Quests
The world gives you work, and the work pays.
Farmer Hodge
Farmer Hodge stands in the town, and he has a chain of jobs for a new soul. Talk to him with E and take them in order:
- A Hand with the Hay. Gather 5 straw. Pays 300 XP.
- Hide and Claw. Put down 3 badgers and gather 2 hide. Pays 900 XP.
- Saddle Up. Craft a saddle at the workshop. Pays 1,500 XP.
- The Crossroads. Walk to the crossroads. Pays 800 XP.
Run the whole chain and you have 3,500 XP, enough to carry you past level 6, and a saddle in hand.
Two of those jobs used to hand you a relic as well, an iron fitting and a keystone. They no longer do, and the XP went up instead. A quest turn in is the one place in the world that could hand out material nobody had gathered, so every character was quietly creating relics from nothing. Now that the relics have real world pools it would also have made those pools a lie. The relics come off creatures and chests, which is where the world can count them.
Broker Rook, and the licence
Hodge is not the only giver. Broker Rook stands behind his desk in the back office of the Gloo Exchange, and he has nine jobs of his own, opening once you finish Hodge's Saddle Up.
They are the trading licence, and finishing them is what lets you sell on the Exchange, at Sticky Situations and to the vendor floor. All nine together pay 11,700 XP and 5,300 gloo. The whole chain is on The Trading Licence.
The quest panel and the quest screen
You never have to remember any of this. The quest panel on the side of the screen shows your current step, counts your progress live, and previews the reward before you start.
Open the full quest screen and it carries three tabs:
- story, the one time chains from Hodge, Rook and everyone else,
- dailies, today's three, which pay out on the spot and clear from the list,
- completed, everything you have finished. Dailies do not collect here.
Daily work
Beyond Hodge's one time chain, the world sets you daily quests. Each day you get three, drawn from a pool of thirty six jobs: gather so much of a material, put down a few of a creature, fire some bricks, walk a set of zones, trade on the Exchange, spin the slot, feed the Magic Tree, play a round of hide and seek, finish a race, earn standing. Your three are picked from the ones your level can actually do, so the pool opens up as you climb. They reset at midnight UTC, and a fresh three are waiting the next day.
Dailies need no giver. They assign themselves the first time you play each day, track in the same quest panel, and pay their XP the moment you finish, with no walking back to hand them in. They are the steady drip of XP that carries you up the levels between the big milestones.
Which three you get is decided by your wallet and the date, the same three all day. If one of them is not your kind of day, you can now reroll it for gloo: the first reroll costs 250, the price doubles with each further reroll that day, and the day allows 8 rerolls at most. A quest you reroll away will not come back the same day.
The economy dailies
Six of the thirty six are economy jobs, and they do not appear at all until level 8. From level 8 on, your three are always one economy job and two ordinary ones.
They pay far better than the rest, because they are teaching you the parts of the world people skip:
| Job | What it asks | XP |
|---|---|---|
| Money on the Tape | have a resting order fill | 700 |
| Gather Under Fire | gather anything inside the Arena | 550 |
| Back the Bank | buy gloo with at least 0.01 SOL | 500 |
| Take the Market | one market buy and one market sell | 450 |
| Feed the Golden Horse | gamble 250 gloo at a GLUE ADDICTION cabinet. The high roller machines do not count | 400 |
| Make the Book | place a limit bid and a limit ask | 325 |
An ordinary daily pays 150 to 450. So from level 8 the fastest XP in the game is not out in the wild, it is on the trading floor. Money on the Tape alone is worth more than four badger hunts.
What quests pay
No quest ever hands you material. Not a bone, not a brick, not a relic. That is the hard rule and it is the rule for a reason: anything a quest handed you would be supply the world never counted, and the world's supply has to stay honest. Nothing a quest gives you was taken out of anyone's zone.
Dailies pay XP and nothing else. All thirty six of them.
Two story quests pay gloo as well as XP, both of them on Broker Rook's chain: Standing Order pays ₲300, and The Trading Licence pays ₲5,000 and the licence itself. Gloo is not material: it comes out of the house treasury, and every grant is audited like every other gloo that enters the world. See The Economy.