Table: quest_template

Contains all basic definitions of available quests.

Structure

FieldTypeNullKeyDefaultExtraComment

ID

int(10) unsigned

NO

PRI

0



QuestType

tinyint(3) unsigned

NO


2



QuestLevel

int(11)

NO


-1



QuestPackageID

int(10) unsigned

NO


0



MinLevel

int(11)

NO


0



QuestSortID

smallint(6)

NO


0



QuestInfoID

smallint(5) unsigned

NO


0



SuggestedGroupNum

tinyint(3) unsigned

NO


0



RewardNextQuest

int(10) unsigned

NO


0



RewardXPDifficulty

int(10) unsigned

NO


0



RewardXPMultiplier

float

NO


1



RewardMoney

int(11)

NO


0



RewardMoneyDifficulty

int(10) unsigned

NO


0



RewardMoneyMultiplier

float

NO


1



RewardBonusMoney

int(10) unsigned

NO


0



RewardDisplaySpell(X=1...3)

int(10) unsigned

NO


0



RewardSpell

int(10) unsigned

NO


0



RewardHonor

int(10) unsigned

NO


0



RewardKillHonor

int(10) unsigned

NO


0



StartItem

int(10) unsigned

NO


0



RewardArtifactXPDifficulty

int(10) unsigned

NO


0



RewardArtifactXPMultiplier

float

NO


1



RewardArtifactCategoryID

int(10) unsigned

NO


0



Flags

int(10) unsigned

NO


0



FlagsEx

int(10) unsigned

NO


0



RewardItem(X=1...4)

int(10) unsigned

NO


0



RewardAmount(X=1...4)

int(10) unsigned

NO


0



ItemDrop(X=1...4)

int(10) unsigned

NO


0



ItemDropQuantity(X=1...4)

int(10) unsigned

NO


0



RewardChoiceItemID(X=1...6)

int(10) unsigned

NO


0



RewardChoiceItemQuantity(X=1...6)

int(10) unsigned

NO


0



RewardChoiceItemDisplayID(X=1...6)

int(10) unsigned

NO


0



POIContinent

int(10) unsigned

NO


0



POIx

float

NO


0



POIy

float

NO


0



POIPriority

int(11)

NO


0



RewardTitle

int(10) unsigned

NO


0



RewardArenaPoints

int(10) unsigned

NO


0



RewardSkillLineID

int(10) unsigned

NO


0



RewardNumSkillUps

int(10) unsigned

NO


0



PortraitGiver

int(10) unsigned

NO


0



PortraitTurnIn

int(10) unsigned

NO


0



RewardFactionID(X=1...5)

int(10) unsigned

NO


0



RewardFactionValue(X=1...5)

int(11)

NO


0



RewardFactionOverride(X=1...5)

int(11)

NO


0



RewardFactionCapIn(X=1...5)

int(10) unsigned

NO


0



RewardFactionFlags

int(10) unsigned

NO


0



RewardCurrencyID(X=1...4)

int(10) unsigned

NO


0



RewardCurrencyQty(X=1...4)

int(10) unsigned

NO


0



AcceptedSoundKitID

int(10) unsigned

NO


0



CompleteSoundKitID

int(10) unsigned

NO


0



AreaGroupID

int(10) unsigned

NO


0



TimeAllowed

int(10) unsigned

NO


0



AllowableRaces

int(11)

NO


-1



QuestRewardID

int(10) unsigned

NO


0



LogTitle

text

YES


(NULL)



LogDescription

text

YES


(NULL)



QuestDescription

text

YES


(NULL)



AreaDescription

text

YES


(NULL)



PortraitGiverText

text

YES


(NULL)



PortraitGiverName

text

YES


(NULL)



PortraitTurnInText

text

YES


(NULL)



PortraitTurnInName

text

YES


(NULL)



QuestCompletionLog

text

YES


(NULL)



VerifiedBuild

smallint(5)

YES


0




Description of the fields

ID

The quest ID. This column is the Primary Key for the Table. Each quest ID must be unique!

QuestType

Accepted values: 0, 1, 2 or 3. Their meaning is described in table below.

ValueResult
0Quest is enabled, but it is auto-completed when accepted; this skips quest objectives and quest details.
1Quest is disabled (not yet implemented in the core).
2Quest is enabled (does not auto-complete).
3Quest is a World Quest.

QuestLevel

Level of quest. Player receives full experience amount only if their level is less than or equal to Level+5. If Level is set to -1, the player's level will be used as (Quest)Level for the experience calculation.

MinLevel

Minimum level at which a player can get the quest.

MaxLevel

Maximum level at which a player can get the quest.

QuestSortID

This field defines under what category the quest falls in the quest log.

If value > 0 then value is Zone IDs taken from AreaTable.dbc.

if value < 0 then (-value) is quest sort id: (in general profession or class quests. Also see RequiredSkillPoints ) Value is ID from QuestSort.dbc

QuestInfoID

These values are ID taken from QuestInfo.dbc

SuggestedGroupNum

Recommended number of players to do the quest together.

LimitTime

Time in seconds that the player has to complete this quest.

RequiredClasses

Classes required to get the quest. 0 means the quest is available for all classes.
This field is a bitmask, you can combine class values. See ChrClasses.dbc

AllowableRaces

Races allowed to get the quest. 0 means the quest is accessible for all races. Field value is a decimal value which must transform to an 8 bits binary in order to be understandable. In binary form, each different bit represents a different race. They're assigned as follows :

Race

These values are 2^ID taken from ChrRaces.dbc

Examples:

0,1791 = All Races

690 (2 + 16 + 32 + 128 + 512) = Horde Quest

1101 (1 + 4 + 8 + 64 + 1024) = Alliance Quest

Mist of Pandaria and all Expansions after:

33555378 (33554432 + 256 + 128 + 32 + 16 + 2 + 512)  = Horde

18875469 (16777216 + 2097152 + 1024 + 64 + 8 + 4 + 1) = Alliance

RequiredSkillId

Skill required to know to accept the quest. See SkillIne.dbc
0 means no skill is required.

RequiredSkillPoints

Skill points required to have in order to accept the quest.

RepObjectiveFaction

Faction ID for an objective to achieve a certain reputation value with. See Faction.dbc

RepObjectiveValue

Reputation value that the player must achieve with the faction in RepObjectiveFaction as part of the quest objectives.

RequiredMinRepFaction

Faction ID for reputation requirement. See Faction.dbc

RequiredMinRepValue

Players must have this reputation or higher in order to receive the quest.

RequiredMaxRepFaction

The Faction ID for the faction that controls the maximum reputation value that the player can have and still get the quest. See Faction.dbc

RequiredMaxRepValue

The maximum reputation value that the player can have with a faction and still get the quest. If the player has more reputation than the value in this field, the quest will not be able to be taken anymore.

PrevQuestId

if value > 0: Contains the previous quest id, that must be completed before this quest can be started.

If value < 0: Contains the parent quest id, that must be active before this quest can be started.

See the examples section for examples.

NextQuestId

If value > 0: Contains the next quest id, if PrevQuestId of that quest is not sufficient.

If value < 0: Contains the sub quest id, if PrevQuestId of that quest is not sufficient. If quest have many alternative next quests (class specific quests lead from single not class specific quest) field PrevQuestId in next quests can used for setting this dependence.

See the examples section for examples.

ExclusiveGroup

if ExclusiveGroup > 0

Allows to define a group of quests of which only one may be chosen and completed. E.g. if from quests 1200, 1201 and 1202 only one should be allowed to be chosen, insert 1200 into ExclusiveGroup of all 3 quests.

if ExclusiveGroup < 0

Allows to define a group of quests of which all must be completed and rewarded to start next quest. E.g. if quest 1000 dependent from one of quests 1200, 1201 and 1202 and all this quests have same negative exclusive group then all this quest must be completed and rewarded before quest 1000 can be started.

Note: All quests that use an ExclusiveGroup must also have entries in pool_template and pool_quest in order for the core to choose one randomly. See the examples section for examples.

RewardNextQuest

(Old field name: NextQuestIdChain)

The quest entry from a creature or gameobject that ends a quest and starts a new one. The result is, that if you end the quest, the new quest instantly appears from the quest giver.

See the examples section for examples.

RewardXPDifficulty

According to the Level, the basic experience with index RewardXPDifficulty is taken from QuestXP.dbc.

This field also controls the XP given as the XP is calculated from the value in this field by the following formula. If the quest is repeatable, XP will be given only once. The total XP that a character will receive is also affected by the level difference between the character's level and the quest's level.

The formula for calculating XP from the value in this field:
QuestLevel >= 65: XP = RewMoneyMaxLevel / 6.0
QuestLevel h1. 64: XP = RewMoneyMaxLevel / 4.8
QuestLevel 63: XP = RewMoneyMaxLevel / 3.6
QuestLevel h1. 62: XP = RewMoneyMaxLevel / 2.4
QuestLevel 61: XP = RewMoneyMaxLevel / 1.2
QuestLevel <= 60: XP = RewMoneyMaxLevel / 0.6

RewardMoney

Money earned by completing the quest (if value > 0) or money requirement to complete the quest (if value < 0) .

RewardBonusMoney

The money a character at level 80 would get when they complete this quest.

RewardSpell

Spell that is shown to be casted on quest completion in the quest log. Note that this spell will NOT be casted if RewardSpellCast is non-zero. The spell in the other field will be casted instead, in which case the spell here only serves as the visual in the quest log.

NOTE: This field comes straight from the WDB and should not be changed.

RewardSpellCast

Spell that will always be casted at player when completing the quest. This can be learn spell and player learned some spell in result, or buff spell, for example. If this field is non-zero then this spell will ALWAYS be casted and the spell in RewardSpell will not.

NOTE: This field comes straight from the WDB and should not be changed.

RewardMailTemplateId

If the quest gives as a reward an item from a possible list of items, the ID here corresponds to the proper loot template in quest_mail_loot_template. According to the rules in that loot template, items "looted" will be sent by mail at the completion of the quest.

RewardMailDelay

How many seconds to wait until the mail is sent to the character that turned in a quest rewarding items from a loot template defined in RewardMailTemplateId

RewardHonor

Number of honorable kill honor rewarded for completing this quest.

Example: An example value is 15 for quest 8388: At level 80 an honorable kill is 124 honor worth. Multiply this with 15 and you receive 1860, after the multiplication the value is rounded up. So the honor rewarded at level 80 is 1860 for this quest.

RewardHonorMultiplier

Multiplies RewardHonor, so if value is 2, it will give double.

WARNING: If this field is 1 and RewardHonor is 0, the quest will reward default honor kill value (124 honor at level 80)

StartItem

Items given by the quest giver at beginning of the quest. Items will be deleted when quest is abandoned.

SourceSpellId

Spell cast on player when quest is started. Can be a buff or a learning spell.

Flags

This flag field defines more specifically the type of quest it is. Aside from the daily flag and sharable flag, this field is used just for grouping purposes and NOT for any other quest requirements. The quest requirements are calculated from non-zero values in other quest template fields. Also, while some of these flags are known, others have yet an unknown purpose and the comments below is simply guesswork on them.

Flag

Name

Comments

0

QUEST_FLAGS_NONE

No flags, so no groups assigned to this quest.

1

QUEST_FLAGS_STAY_ALIVE

If the player dies, the quest is failed.(question)

2

QUEST_FLAGS_PARTY_ACCEPT

Escort quests or any other event-driven quests. If player in party, all players that can accept this quest will receive confirmation box to accept quest.

4

QUEST_FLAGS_EXPLORATION

Involves the activation of an areatrigger.

8

QUEST_FLAGS_SHARABLE

Allows the quest to be shared with other players.

16

QUEST_FLAGS_HAS_CONDITION

Not used currently

32

QUEST_FLAGS_HIDE_REWARD_POI

Not used currently: Unsure of content

64

QUEST_FLAGS_RAID

Can be completed while in raid

128

QUEST_FLAGS_TBC

Not used currently: Available if TBC expansion enabled only

256

QUEST_FLAGS_NO_MONEY_FROM_XP

Not used currently: Experience is not converted to gold at max level

512

QUEST_FLAGS_HIDDEN_REWARDS

Item and monetary rewards are hidden in the initial quest details page and in the quest log but will appear once ready to be rewarded.

1024

QUEST_FLAGS_TRACKING

These quests are automatically rewarded on quest complete and they will never appear in quest log client side.

2048

QUEST_FLAGS_DEPRECATE_REPUTATION

Not used currently

4096

QUEST_FLAGS_DAILY

Daily repeatable quests (only flag that the core applies specific behavior for)

8192

QUEST_FLAGS_FLAGS_PVP

Having this quest in log forces PvP flag

16384

QUEST_FLAGS_UNAVAILABLE

Used on quests that are not generically available

32768

QUEST_FLAGS_WEEKLY

Weekly repeatable quests (only flag that the core applies specific behavior for)

65536

QUEST_FLAGS_AUTOCOMPLETE

Auto complete

131072

QUEST_FLAGS_DISPLAY_ITEM_IN_TRACKER

Displays usable item in quest tracker

262144

QUEST_FLAGS_OBJ_TEXT

Use Objective text as Complete text

524288

QUEST_FLAGS_AUTO_ACCEPT

The client recognizes this flag as auto-accept. However, NONE of the current quests (3.3.5a) have this flag. Maybe blizz used to use it, or will use it in the future.

1048576QUEST_FLAGS_PLAYER_CAST_ON_ACCEPTQuests with this flag player submit automatically by special button in player GUI
2097152 QUEST_FLAGS_PLAYER_CAST_ON_COMPLETEAutomatically suggestion of accepting quest. Not from npc.
4194304QUEST_FLAGS_UPDATE_PHASE_SHIFT
8388608QUEST_FLAGS_SOR_WHITELIST
16777216QUEST_FLAGS_LAUNCH_GOSSIP_COMPLETE
33554432QUEST_FLAGS_REMOVE_EXTRA_GET_ITEMS
67108864QUEST_FLAGS_HIDE_UNTIL_DISCOVERED
134217728QUEST_FLAGS_PORTRAIT_IN_QUEST_LOG
268435456QUEST_FLAGS_SHOW_ITEM_WHEN_COMPLETED
536870912QUEST_FLAGS_LAUNCH_GOSSIP_ACCEPT
1073741824QUEST_FLAGS_ITEMS_GLOW_WHEN_DONE
2147483648QUEST_FLAGS_FAIL_ON_LOGOUT

Like all flag based fields, QuestFlags can be added for the different types of quest.

Note that some flags may not be supported by core.

SpecialFlags

This field is a bitmask and is for controlling server side quest functions. This data blizz keeps serverside, and is not sent to the client, so we have to populate the field manually.

RewardTitleId

The title the character will receive upon completion of the quest. See CharTitles.dbc

RequiredPlayerKills

Displays how much players you need to kill betd class=td class=a class=/td data-linked-resource-default-alias=fore completing the quest.

RewardTalents

Will give X bonus talents to the player completed the quest. Leave'"0"for No Bonus Talent Points.''

RewardArenaPoints


Will Give X Arena Points to the player that completes the quest. Leave"0"For no Arena Points Reward.

RewardChoiceItemId

Id of item available for reward choice.
Number of Charges in rewarded item available.

RewardChoiceItemCount

Will choose how many items will be added for reward. E.g "RewardChoiceItemId" is the reward item and "RewardChoiceItemCount" is the count of how many items will be added as a reward.

RewardItemId

item Id given for reward (no choice).

RewardItemCount

field-no-description|46

RewardFactionId

Faction Id (from Faction.dbc) for which the quest give reputation points.
Number of gain or lost reputation points for Faction at quest completion. This is special reputation rewarding. Normal reputation reward to quest rewarding creature faction calculated and added automatically.

RewardFactionValueId

This field is used for reputation lookup in QuestFactionReward.dbc if RewardFactionValueId is 0. Value X in this field indicates RepX column of QuestFactionReward.dbc. If RewardRepValueId is positive, reputation from the first row of QuestFactionReward.dbc will be used, for negative values the second row is used.

RewardFactionValueIdOverride

This field is used to give reputation values not present in QuestFactionReward.dbc or to override them if RewardRepValueId is wrong for some reason. The value in this field is 100× the intended reputation reward (if you want to give 400 rep, put 40000 in RewardFactionValueIdOverride).

POIContinent

MapId of a quest point of interest (POI - Point Of Interest). POI will be shown on the map when quest is active.

POIx

X coordinate of quest POI.

POIy

Y coordinate of quest POI.

POIPriority

TODO

Title

Title of the quest.

Objectives

Objectives of the quest. If empty, quest is an auto-complete quest that can be immediately finished without accepting it first.

Details

The quest text. You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonymn you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick)

EndText

field-no-description|57

OfferRewardText

First text send to the player by the NPC when completing the quest. You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonymn you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick)

RequestItemsText

Text sent to player when the player tries to talk to the NPC with the quest active but incomplete. (The text under the "Progress" title in Wowhead.) You can use certain placeholders that will be filled in in-game: $B - line break, $N - name, $R - race, $C - class, $Gmale:female; (male and female can be replace with any synonymn you want, but the order must stay the same. IE: boy:girl / man:woman / sir:madam / dude:chick)

CompletedText

field-no-description|59

RequiredNpcOrGo

Value > 0:required creature_template ID the player needs to kill/cast on in order to complete the quest.
Value < 0:required gameobject_template ID the player needs to cast on in order to complete the quest.
If*RequiredSpellCast*is != 0, the objective is to cast on target, else kill.
NOTE: If RequiredSpellCast is != 0 and the spell has effects Send Event or Quest Complete, this field may be left empty.

RequiredNpcOrGoCount

The number of times the creature or gameobject must be killed or casted upon.

RequiredSourceItemId

Item ID that is needed indirectly by the quest. For example, the quests asks for item X but the only way to get item X is by activating item Y; however, item Y is also a quest item. Therefore you set item Y's ID in this field. This requirement will not appear in the quest text, it is just for the core to know when to drop a quest item that isn't in the RequiredItemId field but is still needed by the quest.

RequiredSourceItemCount

The maximum number of copies of the item in RequiredSourceItemId that can be picked up (and dropped by the core).

RequiredItemId
Item_template tc2

Id of required item to complete the quest.

RequiredItemCount

Amount of required items

RequiredSpell

Spell Id required to cast on RequiredNpcOrGo to update Objective.

ObjectiveText

Used to define non-standard objective texts, that show up in the questlog. Example, "Heal fallen warrior" and the number gets added by Count values.

DetailsEmote

field-no-description|69

DetailsEmoteDelay

Emote delay in ms

EmoteOnIncomplete

field-no-description|71

EmoteOnComplete

Emote played by the related NPC at the time all quest objects are completed.

OfferRewardEmote

Emote played by the NPC at the time the character is rewarded for the quest.

OfferRewardEmoteDelay

Emote delay in ms

WDBVerified


Examples dealing with quests

Always use PrevQuestId before using NextQuestId. NextQuestId is considered optional and to be used only when PrevQuestId is not sufficient

Basic quest

Single, stand-alone quest with no prerequisites

    questA


entry = questA        PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = 0

Prequest

When this quest require another quest to be rewarded

    questA


entry = questA        PrevQuestId = questX   NextQuestId = 0        ExclusiveGroup = 0        NextQuestInChain = 0

Chain of quests

Player get quests in a strict chain that must be completed in a specific order.

    questA
      |
    questB
      |
    questC
      |
    questD


entry = questA      PrevQuestId = 0          NextQuestId = 0       ExclusiveGroup = 0       NextQuestInChain = questB
entry = questB      PrevQuestId = questA     NextQuestId = 0       ExclusiveGroup = 0       NextQuestInChain = questC
entry = questC      PrevQuestId = questB     NextQuestId = 0       ExclusiveGroup = 0       NextQuestInChain = questD
entry = questD      PrevQuestId = questC     NextQuestId = 0       ExclusiveGroup = 0       NextQuestInChain = 0

Chain of quests with multiple start quests.

Player should only be allowed to complete one of three possible

    questA     questB    questC
      \           |         /
        ------ questD -----
                  |
               questE


entry = questA      PrevQuestId = 0        NextQuestId = questD    ExclusiveGroup = questA    NextQuestInChain = questD    
entry = questB      PrevQuestId = 0        NextQuestId = questD    ExclusiveGroup = questA    NextQuestInChain = questD
entry = questC      PrevQuestId = 0        NextQuestId = questD    ExclusiveGroup = questA    NextQuestInChain = questD
entry = questD      PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0         NextQuestInChain = questE
entry = questE      PrevQuestId = questD   NextQuestId = 0         ExclusiveGroup = 0         NextQuestInChain = 0

Chain of quests with multiple start quests.

Player must complete all three initial quests before D becomes available

    questA    questB    questC
      \         |          /
       ------ questD -----
                |
              questE


entry = questA      PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = -questA    NextQuestInChain = questD
entry = questB      PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = -questA    NextQuestInChain = questD
entry = questC      PrevQuestId = 0        NextQuestId = questD   ExclusiveGroup = -questA    NextQuestInChain = questD
entry = questD      PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0          NextQuestInChain = questE
entry = questE      PrevQuestId = questD   NextQuestId = 0        ExclusiveGroup = 0          NextQuestInChain = 0

Quests with split and a child quest

Completing A unlocks B and C that can be done at the same time. They both need to be completed before D becomes available. X is needed to obtain item for C and this quest should only be available if C is active

                questA
              /        \
          questB     questC  -  questX
              \        /
                questD


entry = questA       PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0         NextQuestInChain = 0
entry = questB       PrevQuestId = questA   NextQuestId = questD   ExclusiveGroup = -questB   NextQuestInChain = 0
entry = questC       PrevQuestId = questA   NextQuestId = questD   ExclusiveGroup = -questB   NextQuestInChain = 0
entry = questX       PrevQuestId = -questC  NextQuestId = 0        ExclusiveGroup = 0         NextQuestInChain = 0
entry = questD       PrevQuestId = 0        NextQuestId = 0        ExclusiveGroup = 0         NextQuestInChain = 0


Multiple quest chains, leading to one final quest

Player may complete (not required to) X, but has to complete all three quest chains before final quest becomes available

                *questX*
                   |
    *questA*    *questC*    *questE*
       |           |            |
    *questB*    *questD*    *questF*
       \           |           /
         ------ *questG* -----


PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questC    entry = questX
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questB    entry = questA
PrevQuestId = questA   NextQuestId = questG    ExclusiveGroup = -questB    NextQuestInChain = 0         entry = questB
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questD    entry = questC
PrevQuestId = questC   NextQuestId = questG    ExclusiveGroup = -questB    NextQuestInChain = 0         entry = questD
PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questF    entry = questE
PrevQuestId = questE   NextQuestId = questG    ExclusiveGroup = -questB    NextQuestInChain = 0         entry = questF

PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questG


Complicated

Player must first complete A, then B to unlock the chain from C to E. Three other quests in a group will also be unlocked, those can be done at the same time. The three grouped quests must all be completed before I becomes available. Completion of E and I is required to obtain the final quest.

                *questA*
                   |
                *questB*
              /          \
          *questC*     *questF*
             |         *questG*
          *questD*     *questH*
             |            |
          *questE*     *questI*
             \           /
                *questJ*


PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questB    entry = questA
PrevQuestId = questA   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questB

PrevQuestId = questB   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questD    entry = questC
PrevQuestId = questC   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questE    entry = questD
PrevQuestId = questD   NextQuestId = questJ    ExclusiveGroup = -questE    NextQuestInChain = 0         entry = questE

PrevQuestId = questB   NextQuestId = questI    ExclusiveGroup = -questF    NextQuestInChain = 0         entry = questF
PrevQuestId = questB   NextQuestId = questI    ExclusiveGroup = -questF    NextQuestInChain = 0         entry = questG
PrevQuestId = questB   NextQuestId = questI    ExclusiveGroup = -questF    NextQuestInChain = 0         entry = questH

PrevQuestId = 0        NextQuestId = questJ    ExclusiveGroup = -questE    NextQuestInChain = 0         entry = questI

PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questJ


Impossible - many quests may unlock many

Player can choose between two alternative chains (Chain A or B, but not both chains). A2 or B2 should unlock C, D and E when complete. When all three complete, F should be unlocked. If player get A3 or B3 after complete F, depends on if chain A or B was chosen

                *questA1*           *questB1*
                    |                   |
                *questA2*           *questB2*
                    \                  /
                     ---- *questC* ----
                          *questD*
                          *questE*
                             |
                          *questF*
                         /        \
                    *questA3*   *questB3*


PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questA2   entry = questA1
PrevQuestId = questA1  NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questA2

PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = questB2   entry = questB1
PrevQuestId = questB1  NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questB2

PrevQuestId = 0        NextQuestId = questF    ExclusiveGroup = -questC    NextQuestInChain = 0         entry = questC
PrevQuestId = 0        NextQuestId = questF    ExclusiveGroup = -questC    NextQuestInChain = 0         entry = questD
PrevQuestId = 0        NextQuestId = questF    ExclusiveGroup = -questC    NextQuestInChain = 0         entry = questE

PrevQuestId = 0        NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questF

PrevQuestId = questF   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questA3
PrevQuestId = questF   NextQuestId = 0         ExclusiveGroup = 0          NextQuestInChain = 0         entry = questB3


Note:

If player can choose between chain A or B may be determined by faction status (aldor or scryer), using ReqMinRepFaction = 1. Player should not be able to be neutral+1 with both at the same time. This may be the common threshold to obtain aldor or scryer quests (this is unsure). If that is the case, only the unlock of C, D and E after complete A2 or B2 is the impossible part._Note 2: With the Conditions table now every quest chain is possible.''

/table