Quest System
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Quest System
The Quest System in Per Regna provides structured objectives that guide commanders through core mechanics while rewarding regular activity.
Quests are organized into three tabs:
- Onboarding β permanent early-game paths (complete at your own pace)
- Daily β rotating objectives that reset each day
- Weekly β multi-step quest chains plus streak milestones for consecutive daily completion
Quest Categories (Onboarding)
Onboarding quests are grouped into thematic paths. Each path is a sequence completed in order. Finishing every quest in a path grants a Category Bonus (resources, items, or temporary boosts).
Typical paths:
- Exploration β scanning, sensors, expeditions, archive finds
- Resource Management β mines, energy, warehouse, engineering
- Combat β shipyard, fleets, pirate fights, debris recycling
- Colonization β alliance, Astrophysics, colony ship, new colony. The alliance quest points out alliances marked Tribute, which pay Realm 1β3 members a daily alliance tribute.
Exact step lists follow the live onboarding catalog and can change with patches β treat in-game quest cards as the checklist.
Some action quests count only after the research that equips them, so your starter fleet does not tick them off early:
- Scan a Pirate or Player and Scan Nebula System need Research Sensor Technologies first.
- First Pirate Raid needs Research Chemical Propulsion (level 2, the research that grants Light Interceptors) first.
- First Victory and Recycler Duty need Research Weapon Systems II (the research that grants Light Fighters) first.
Until then the quest card shows as locked and names the research still missing. Once it is done, your next scout, raid, victory or salvage counts.
Commander's Path
At the top of the Onboarding tab, Commander's Path shows a single current goal so there is always one clear next step. It is shown while your Onboarding tab is visible, and the tab stays open while a Path goal or chest is still waiting to be claimed. Goals unlock one at a time, in two acts. Tap the Commander's Path header to collapse it to one line showing the current goal and its steps done; a red counter on the header shows when a goal is ready to claim. Your choice is remembered on the device.
While a Path goal is active, the Quests button shows only its reward counter; the per-category quest counters return once the Path is done. When an onboarding reward becomes ready to claim, a "+1" badge flies to the Quests button and the counter pops, so you can claim it without checking the board.
Starter fleet
A handful of your father's ships survived the fall. Every new commander starts with them docked at the homeworld: 5 Probes, 10 Cargo Ships, 40 Fighters and 5 Recyclers. Act I is played with these ships; building more takes the research of Act II.
Act I: The Survivor Fleet
Newcomer fleet slots: for the first 3 days of your account you have 2 extra fleet slots, so a probe, a raid and your recyclers can be out at the same time. The fleet list shows when they end. Fleets already out when they end finish normally; after that, new launches use your regular limit from research.
Act I goals are tracked by the Path itself: the action counts the moment you do it, separately from the onboarding quests above. Pirate raids, salvage and nebula scans you completed as onboarding quests before the Path arrived count too.
For Scout a Pirate and Salvage the Wreckage, the goal's Go to pirate button (also on the matching onboarding quests) takes you to the nearest Scout Party or Weak pirate around your homeworld and opens its panel; if none is that weak it picks the nearest pirate, and if no pirate is near yet it shows your home system (new pirate bases appear every 30 minutes). Tapping Scout on a pirate starts with your probes already selected (the Spy Probe Count setting, 1 by default), so you only confirm and send.
| # | Goal | What to do |
|---|---|---|
| 1 | Scout a Pirate | Send a Probe to a pirate outpost with a green ring (Scout Party or Weak, the safest first targets) and read the report before you attack. Leave the strongholds for later. Scouting a player does not count. |
| 2 | First Strike | Study the scout report and simulate the fight, send Cargo Ships along for the loot, then raid the outpost you scouted and win the battle. Only a win against pirates counts; battles against players do not. |
| 3 | Salvage the Wreckage | Send Recyclers to collect the debris from the battle. |
| 4 | Chart a Nebula | Send a Probe to scan a nearby nebula. |
Act II: A Fleet of Our Own
| # | Goal | Steps (onboarding quests) |
|---|---|---|
| 5 | Growing Economy | Industrial Engineering 2, Solar Plant 5, a mine at level 5, a Warehouse, Engineering Lab 2 |
| 6 | Into the Unknown | Expedition Basics, your first expedition, your first Archive find |
| 7 | A Second World | Astrophysics, a Colony Ship, found a colony |
- Each goal lists its steps; tap a step to jump to that quest. Steps are ordinary onboarding quests, so you still claim their own rewards as usual.
- Act I goals are done on the galaxy map: while one has steps left, a button under it takes you there. On Scout a Pirate and Salvage the Wreckage it is Go to pirate. On First Strike it is Open Scout Report: it opens your latest scout report, whose Attack button launches the raid (with no scout report left, it goes to the nearest pirate instead). On Chart a Nebula it is Go to Nebula: it centers the map on the nearest nebula.
- When every step of the current goal is done, claim the goal's reward (resources, experience and often a boost item). The next goal then becomes current. Steps of later goals count as soon as you finish them, so a later goal can be ready to claim the moment it becomes current.
- Above the category tabs, one overall onboarding bar tracks every onboarding quest across all paths. Reward chests open at 10, 20, 30 and 40 completed quests; when a chest is ready, a card under the bar lists what it contains with a Claim Chest button (tapping the gift on the bar also claims it). Chests count quests from any path, in any order.
- Goal and chest rewards come on top of the quest rewards and Category Bonuses.
Related: Research, Fleet and Ships, Expeditions, Pirates, Colonization, Alliances, Buildings
Daily Quests
Once onboarding is underway, commanders get a daily pool of objectives spanning economy, combat, exploration, trade, and alliance play.
How many quests per day
| Realm | Daily quests |
|---|---|
| 1β2 | 5 |
| 3 | 6 |
| 4+ | 8 |
The pool mixes a few fixed quests with rotating picks from a larger catalog (filtered by your realm).
Daily completion bonus
You do not need every quest. The daily completion bonus unlocks after finishing total quests β 1 (for example: 4 of 5, 5 of 6, or 7 of 8). That lets you skip one awkward task and still clear the day.
The exception is the short set of 3 easy dailies new commanders get while their onboarding is unfinished (first 14 days): there the bonus needs all 3.
Imperial Credits (IC) on dailies
Only 4 quests each day are marked reward-eligible for Imperial Credits (experience points toward Imperial Access). Completing other dailies still progresses objectives and can grant non-IC rewards when defined, but IC from the daily pool is limited to those four.
Quest cards and the claim flow show which rewards you actually receive.
Difficulty
Dailies are tagged Easy / Medium / Hard. Harder tasks generally pay more when they are IC-eligible.
Weekly tab
The Weekly tab has two layers:
Weekly quest chains
Multi-step storylines (realm-gated). Examples from the live catalog:
- The Lost Signal (R2+)
- Pirate Warlord Hunt (R2+)
- Colonial Push (R2+)
- Industrial Overhaul (R2+)
- Trade Winds (R2+)
- Alliance Road (R2+)
- Frontier Defense (R2+)
- Nebula Mysteries (R3+)
- Grand Salvage Operation (R3+)
Complete steps in order; finishing a chain grants a completion reward (IC and/or items).
Weekly streak milestones
Streaks track consecutive days where you earned the daily completion bonus:
| Milestone | Requirement |
|---|---|
| 3-day streak | 3 consecutive completed days |
| 7-day streak | 7 consecutive completed days |
Claim each milestone once per streak window when eligible. Rewards are typically temporary boosts (tech, production, quest, etc.).
Imperial Credits & rewards
Quest rewards can include:
- Imperial Credits (IC) β used toward Imperial Access
- resources and packages
- items and temporary boosts
Onboarding category bonuses and weekly chain completions often include IC or strong boosts. Daily IC is capped as noted above (4 eligible quests per day).
In-game tooltips are authoritative for exact reward packages.
Quest Interface
Tabs: Onboarding Β· Daily Β· Weekly
Players can view active objectives, progress, claimable rewards, category bonuses, and chain status. Badges highlight pending claims (daily, weekly streak, weekly chains).
Welcome back briefing
During your first 7 days, opening the game after being away for a while may show a Welcome back, Commander screen (at most once per session). It shows:
- How long you were away.
- While you were away: the mail that arrived, grouped into battles, scout reports, expeditions, harvests, fleet reports, trade updates and rewards. Tap a tile or Open Mail to read them.
- Your next objectives: your next two onboarding quests, with progress (only while onboarding is unfinished). Tap one to open it on the Quest Board.
- Daily quests still open today.
Tap outside the screen or Continue to close it.
Strategic Importance
- Teaches new commanders the core systems
- Encourages diversified play each day
- Adds steady IC and boost income for active empires
- Weekly chains steer mid-game goals (pirates, trade, nebula, alliance)
References
- Expeditions Β· Trading System Β· Pirates Β· Asteroid Harvesting Β· Alliances Β· Player Classes Β· Beginner Guides