BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

System mechanic — not covered elsewhere

Quests

Roughly 1,300 ordinary quests share one underlying system — this page covers that system, not any one questline

This page is about the machinery behind Blister Online's ordinary quests — the ones handed out by NPCs across the world, not the game's handful of hand-written, fully voiced questlines (those each get their own wiki page, listed under Categories at the bottom, and are browsed and tracked through the Quest Log), and not bounty contracts, a separate kill-job system run out of the Bounty Office. Every one of the roughly 1,300 ordinary quests in the game is built from the same handful of parts: a giver, a task, a reward, and — occasionally — a place in a longer chain.

Wayfarers bring the quest to you

These aren't picked up from a board or a menu — a Wayfarer, a travelling NPC, walks up to you out in the world carrying exactly one job. Press [E] to talk to them and hear it. Every wayfarer keeps walking regardless of what you decide — accepting, declining, or simply never reaching them in time all leave them continuing on their way rather than standing around waiting for an answer.

You can hold three at once

Accepting a quest while you're already carrying three active ones is refused outright — the giver looks over what you're already juggling and turns you down rather than letting the list grow without limit. There's no way around the cap; you have to finish or drop one of your current three first. Once you're carrying three, wayfarers simply stop turning up until there's room again.

What a quest actually asks for

Every quest boils down to one of six task types:

  • Kill — defeat a set number of a specific kind of creature.
  • Fetch — carry a set number of a specific item to the giver.
  • Coin — hand over a set amount of cash.
  • Roam — bring back a specific item found only at the location where the quest was taken on, rather than anywhere in the world.
  • Ascend — gain a set number of levels while under a specific vow.
  • Still — stand perfectly still for a set number of seconds.

Some jobs also want a skill level you don't have yet

Beyond the task itself, a quest can carry its own minimum skill requirement, and the game keeps track of exactly how many are currently out of reach for that reason — the F1 help panel reports it directly, by skill: how many jobs on the road want more of a given skill than you currently have, the level at which the very next one of them opens up, and the level needed for the last and hardest one in that skill.

What you get back

Rewards are built from cash, items, or skill experience, in any combination a given quest calls for — a quest can pay pure cash, a stack of a specific item, XP in a named skill, or several of these together. A small number of quests also carry a bonus reward that only pays out if you've chosen a cat as your starter pet, on top of whatever everyone else gets for the same quest.

Quest chains: told which part, never how many

Some quests are part of a longer chain and say so directly on the offer panel — a label reading something like "[chain name] · PART TWO." Deliberately missing from that label is any denominator: the game will tell you which part of a chain you're on, but never how many parts the chain actually has. That's a considered choice, not an oversight — revealing a chain's total length would spoil how much story is still ahead for anyone following it, the same reasoning that keeps the game's bestiary from showing collection totals for content you haven't found yet.

Chains make up a real slice of the total — roughly 560 of the game's 1,300 ordinary quests are a beat in one of 86 separate chains, the longest running nine beats deep. Finishing one part also makes the board genuinely more likely — not certain, but biased — to offer the very next part the next time you're picked one. Measured against the game's own numbers, a nine-part chain could otherwise take upward of 185 hours of ordinary play to fully random-draw in order, meaning most players reading a later beat had never actually seen the beats before it — a chain written to be read in sequence but not, in practice, offered that way. The fix only ever reorders which eligible quest gets offered next; it can never hand you a quest whose own requirements you haven't actually met.

Finishing a chain doesn't just end it — a "What Became of Them" panel keeps a running record of every chain you've completed, showing each one's own closing line rather than just a checkmark, so finishing a nine-part story leaves an actual keepsake of how it ended instead of the chain simply disappearing from your available quests.

Talking, not just accepting

A quest can optionally carry one or more dialogue prompts on its offer panel — a question you can choose to ask before deciding whether to take the job, with its own written answer. This is a genuinely optional layer: the overwhelming majority of quests don't use it and render exactly as a plain three-line pitch with a button, precisely as they always have. Where it does appear, a prompt can also be restricted to a specific condition — for instance, a handful of Bastet's cat-focused quests carry a dialogue option that only appears if you actually chose a cat as your starter pet, so the extra warmth in her answers matches a choice you actually made rather than being available to everyone.

Dozens of voices, and counting

What started with Bastet alone has grown, one character (or a small handful) per version over many versions, past 80 fully-voiced characters, each written in a distinct register. The earlier chains mostly fork partway through into two different, equally true endings; later ones increasingly run as a single straight line instead, chosen specifically because they resolve sooner and are more likely to actually be read to the end. Most of the newest characters arrive in batches of six short, single-beat pieces at a time — a mix of comic and serious — rather than as long forking chains, so they're summarised rather than individually catalogued below. One batch was written under a deliberate ban on the game's own most statistically overused connecting phrases, after a count found nearly a fifth of every dialogue answer in the game up to that point leaned on the same handful of them. Every quest without dialogue still renders exactly as a plain three-line pitch, unaffected. The first fifty-two, in the order they were added:

  • Bastet, the cat goddess who started it all.
  • Wilfrid Ludbrook, who spent years recording a low hum nobody else could hear.
  • Ferris Mucklestone, a travelling shop driver who did his own arithmetic wrong for twenty-nine years.
  • Wynne Tattershaw, a race judge overruled thirty-one years ago on a call she was right about.
  • Cressida Osbaldeston, who discovers her fence has stood on the wrong side of a boundary since 1968.
  • Adelaide Finnamore, treasurer of a burial society sitting on far more money than anyone realised.
  • Hesper Tremlett, an indexer whose life's work outlived the book it was written for.
  • Ottoline Blackshaw, keeper of a town's air raid siren, still sounded every Sunday since 1941.
  • Petronella Odgers, a meeting secretary whose honest headcount was overruled.
  • Marianne Featherstonhaugh, a parish clerk choosing who gets one of eleven remaining grave plots among forty-one people entitled to them.
  • Absalom Thirkettle, a wheelwright confronting an apprentice who's become better at the trade than he is.
  • Cuthbert Ansley, keeper of a rare heirloom pear who uncovers who actually bred it.
  • Augustin Neep, a serial welcomer realising his own attentiveness is why newcomers keep leaving.
  • Alwyn Hanwell, who's quietly run an unauthorised warm room for schoolchildren for 29 years.
  • Neve Abbott, opening her late father's locked workshop years after his accident.
  • Winifred Anstruther, an allotment secretary enforcing a boundary line that turns out to have never really been there.
  • Corisande Isbell, four years into a search for a twin who never existed.
  • Ptolemy Naylor, a choirmaster praised for years for what turns out to be an accidental structural flaw.
  • Odile Farrant, a landowner deliberately keeping a mile of derelict railway permanently unbuildable to block a housing development.
  • Winifred Snaith, forty-one years into running a lost-property office, tracing an item left behind on purpose, four times, by the same stranger.
  • Tobias Buncombe, misdelivered hundreds of his neighbours' parcels a year for over two decades because of one blank field in a national database.
  • Hester Mowbray, an organist who's unknowingly played nine-tenths of a second early for thirty-one years to correct a mechanical fault.
  • Crispin Vollow, a bell-founder whose flawless repair accidentally drew a neighbouring village's whole congregation away from their own church.
  • Orlando Garnsey, proven scientifically right about his antique greenhouse glass — for a vine that dies of something else entirely anyway.
  • Hollis Calverley, a serial planning objector with 206 objections and not one ever upheld, asked for the first time to actually take a side.
  • Ottoline Furnivall, nineteen years of coming second at the vegetable show to the same rival, until she finally reads the judging criteria.
  • Wilfred Culp, owner of a 1911 wax recording of his mother's voice with only one playback left in it before the groove wears through.
  • Sefton Birkinshaw, a churchyard keeper whose burial count has come up exactly one short every spring for thirty-one straight years.
  • Nessa Garrick, legally responsible for a protected staircase that has stood alone in a field since the house around it burned down in 1968.
  • Dorcas Cullen, inheriting her mother's glass catalogue and discovering it quietly documents a decades-long affair.
  • Hesper Sibthorpe, trustee of a 1697 charity bequest for boots she's never once managed to actually give away.
  • Douglas Kettleborough, part of a four-man band that's played together every Tuesday since 1995 without ever performing for an audience.
  • Merrily Draycott, proprietor of a chop house whose "unchanged since 1954" menu turns out to have been rebuilt from memory after a 1971 fire.
  • Wilmot Crabbe, campaigning to save a bus route whose terminus has ended one street short of its own passengers for forty-one years.
  • Gretchen Oyler, a would-be noise complaint that turns into quietly helping the neighbour she was about to report.
  • Aubrey Minch, tracking a counterfeiter who loses money on every fake coin struck.
  • Ovid Meldrum, a surveyor deliberately drawing an unfair property line between two feuding brothers, on purpose.
  • Septimus Wroe, investigating why an eleven-hundred-year-old churchyard yew is suddenly dying from road salt tied to his own family's history.
  • Hollis Skerrit, whose family hotel has kept one room locked and unused for forty-six years under a century-long 1979 rental contract.
  • Silas Hebbard, discovering his family's duck decoy pond secretly disguises the one surviving drain from a failed 1861 land-drainage scheme.
  • Bettany Pargeter, inheriting her locksmith father's secret collection of 411 duplicate house keys.
  • Hob Trenchard, a nineteen-year-old paying off his father's debt on a note whose dates don't actually add up.
  • Marden Quenby, nine years into defending himself against a flooding accusation nobody has ever actually made.
  • Mercy Ablethorpe, buying back her late husband's boat and realising too late what she actually wanted it for.
  • Drusilla Kean, working out why her local road takes evenly longer to walk every single year.
  • Peregrine Slack, legally bound by an old contract to appear in public in a bee costume.
  • Bramwell Ott, Tibbet Snell, Vesper Lom, Alastair Prune, Marla Vex, and Deacon Frill — six short comic voices added together, each reachable in a single sitting.

Version history

  • Chain-part labelling added, reading two optional fields (a chain name and a 1-based position) that older quests simply don't have — every quest written before this shipped still renders with no chain label at all, and a chain already in progress in an old save is unaffected.
  • A silent-payment bug was caught before it could ship. An XP-only reward and the cat-only bonus reward had briefly been written to only trigger alongside a cash-or-item reward, which would have meant a future XP-only quest paid out nothing at all and said nothing about it. Every quest that existed at the time happened to also carry a cash or item reward, so nothing shipped was actually broken — but the next quest written the old way would have been. Found by re-reading the code rather than by any test, since nothing automated reaches all the way to a quest's turn-in.
  • The optional dialogue layer added, directly from a request for quests "similar to Runescape, featuring dialogue." Built so it costs nothing for the roughly 1,300 quests that don't use it — the field is simply absent from every one of them, and each renders exactly as it always has.
  • The board biased toward offering the next part of a chain you've already started, without ever forcing it. Purely a reordering of what's already eligible — nothing about which quests a player actually qualifies for changed.
  • Grew from one voice past eighty, described above, added one (or a small handful) at a time over many versions.
  • Four mislinked chains fixed. A copy-paste mistake meant finishing one of four chains could silently and permanently lock a player out of a specific later beat in a completely unrelated chain, with no warning anywhere — found while writing dialogue for one of the affected chains, which is what led to noticing the mistake in the first place.
  • Two self-review passes over the writing itself, after the cast reached seventeen — one caught the exact same follow-up line reused for identical effect across two unrelated characters, the other measured the new dialogue's own word and phrasing habits against the game's existing quest text to find a real overused tic (ending on unresolved uncertainty) rather than guessing at one. A couple of individual lines were reworded; nothing about how any quest plays changed.
  • 41 quest opening lines rewritten to lead with a concrete detail instead of a pronoun, after a count found over 81% of all 1,300 quests opened with "He" or "She" — same facts and story in every case, just a different first word.
  • A scroll cue added for tall dialogue panels. On a phone, most fully-written dialogue panels are taller than the screen, and nothing indicated there was more to read below — a small fading arrow now appears whenever a panel has unseen content further down.
  • Unasked questions made to actually look tappable on a touch screen, where the original mouse-cursor and colour cues meant nothing; once asked, a question returns to reading as plain, inert text.
  • A new player's first few minutes with the quest system fixed, in three parts. Three quests that can all become available around the same time each opened with the same long generic phrase and their actual name at the very end, so the message log's narrow width cut all three off at almost the same point, making them look like duplicates — fixed by leading with the name instead. The quest log itself listed its six locked, high-requirement entries before a single quest a fresh character could actually attempt, burying the very quest the game had just announced eleven entries deep — fixed to list available quests first, locked ones after, changing only the order. And the "find them and press [E]" objective hint read identically whether the target was 136 meters away or 7.6 kilometers, so it now names the actual distance when it can calculate one.
  • Scrolling a long reply list stopped swapping your equipped weapon. A dialogue with more than a couple of replies overflows its panel, inviting a scroll — but the mouse wheel was still bound to cycling the hotbar whenever a docked panel (which never blocks input the way a floating window does) was open, so scrolling through a conversation's replies could swap whatever was in your hand mid-conversation. The wheel now goes to whatever it's actually pointing at.

Trivia

  • The "Roam" task type is the only one that ties a reward item to a specific place rather than to the world at large — you can't fetch its target from anywhere except back where you actually accepted the quest.
  • "Still" is the most unusual task type in the list: succeeding at it means doing precisely nothing, for a set number of seconds, without moving at all.