# quest\_template [<-Back-to:World](database-world.md) **Table: quest\_template** Contains all basic definitions of available quests. ## **Structure**
Field Type Null Key Default Extra Comment

ID

int(10) unsigned

NO

PRI

0



QuestType

tinyint(3) unsigned

NO


2



QuestLevel

int(11)

NO


-1



QuestPackageID

int(10) unsigned

NO


0



MinLevel

int(11)

NO


0



QuestSortID

smallint(6)

NO


0



QuestInfoID

smallint(5) unsigned

NO


0



SuggestedGroupNum

tinyint(3) unsigned

NO


0



RewardNextQuest

int(10) unsigned

NO


0



RewardXPDifficulty

int(10) unsigned

NO


0



RewardXPMultiplier

float

NO


1



RewardMoney

int(11)

NO


0



RewardMoneyDifficulty

int(10) unsigned

NO


0



RewardMoneyMultiplier

float

NO


1



RewardBonusMoney

int(10) unsigned

NO


0



RewardDisplaySpell(X=1...3)

int(10) unsigned

NO


0



RewardSpell

int(10) unsigned

NO


0



RewardHonor

int(10) unsigned

NO


0



RewardKillHonor

int(10) unsigned

NO


0



StartItem

int(10) unsigned

NO


0



RewardArtifactXPDifficulty

int(10) unsigned

NO


0



RewardArtifactXPMultiplier

float

NO


1



RewardArtifactCategoryID

int(10) unsigned

NO


0



Flags

int(10) unsigned

NO


0



FlagsEx

int(10) unsigned

NO


0



RewardItem(X=1...4)

int(10) unsigned

NO


0



RewardAmount(X=1...4)

int(10) unsigned

NO


0



ItemDrop(X=1...4)

int(10) unsigned

NO


0



ItemDropQuantity(X=1...4)

int(10) unsigned

NO


0



RewardChoiceItemID(X=1...6)

int(10) unsigned

NO


0



RewardChoiceItemQuantity(X=1...6)

int(10) unsigned

NO


0



RewardChoiceItemDisplayID(X=1...6)

int(10) unsigned

NO


0



POIContinent

int(10) unsigned

NO


0



POIx

float

NO


0



POIy

float

NO


0



POIPriority

int(11)

NO


0



RewardTitle

int(10) unsigned

NO


0



RewardArenaPoints

int(10) unsigned

NO


0



RewardSkillLineID

int(10) unsigned

NO


0



RewardNumSkillUps

int(10) unsigned

NO


0



PortraitGiver

int(10) unsigned

NO


0



PortraitTurnIn

int(10) unsigned

NO


0



RewardFactionID(X=1...5)

int(10) unsigned

NO


0



RewardFactionValue(X=1...5)

int(11)

NO


0



RewardFactionOverride(X=1...5)

int(11)

NO


0



RewardFactionCapIn(X=1...5)

int(10) unsigned

NO


0



RewardFactionFlags

int(10) unsigned

NO


0



RewardCurrencyID(X=1...4)

int(10) unsigned

NO


0



RewardCurrencyQty(X=1...4)

int(10) unsigned

NO


0



AcceptedSoundKitID

int(10) unsigned

NO


0



CompleteSoundKitID

int(10) unsigned

NO


0



AreaGroupID

int(10) unsigned

NO


0



TimeAllowed

int(10) unsigned

NO


0



AllowableRaces

int(11)

NO


-1



QuestRewardID

int(10) unsigned

NO


0



LogTitle

text

YES


(NULL)



LogDescription

text

YES


(NULL)



QuestDescription

text

YES


(NULL)



AreaDescription

text

YES


(NULL)



PortraitGiverText

text

YES


(NULL)



PortraitGiverName

text

YES


(NULL)



PortraitTurnInText

text

YES


(NULL)



PortraitTurnInName

text

YES


(NULL)



QuestCompletionLog

text

YES


(NULL)



VerifiedBuild

smallint(5)

YES


0



**Description of the fields** ### ID The quest ID. This column is the Primary Key for the Table. Each quest ID must be unique! ### QuestType Accepted values: 0, 1, 2 or 3. Their meaning is described in table below. | Value | Result | |-------|----------------------------------------------------------------------------------------------------------| | 0 | Quest is enabled, but it is auto-completed when accepted; this skips quest objectives and quest details. | | 1 | Quest is disabled (not yet implemented in the core). | | 2 | Quest is enabled (does not auto-complete). | | 3 | Quest is a World Quest. | ### QuestLevel Level of quest. Player receives full experience amount only if their level is less than or equal to Level+5. If Level is set to -1, the player's level will be used as (Quest)Level for the experience calculation. ### MinLevel Minimum level at which a player can get the quest. ### QuestSortID This field defines under what category the quest falls in the quest log. If **value > 0** then value is Zone IDs taken from AreaTable.dbc. if **value < 0** then (**-value**) is quest sort id: (in general profession or class quests. Also see [RequiredSkillPoints](#quest_template-RequiredSkillPoints) ) Value is ID from QuestSort.dbc ### QuestInfoID These values are ID taken from [QuestInfo.dbc](QuestInfo) ### SuggestedGroupNum Recommended number of players to do the quest together. ### LimitTime Time in seconds that the player has to complete this quest. ### ~~RequiredClasses~~ ~~This field is a bitmask, you can combine class values. See [ChrClasses.dbc](ChrClasses)~~ ### AllowableRaces Races allowed to get the quest. 0 means the quest is accessible for all races. Field value is a decimal value which must transform to an 8 bits binary in order to be understandable. In binary form, each different bit represents a different race. They're assigned as follows : **Race** These values are 2^ID taken from ChrRaces.dbc Examples: 0,1791 = All Races 690 (2 + 16 + 32 + 128 + 512) = Horde Quest 1101 (1 + 4 + 8 + 64 + 1024) = Alliance Quest ### RepObjectiveFaction Faction ID for an objective to achieve a certain reputation value with. See Faction.dbc ### RepObjectiveValue Reputation value that the player must achieve with the faction in [RepObjectiveFaction](#quest_template-RepObjectiveFaction) as part of the quest objectives. ### RewardNextQuest **(Old field name: NextQuestIdChain)** The quest entry from a **creature** or **gameobject** that ends a quest and starts a new one. The result is, that if you end the quest, the new quest instantly appears from the quest giver. See the [examples section](#quest_template-Examples) for examples. ### RewardXPDifficulty According to the [Level](#quest_template-Level), the basic experience with index *RewardXPDifficulty* is taken from QuestXP.dbc. This field also controls the XP given as the XP is calculated from the value in this field by the following formula. If the quest is repeatable, XP will be given only once. The total XP that a character will receive is also affected by the level difference between the character's level and the quest's level. The formula for calculating XP from the value in this field: **QuestLevel >= 65:** XP = RewMoneyMaxLevel / 6.0 **QuestLevel h1. 64:** XP = RewMoneyMaxLevel / 4.8 **QuestLevel 63:** XP = RewMoneyMaxLevel / 3.6 **QuestLevel h1. 62:** XP = RewMoneyMaxLevel / 2.4 **QuestLevel 61:** XP = RewMoneyMaxLevel / 1.2 **QuestLevel <= 60:** XP = RewMoneyMaxLevel / 0.6 ### RewardMoney Money earned by completing the quest (if value > 0) or money requirement to complete the quest (if value < 0) . ### RewardBonusMoney The money a character at level 80 would get when they complete this quest. ### RewardSpell Spell that is shown to be casted on quest completion in the quest log. Note that this spell will NOT be casted if [RewardSpellCast](#quest_template-RewardSpellCast) is non-zero. The spell in the other field will be casted instead, in which case the spell here only serves as the visual in the quest log. NOTE: This field comes straight from the WDB and should not be changed. ### RewardSpellCast Spell that will always be casted at player when completing the quest. This can be learn spell and player learned some spell in result, or buff spell, for example. If this field is non-zero then this spell will ALWAYS be casted and the spell in [RewardSpell](#quest_template-RewardSpell) will not. NOTE: This field comes straight from the WDB and should not be changed. ### RewardHonor Number of honorable kill honor rewarded for completing this quest. Example: An example value is 15 for quest 8388: At level 80 an honorable kill is 124 honor worth. Multiply this with 15 and you receive 1860, after the multiplication the value is rounded up. So the honor rewarded at level 80 is 1860 for this quest. ### RewardHonorMultiplier Multiplies [RewardHonor](#quest_template-RewardHonor), so if value is 2, it will give double. **WARNING:** If this field is 1 and [RewardHonor](#quest_template-RewardHonor) is 0, the quest will reward default honor kill value (124 honor at level 80) ### StartItem Items given by the quest giver at beginning of the quest. Items will be deleted when quest is abandoned. ### Flags This flag field defines more specifically the type of quest it is. Aside from the daily flag and sharable flag, this field is used just for grouping purposes and NOT for any other quest requirements. The quest requirements are calculated from non-zero values in other quest template fields. Also, while some of these flags are known, others have yet an unknown purpose and the comments below is simply guesswork on them.

Flag

Name

Comments

0

QUEST_FLAGS_NONE

No flags, so no groups assigned to this quest.

1

QUEST_FLAGS_STAY_ALIVE

If the player dies, the quest is failed.

2

QUEST_FLAGS_PARTY_ACCEPT

Escort quests or any other event-driven quests. If player in party, all players that can accept this quest will receive confirmation box to accept quest.

4

QUEST_FLAGS_EXPLORATION

Involves the activation of an areatrigger.

8

QUEST_FLAGS_SHARABLE

Allows the quest to be shared with other players.

16

QUEST_FLAGS_HAS_CONDITION

Not used currently

32

QUEST_FLAGS_HIDE_REWARD_POI

Not used currently: Unsure of content

64

QUEST_FLAGS_RAID

Can be completed while in raid

128

QUEST_FLAGS_TBC

Not used currently: Available if TBC expansion enabled only

256

QUEST_FLAGS_NO_MONEY_FROM_XP

Not used currently: Experience is not converted to gold at max level

512

QUEST_FLAGS_HIDDEN_REWARDS

Item and monetary rewards are hidden in the initial quest details page and in the quest log but will appear once ready to be rewarded.

1024

QUEST_FLAGS_TRACKING

These quests are automatically rewarded on quest complete and they will never appear in quest log client side.

2048

QUEST_FLAGS_DEPRECATE_REPUTATION

Not used currently

4096

QUEST_FLAGS_DAILY

Daily repeatable quests (only flag that the core applies specific behavior for)

8192

QUEST_FLAGS_FLAGS_PVP

Having this quest in log forces PvP flag

16384

QUEST_FLAGS_UNAVAILABLE

Used on quests that are not generically available

32768

QUEST_FLAGS_WEEKLY

Weekly repeatable quests (only flag that the core applies specific behavior for)

65536

QUEST_FLAGS_AUTOCOMPLETE

Auto complete

131072

QUEST_FLAGS_DISPLAY_ITEM_IN_TRACKER

Displays usable item in quest tracker

262144

QUEST_FLAGS_OBJ_TEXT

Use Objective text as Complete text

524288

QUEST_FLAGS_AUTO_ACCEPT

The client recognizes this flag as auto-accept. However, NONE of the current quests (3.3.5a) have this flag. Maybe blizz used to use it, or will use it in the future.

1048576 QUEST_FLAGS_PLAYER_CAST_ON_ACCEPT Quests with this flag player submit automatically by special button in player GUI
2097152  QUEST_FLAGS_PLAYER_CAST_ON_COMPLETE Automatically suggestion of accepting quest. Not from npc.
4194304 QUEST_FLAGS_UPDATE_PHASE_SHIFT
8388608 QUEST_FLAGS_SOR_WHITELIST
16777216 QUEST_FLAGS_LAUNCH_GOSSIP_COMPLETE
54432 QUEST_FLAGS_REMOVE_EXTRA_GET_ITEMS
67108864 QUEST_FLAGS_HIDE_UNTIL_DISCOVERED
134217728 QUEST_FLAGS_PORTRAIT_IN_QUEST_LOG
268435456 QUEST_FLAGS_SHOW_ITEM_WHEN_COMPLETED
536870912 QUEST_FLAGS_LAUNCH_GOSSIP_ACCEPT
1073741824 QUEST_FLAGS_ITEMS_GLOW_WHEN_DONE
2147483648 QUEST_FLAGS_FAIL_ON_LOGOUT
Like all flag based fields, **QuestFlags** can be added for the different types of quest. Note that some flags may not be supported by core. ### RewardTitleId The title the character will receive upon completion of the quest. See [CharTitles.dbc](CharTitles) ### RequiredPlayerKills Displays how much players you need to kill betd class=td class=a class=/td data-linked-resource-default-alias=fore completing the quest. ### RewardTalents Will give X bonus talents to the player completed the quest. Leave"0"for No Bonus Talent Points.'' ### RewardArenaPoints Will Give X Arena Points to the player that completes the quest. Leave"0"For no Arena Points Reward. ### RewardChoiceItemId Id of item available for reward choice. Number of Charges in rewarded item available. ### RewardChoiceItemCount Will choose how many items will be added for reward. E.g "RewardChoiceItemId" is the reward item and "RewardChoiceItemCount" is the count of how many items will be added as a reward. ### RewardItemId [item Id](item_template#entry) given for reward (no choice). ### RewardItemCount `field-no-description|46` ### RewardFactionId Faction Id (from [Faction.dbc](Faction)) for which the quest give reputation points. Number of gain or lost reputation points for Faction at quest completion. This is special reputation rewarding. Normal reputation reward to quest rewarding creature faction calculated and added automatically. ### RewardFactionValueId This field is used for reputation lookup in [QuestFactionReward.dbc](QuestFactionReward) if [RewardFactionValueId](#quest_template-RewardFactionValueId) is 0. Value X in this field indicates RepX column of [QuestFactionReward.dbc](QuestFactionReward). If RewardRepValueId is positive, reputation from the first row of QuestFactionReward.dbc will be used, for negative values the second row is used. ### RewardFactionValueIdOverride This field is used to give reputation values not present in QuestFactionReward.dbc or to override them if [RewardRepValueId](#quest_template-RewardRepValueId) is wrong for some reason. The value in this field is 100× the intended reputation reward (if you want to give 400 rep, put 40000 in RewardFactionValueIdOverride). ### POIContinent MapId of a quest point of interest (POI - Point Of Interest). POI will be shown on the map when quest is active. ### POIx X coordinate of quest POI. ### POIy Y coordinate of quest POI. ### POIPriority TODO ### Title Title of the quest. ### Objectives Objectives of the quest. If empty, quest is an auto-complete quest that can be immediately finished without accepting it first. ### Details The quest text. You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonymn you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick) ### OfferRewardText First text send to the player by the NPC when completing the quest. You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonymn you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick) ### RequestItemsText Text sent to player when the player tries to talk to the NPC with the quest active but incomplete. (The text under the "Progress" title in Wowhead.) You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonymn you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick) ### RequiredNpcOrGo Value > 0:required creature\_template ID the player needs to kill/cast on in order to complete the quest. Value < 0:required gameobject\_template ID the player needs to cast on in order to complete the quest. If\*RequiredSpellCast\*is != 0, the objective is to cast on target, else kill. NOTE: If RequiredSpellCast is != 0 and the spell has effects Send Event or Quest Complete, this field may be left empty. ### RequiredNpcOrGoCount The number of times the creature or gameobject must be killed or casted upon. ### RequiredSourceItemId Item ID that is needed indirectly by the quest. For example, the quests asks for item X but the only way to get item X is by activating item Y; however, item Y is also a quest item. Therefore you set item Y's ID in this field. This requirement will not appear in the quest text, it is just for the core to know when to drop a quest item that isn't in the RequiredItemId field but is still needed by the quest. ### RequiredSourceItemCount The maximum number of copies of the item in RequiredSourceItemId that can be picked up (and dropped by the core). ### RequiredItemId [Item\_template](item_template#id) Id of required item to complete the quest. ### RequiredItemCount Amount of required items ### RequiredSpell Spell Id required to cast on [RequiredNpcOrGo](quest_template#RequiredNpcOrGo) to update Objective. ### ObjectiveText Used to define non-standard objective texts, that show up in the questlog. Example, "Heal fallen warrior" and the number gets added by Count values. ### DetailsEmote `field-no-description|69` ### DetailsEmoteDelay Emote delay in ms ### OfferRewardEmote Emote played by the NPC at the time the character is rewarded for the quest. ### OfferRewardEmoteDelay Emote delay in ms ### WDBVerified ## **Examples dealing with quests** Always use PrevQuestId before using NextQuestId. NextQuestId is considered optional and to be used only when PrevQuestId is not sufficient ### Basic quest Single, stand-alone quest with no prerequisites ``` cpp questA ``` ``` cpp entry = questA PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 ``` ### Prequest When this quest require another quest to be rewarded ``` cpp questA ``` ``` cpp entry = questA PrevQuestId = questX NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 ``` ### Chain of quests Player get quests in a strict chain that must be completed in a specific order. ``` cpp questA | questB | questC | questD ``` ``` cpp entry = questA PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questB entry = questB PrevQuestId = questA NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questC entry = questC PrevQuestId = questB NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questD entry = questD PrevQuestId = questC NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 ``` ### Chain of quests with multiple start quests. Player should only be allowed to complete one of three possible ``` cpp questA questB questC \ | / ------ questD ----- | questE ``` ``` cpp entry = questA PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = questA NextQuestInChain = questD entry = questB PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = questA NextQuestInChain = questD entry = questC PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = questA NextQuestInChain = questD entry = questD PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questE entry = questE PrevQuestId = questD NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 ``` ### Chain of quests with multiple start quests. Player must complete all three initial quests before D becomes available ``` cpp questA questB questC \ | / ------ questD ----- | questE ``` ``` cpp entry = questA PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = -questA NextQuestInChain = questD entry = questB PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = -questA NextQuestInChain = questD entry = questC PrevQuestId = 0 NextQuestId = questD ExclusiveGroup = -questA NextQuestInChain = questD entry = questD PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questE entry = questE PrevQuestId = questD NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 ``` ### Quests with split and a child quest Completing A unlocks B and C that can be done at the same time. They both need to be completed before D becomes available. X is needed to obtain item for C and this quest should only be available if C is active ``` cpp questA / \ questB questC - questX \ / questD ``` ``` cpp entry = questA PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questB PrevQuestId = questA NextQuestId = questD ExclusiveGroup = -questB NextQuestInChain = 0 entry = questC PrevQuestId = questA NextQuestId = questD ExclusiveGroup = -questB NextQuestInChain = 0 entry = questX PrevQuestId = -questC NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questD PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 ``` ### Multiple quest chains, leading to one final quest Player may complete (not required to) X, but has to complete all three quest chains before final quest becomes available ``` cpp *questX* | *questA* *questC* *questE* | | | *questB* *questD* *questF* \ | / ------ *questG* ----- ``` ``` cpp PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questC entry = questX PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questB entry = questA PrevQuestId = questA NextQuestId = questG ExclusiveGroup = -questB NextQuestInChain = 0 entry = questB PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questD entry = questC PrevQuestId = questC NextQuestId = questG ExclusiveGroup = -questB NextQuestInChain = 0 entry = questD PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questF entry = questE PrevQuestId = questE NextQuestId = questG ExclusiveGroup = -questB NextQuestInChain = 0 entry = questF PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questG ``` ### Complicated Player must first complete A, then B to unlock the chain from C to E. Three other quests in a group will also be unlocked, those can be done at the same time. The three grouped quests must all be completed before I becomes available. Completion of E and I is required to obtain the final quest. ``` cpp *questA* | *questB* / \ *questC* *questF* | *questG* *questD* *questH* | | *questE* *questI* \ / *questJ* ``` ``` cpp PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questB entry = questA PrevQuestId = questA NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questB PrevQuestId = questB NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questD entry = questC PrevQuestId = questC NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questE entry = questD PrevQuestId = questD NextQuestId = questJ ExclusiveGroup = -questE NextQuestInChain = 0 entry = questE PrevQuestId = questB NextQuestId = questI ExclusiveGroup = -questF NextQuestInChain = 0 entry = questF PrevQuestId = questB NextQuestId = questI ExclusiveGroup = -questF NextQuestInChain = 0 entry = questG PrevQuestId = questB NextQuestId = questI ExclusiveGroup = -questF NextQuestInChain = 0 entry = questH PrevQuestId = 0 NextQuestId = questJ ExclusiveGroup = -questE NextQuestInChain = 0 entry = questI PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questJ ``` ### Impossible - many quests may unlock many Player can choose between two alternative chains (Chain A or B, but not both chains). A2 or B2 should unlock C, D and E when complete. When all three complete, F should be unlocked. If player get A3 or B3 after complete F, depends on if chain A or B was chosen ``` cpp *questA1* *questB1* | | *questA2* *questB2* \ / ---- *questC* ---- *questD* *questE* | *questF* / \ *questA3* *questB3* ``` ``` cpp PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questA2 entry = questA1 PrevQuestId = questA1 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questA2 PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = questB2 entry = questB1 PrevQuestId = questB1 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questB2 PrevQuestId = 0 NextQuestId = questF ExclusiveGroup = -questC NextQuestInChain = 0 entry = questC PrevQuestId = 0 NextQuestId = questF ExclusiveGroup = -questC NextQuestInChain = 0 entry = questD PrevQuestId = 0 NextQuestId = questF ExclusiveGroup = -questC NextQuestInChain = 0 entry = questE PrevQuestId = 0 NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questF PrevQuestId = questF NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questA3 PrevQuestId = questF NextQuestId = 0 ExclusiveGroup = 0 NextQuestInChain = 0 entry = questB3 ``` Note: If player can choose between chain A or B may be determined by faction status (aldor or scryer), using ReqMinRepFaction = 1. Player should not be able to be neutral+1 with both at the same time. This may be the common threshold to obtain aldor or scryer quests (this is unsure). If that is the case, only the unlock of C, D and E after complete A2 *or* B2 is the impossible part.\_Note 2: With the [Conditions](conditions) table now every quest chain is possible.'' /table