How Quests Work
Quest tiers, the journal, expiry, XP, and rewards: how SagaBound turns the story's promises into tracked objectives.
Updated July 2, 2026
When the story offers you a job, a contract, or a goal and you take it on, it becomes a quest in your journal with real tracking: objectives, status, XP, and a promised reward that is actually paid when you finish.
Quest tiers
Quests come in four tiers, and the game limits how many of each you can carry so the journal stays meaningful:
- Minor quests are small, local opportunities: up to 3 active, 25 XP each. Their offers are short-lived by design: one you leave unaccepted for 10 turns lapses on its own, while a quest you have accepted never times out.
- Standard quests are the backbone of an adventure: up to 2 active, 100 XP, no time pressure.
- Major quests are long arcs: 1 active at a time, 500 XP.
- Scenario quests are a world's headline storyline: 1 active, 1000 XP.
XP values shown are the base at level 1; rewards scale as your character levels.
The journal
Open the quest journal from the game screen to see everything you are carrying: each quest's objectives, its status, and what it pays. You can pin a quest to keep it in view while you play, and accept or decline the offers the story makes.
Accepting, completing, failing
A quest the story offers starts as available, and taking it on makes it active. Complete the objectives and the game marks it done and pays any promised reward automatically. Quests can also fail, and a failed quest is a story beat rather than a dead end: the world reacts and moves on.