Quest content in Dimraeth is split across six kinds of activity. The main story runs in acts, with side content, short-form Deeds, repeatable Bounties, timed events and quests attached to individual characters.
Type | What it is |
|---|---|
Main quests | The central story, in which the wizard Faustas recruits you against Sylbos, Last of the Ogre Magi, as corruption spreads across Mirkea. It is structured in acts: the level cap is stated to rise with each new act. |
Side quests | Optional work outside the main line. |
Deeds | The developers’ own term for their short-form quests. |
Bounties | Repeatable encounters against bosses and other tough targets, with difficulty and rewards that scale. Higher ranks are the route to better loot. |
Timed events | Content on a clock. Timed quests appear in patch notes as a distinct type. |
Personal and relationship quests | Quests attached to specific characters, opened up by building a relationship with them. |

Deeds
Deeds are described by the developers simply as their short-form quests, and they are produced in batches: more than ten new Deeds were added for the technical playtest of late January and early February 2026, alongside a new area, a revamped tutorial, a new boss and three new monster types.
As of 2026-09-12 no first-party source gives a Deed count for the Early Access build, states whether Deeds repeat, or lists what they reward.
Bounties
Bounties were introduced at that same technical playtest. They are repeatable fights against bosses and other tough encounters, and both the difficulty and the rewards scale, so pushing into higher ranks is what produces better loot.
They sit alongside monster drops rather than replacing them. In a January 2026 design post the developers stated that they still want monster drops to be the primary loot path for the majority of the game, with equipment crafting planned as a late Early Access endgame activity rather than a launch feature. See Equipment and Loot and Crafting.
Relationships, Personal Quests and Romance
Character relationships are treated as a system rather than as decoration. Deeper relationships unlock new conversations, personal quests and potential romances. In June 2025 the Game Director described NPC relationships as a core part of the design, with both friendships and romance intended, each bond unfolding through its own questline and personal moments.
The state of that content deserves precision. At the first public playtest in September 2025 there were no romance payoffs in the build; the available content introduced characters and went no further. As of 2026-09-12 no first-party statement confirms that romance questlines are complete in the Early Access build, and the wording used in announcements has stayed at the level of intent.
Your dialogue leaning is tracked separately through Personas, which bias which kinds of options appear rather than locking a path.
Where Quests Come From
The Guild Hall is the working hub for quest content. A quest board and a map table were added to it in October 2024, and the Earlwood Village Guild Hall Quarter is the one quarter of the village still open when the player arrives, the rest being sealed by guards. The village is designed as a place you return to between forays: bring back discoveries, craft, prepare, go out again.
Named questgivers and service characters include Faustas, the wizard who recruits you; Eldorian, the young Elven adventurer who greets newcomers to the Guild Hall; Alaric, the folk hero placed in the Guild Hall in August 2024; Befr, the travelling merchant with a caravan and a workbench; Manga, the Minotaur blacksmith with the forge; Tamsin, an enchanter with a shop; and Myrll, the exiled forest spirit who teaches and sells the Seed Bomb spell.
Allies you recruit stay with the world they were recruited in. A character brought into another player’s world does not bring its allies along. See Co-op Multiplayer.
Tracking Quests
The following interface pieces appear in patch notes, which establishes that each existed when it was written about rather than how it behaves in the Early Access build.
Element | First recorded |
|---|---|
Event notification system | March 2024 |
Quest board and map table in the Guild Hall | October 2024 |
Map pins and quest indicator system | April 2025 |
Quests interface | April 2025 |
Quest tracker | Recorded in patch notes |
Timed quests | Recorded in patch notes |
How the Quest System Was Built
The quest layer has been rebuilt more than once, which is worth knowing when reading old material. A new quest system was designed in March 2024. The quest and NPC systems were redesigned again in June 2024. The quest interface and the map were reworked in April 2025. Conversation with NPCs began as keyword-driven chat in the style of a text-based world, and a keyword list was still part of the conversation interface in September 2024. More of this record sits in Development History.