outcome (decisive 1.5× / pyrrhic 0.5×)
  • Profession yield (best in party)
  • Soul tree quest-speed % (best in party)

The dice on the results screen

Every hidden roll a quest makes at completion (the crit roll, each member’s injury roll, the tome and seasonal drops, gear found at a beat, the elite and rescue chain spawns) is shown on the results screen as a die. The die is derived from the draw the system already made: there is no second roll and the odds are never rounded to a face. The passing faces are always the high ones, meeting the number is exactly the same event as passing the check, and no face is more than one face-width away from fair. A 3% injury reduction from the soul tree still does exactly 3%.

d20 · pass or fail

Any check with a difficulty: the WILD crit roll, the per-member injury roll (STUBBORN and the 3-piece injury-resist set are folded into that one chance), gear found at a beat. A natural 20 is gold in every dice set.

d12 · the luck offset

A modifier, not a pass/fail. The luck offset drawn once for the star rating is shown on a twelve. The stars themselves are not rolled: they are power ratio plus role match, so they get no die.

d100 · loot tables

Rarity tables read as percentiles: the rarest band sits on top with the number it needed (“needs 98+”).

d4 and d10 · exact fractions

A 1-in-4 chance is one face of four with no snapping: the elite chain spawn, the expedition ambush injury, the Explore essence find. The rescue chain rolls a d10.

No roll, no die: a defeat with everyone injured and a 0% chance show no dice rows, and a quest you used Intervene on shows no injury dice (Intervene cancels the injury rolls only; the quest's other dice still show). Battle damage is never rolled on a die. Dice sets (31 of them: 3 free, 5 for gold, 7 earned at the top achievement tier, 4 from Tier 4 Herald clears, 1 for Founders, 11 for gems) are cosmetic and chosen from the Dice Set row in Settings; pass or fail is written on the label under the die, not in the set’s colour.

Queue, parallel quests, and gem-skip

Parallel quests

No global cap, one quest per member. Members on Proving Grounds stages are not blocked. Up to two mercenaries can be hired at any time for temp-member dispatches.

Follow-up chain cap

Per active quest, the queue caps follow-ups by your reputation level: 1 at rep 1 · 2 at rep 3 · 3 at rep 5 · 4 at rep 7 · 5 at rep 10+.

Gem skip

1 gem per minute remaining, minimum 1 gem. Used sparingly to clear a stuck dispatch; almost never economical on long quests.

Quests with bosses are different

If a quest has has_boss = true, the combat system auto-resolves at completion. Power ratio decides the outcome: ≥1.2× decisive (×1.5 rewards), ≥0.8× victory (×1.0), ≥0.5× pyrrhic (×0.5, 40% injury per member), <0.5× defeat (75% injury per member). This is not the live Proving Grounds battle engine; quests auto-resolve at completion.

See also: Errands · Characters · Enemy families · Bosses & raids

Source: scripts/systems/quest_system.gd + scripts/data/progression.gd + scripts/data/enums.gd QUEST_MODIFIER_DATA + scripts/data/dice_check.gd.