Sovereign Tower All Quests Guide - Success & Outcomes

TheGamesEdgeAugust 9, 20262 min read

Sovereign Tower’s sprawling quest system throws you into scenarios where sending the right team can mean the difference between glory or disaster. The thrill of uncovering unexpected results by mixing knight traits with quest demands adds layers of strategy that keep players invested. Understanding how success is calculated and how assigning specific knights can change outcomes is key to progressing without costly failures or missed rewards.

Much of these insights come from dissecting game data, revealing hidden mechanics beneath the surface. While rare quirks may exist, this deep dive provides a reliable roadmap to approach any quest with confidence and tact.

Quick start

To efficiently assign knights to a quest:

  1. Locate the quest in the tables.
  2. Check the Special outcomes first—if your knight’s name appears, that event triggers, superseding normal results.
  3. If no special triggers match, ensure every stat requirement is met or exceeded, assemble the full party size, and assign knights with traits aligning to the quest's conditions.
  4. Send knights who favor the quest’s category to gain affinity bonuses.

Keep in mind:

  • Activating a special outcome replaces the normal rewards, often forfeiting gold and satisfaction bonuses.
  • Only gold rewards scale upward with great or critical success; other rewards like items or satisfaction remain constant.

How a quest is resolved

The score

Each quest’s success score begins at -10 and increments based on multiple factors.

Presence. Each knight contributes a proportional presence value: 10 divided by the requested number of knights. Sending exactly the required number lifts the score from -10 to 0 solely through presence.

Stats. For each required stat, every knight adds: (knight’s stat − requirement) × 0.66 ÷ (party size).

This value is then scaled by 1 + requirement × 0.025 if positive, or 1 + requirement × 0.0125 if negative, so precisely matching a requirement nets about +0.22 instead of zero.

Since contributions are averaged, a single weaker knight can drag down the party’s overall effectiveness on the quest’s stat demands.

Meals. Knights who have eaten this cycle add a flat +0.5 to the score.

Efficiency tags. Each trait that matches the quest’s category or conditions grants +1; traits creating inefficiency subtract 1. This bonus is applied per knight and is never displayed during gameplay.

Signature attributes. Unique knight traits such as Resourceful or Tank provide additional, specialized bonuses. Refer to the knight guide for details.

Outcome thresholds

ScoreOutcomeRewardsDamage
≥ +10Critical successsuccess rewards, gold ×2zero
> +5Great successsuccess rewards, gold ×1.5roughly halved
> 0Successsuccess rewardsmax -1
≤ 0Failurefailure consequencesmin +1
≤ -5Major failurefailure consequencesmin raised to half the band
≤ -10Critical failurefailure consequences100 – the party dies

Remember, the gold rewards are the only ones affected by multipliers on great or critical success. Other gains, like satisfaction or items, remain static regardless of performance quality.

Efficiency tags

Each matching trait adds or subtracts a flat score of ±1 per knight, making efficient trait matching one of the easiest ways to influence outcome subtly but meaningfully.

Traits italicized in documentation signify they come from equipment—such as relics or consumables—allowing their benefits to be brought along to any quest regardless of which knights are assigned.

By quest category

CategoryEfficient (+1 each)Inefficient (−1 each)
HuntSwordmaster, Wolf Experience, Predator, Hunter, Patient, Combat Mercenary, Deadly Weapon, Hunting BowAnimal Lover, Inattentive, Fortunate
AssassinationKiller, Deadly Weapon, Assassin Dagger, Arsenic VialParanoid, Kind-Hearted, Fortunate
Relic RecoveryIntuitive, ScoutNitwit
DiplomacySeductive, Good Boy, Perfume, Abacus Cleaver, Spiced HypocrasNaive, Arrogant, Unsettling, Unpleasant, Demon, Angelorian, Undiplomatic, Anxious, Annoying, Timid
ScoutingInformation Finder, Scout, IntuitiveDaydreamer, Nitwit
ConfrontationSwordmaster—
DuelSwordmaster, Competitor, Intimidating, Killer, Combat Mercenary, Eye of Petrification, Deadly Weapon, Dualist SwordFortunate
CompetitionDurandal, Sivko BurkoTimid
Research / Rescue / Knight Quest——

By quest condition

ConditionEfficient (+1 each)Inefficient (−1 each)
Flying CreatureAnimal Lover, Pike, Flying Mount—
WaterHalf Mermaid, Kraken’s Bane, Net, Crab ArmourHeated, Conductor
Cute CreatureAnimal Lover, Trojan—
ClimbingResourceful, Scout, Flying MountClumsy, Anxious
WoodsHunter, Forester, Wolf Experience, ScoutInattentive, Heated
CrowdPopular, Virgo SwordTimid
Cave—Fear of the Dark
GhostDemonic Presence, Glass Blade, Demon Bane—
TrackScout, Information FinderJaded
Big CreatureAnimal Lover, Net, Rispe—
Magic RitualDemonic Presence, Demon, Electric, Half-Demon, Spell Book, Demonic Sword—
Heavy LiftingAgro—
InvestigationIntuitive, Information Finder, PonziInattentive
HelpKind-Hearted, Naive, Patient, Problem SolverUnsettling, Brutal, Paranoid, Sadistic
At NightDemon BaneFear of the Dark
MusicalMusician, Idol—
UnethicalJaded, Intimidating, Heated, Illicit PimentoKind-Hearted
DragonDragon Knight, Dragon Expert, Drake Killing BowPoacher
Need Flying MountFlying Mount—
IntimidationSadistic, Demon, Intimidating, Virgo SwordNaive, Kind-Hearted
People InvolvedPeople Friend, Patient, Kind-Hearted, Revolutionar, ButtermilkArrogant, Intimidating

All quests list

These quests are grouped by type and sorted by their in-game location. Each listing includes seven key details to navigate them effectively.

ColumnMeaning
QuestThe name along with flags indicating deadlines, non-lethal requirements, involvement of killing (affecting Sadistic and Syphon traits), and if the quest is tailored for a particular knight.
LocationWhere the quest takes place, relevant for location-based bonuses like Brizh Connoisseur or Coastal.
Type & conditionsThe quest’s category paired with any special conditions affecting the approach.
RequirementsStat targets including STR Strength, AGI Agility, CHA Charisma, MAG Magic, WIT Wits, and LCK Luck.
Party · Cycles · DmgThe number of knights requested, quest duration in cycles, and the base damage band associated with failure.
On successRewards earned on success, including possible follow-up audience; failure penalties appear in a secondary line if applicable.
Special outcomesPotential unique trigger events that replace normal outcomes, processed in listed order—only the first triggered event applies.