System mechanic — not covered elsewhere
The Quest Log
Press [J] for every hand-written questline in one list, built in the style of RuneLite's own quest journal
This is a different system from Quests, which covers the roughly 1,300 ordinary jobs handed out by NPCs across the world. The Quest Log, opened with [J], is specifically about the game's handful of hand-written, fully voiced questlines — each of which has its own dedicated page on this wiki, listed under Categories at the bottom of this one.
Nothing hides, even locked
Every questline is listed, whether or not you can actually start it — a request the operator made directly: "every quest should be selectable from the quest menu." A locked line shows its own requirements as a row of checks and crosses (skill levels, mostly) rather than being hidden until you happen to qualify. Quests you can actually take appear first, with everything still locked sorted afterward, so the list leads with what's useful before showing what isn't yet.
Every entry opens its own step-by-step guide
Selecting any questline opens a details page: its requirements, a full list of steps with completed ones ticked off, your current step marked, and future ones shown dimmed, plus your progress on whatever task the current step actually asks for. This detail page is read-only — you can't talk to anyone or advance the story from inside it; actually playing a questline still happens by pressing [E] on the right character in the world, the same as always.
Tracking a quest puts it on your screen
Mark a questline as tracked and its current step follows you around: a line on the console strip names the quest, the step, and your progress on it, and a directional indicator points toward wherever that step actually needs you to go, with a running distance. Leave nothing tracked and an idle guide fills the same space instead, so the screen is never left blank just because you haven't picked a questline to follow.
Version history
- Tracking and the directional arrow added, the first half of a RuneLite-style quest journal — knowing you were on a questline and roughly where to go next, without yet being able to browse every questline from one menu.
- The full menu and detail pages added, described above — extending the existing tracking system rather than replacing it, so nothing already working had to be rebuilt.
- Available quests sorted ahead of locked ones. Everything was always listed, but a fully locked account used to see requirement rows in an arbitrary order — one report found a player's very next quest sitting eleventh on a fourteen-line list, behind six other locked entries. Nothing was hidden or added; only the order changed.
Trivia
- The requirements panel and the actual gate that unlocks a questline read from the very same data — a design choice made specifically so the menu could never claim a requirement that the game itself doesn't actually enforce, or vice versa.