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Quest Mechanics & Score Formula

Quest Mechanics & Score Formula

Every quest in Sovereign Tower asks for one or more stats. Matching the right knight to the right quest is the difference between a critical success and a total wipe — here is exactly how the maths works.

DATA

MechanicRule
Stat contributionFor each required stat: roughly (knight stat − quest requirement) × 0.66, divided across the party, scaled by how demanding the requirement is. Exactly matching gives a small +0.22 base.
Stat clampThe stat value used in scoring is always clamped to 0–15, including equipment bonuses.
Affinity effectLiked quest type/condition: +1.33 affinity each. Disliked: −0.75 each. They stack — a quest of the right type with two liked conditions is worth close to +4 affinity.
Meal bonusFeeding a knight a favourite meal: +1.5 affinity and +0.5 quest score, permanently recording their taste.
DATA

ScoreThresholdReward
Critical Success+10Reward ×2
Great Success+5Reward ×1.5
Success0Reward ×1
Major Failure−5No reward
Critical Failure−10No reward
DATA

Level123456789101112131415
Total XP0122540587797117138160183207235265300
NOTE

Where XP comes from

  • Quest outcomes: failure = 0, bare success = 1×, great success = 1.5×, critical success = 2×.
  • Sending a knight to the Training Ground for a cycle instead of a quest.
  • Each level-up lets you spend one point in any stat that isn't already 15.
DATA

Quest type
HuntOne of the 11 quest archetypes
AssassinationOne of the 11 quest archetypes
Relic RecoveryOne of the 11 quest archetypes
DiplomacyOne of the 11 quest archetypes
ScoutingOne of the 11 quest archetypes
ConfrontationOne of the 11 quest archetypes
DuelOne of the 11 quest archetypes
CompetitionOne of the 11 quest archetypes
ResearchOne of the 11 quest archetypes
RescueOne of the 11 quest archetypes
Knight QuestOne of the 11 quest archetypes
DATA

Quest condition
Flying CreatureA modifier that adds score requirements or changes outcomes
WaterA modifier that adds score requirements or changes outcomes
Cute CreatureA modifier that adds score requirements or changes outcomes
ClimbingA modifier that adds score requirements or changes outcomes
WoodsA modifier that adds score requirements or changes outcomes
CrowdA modifier that adds score requirements or changes outcomes
CaveA modifier that adds score requirements or changes outcomes
GhostA modifier that adds score requirements or changes outcomes
TrackA modifier that adds score requirements or changes outcomes
Big CreatureA modifier that adds score requirements or changes outcomes
Magic RitualA modifier that adds score requirements or changes outcomes
Heavy LiftingA modifier that adds score requirements or changes outcomes
InvestigationA modifier that adds score requirements or changes outcomes
HelpA modifier that adds score requirements or changes outcomes
At NightA modifier that adds score requirements or changes outcomes
MusicalA modifier that adds score requirements or changes outcomes
UnethicalA modifier that adds score requirements or changes outcomes
DragonA modifier that adds score requirements or changes outcomes
Need Flying MountA modifier that adds score requirements or changes outcomes
IntimidationA modifier that adds score requirements or changes outcomes
People InvolvedA modifier that adds score requirements or changes outcomes
NOTE

Sovereign archetypes

  • Tyrannic: some knights approve or disapprove of your ruling style; decisions in audiences apply these tags.
  • Wise: some knights approve or disapprove of your ruling style; decisions in audiences apply these tags.
  • Kind: some knights approve or disapprove of your ruling style; decisions in audiences apply these tags.
  • Audacious: some knights approve or disapprove of your ruling style; decisions in audiences apply these tags.
  • Omniscient: some knights approve or disapprove of your ruling style; decisions in audiences apply these tags.
FAQ

FAQ

What score do I need for a critical success?

+10 or higher. +5 is a great success (1.5× rewards), 0 is a bare success, −5 is a major failure and −10 is a critical failure.

Can affinity drop so far a knight leaves?

Yes — at −7 affinity most knights queue a resignation audience and walk out. Alwena and Ari have a −1500 threshold: they never resign.

How many quest types are there?

11 types and 21 conditions, per the fan wiki data. A quest can combine a type with several conditions.