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:
- Locate the quest in the tables.
- Check the Special outcomes first—if your knight’s name appears, that event triggers, superseding normal results.
- 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.
- 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
| Score | Outcome | Rewards | Damage |
|---|---|---|---|
| ≥ +10 | Critical success | success rewards, gold ×2 | zero |
| > +5 | Great success | success rewards, gold ×1.5 | roughly halved |
| > 0 | Success | success rewards | max -1 |
| ≤ 0 | Failure | failure consequences | min +1 |
| ≤ -5 | Major failure | failure consequences | min raised to half the band |
| ≤ -10 | Critical failure | failure consequences | 100 – 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
| Category | Efficient (+1 each) | Inefficient (−1 each) |
|---|---|---|
| Hunt | Swordmaster, Wolf Experience, Predator, Hunter, Patient, Combat Mercenary, Deadly Weapon, Hunting Bow | Animal Lover, Inattentive, Fortunate |
| Assassination | Killer, Deadly Weapon, Assassin Dagger, Arsenic Vial | Paranoid, Kind-Hearted, Fortunate |
| Relic Recovery | Intuitive, Scout | Nitwit |
| Diplomacy | Seductive, Good Boy, Perfume, Abacus Cleaver, Spiced Hypocras | Naive, Arrogant, Unsettling, Unpleasant, Demon, Angelorian, Undiplomatic, Anxious, Annoying, Timid |
| Scouting | Information Finder, Scout, Intuitive | Daydreamer, Nitwit |
| Confrontation | Swordmaster | — |
| Duel | Swordmaster, Competitor, Intimidating, Killer, Combat Mercenary, Eye of Petrification, Deadly Weapon, Dualist Sword | Fortunate |
| Competition | Durandal, Sivko Burko | Timid |
| Research / Rescue / Knight Quest | — | — |
By quest condition
| Condition | Efficient (+1 each) | Inefficient (−1 each) |
|---|---|---|
| Flying Creature | Animal Lover, Pike, Flying Mount | — |
| Water | Half Mermaid, Kraken’s Bane, Net, Crab Armour | Heated, Conductor |
| Cute Creature | Animal Lover, Trojan | — |
| Climbing | Resourceful, Scout, Flying Mount | Clumsy, Anxious |
| Woods | Hunter, Forester, Wolf Experience, Scout | Inattentive, Heated |
| Crowd | Popular, Virgo Sword | Timid |
| Cave | — | Fear of the Dark |
| Ghost | Demonic Presence, Glass Blade, Demon Bane | — |
| Track | Scout, Information Finder | Jaded |
| Big Creature | Animal Lover, Net, Rispe | — |
| Magic Ritual | Demonic Presence, Demon, Electric, Half-Demon, Spell Book, Demonic Sword | — |
| Heavy Lifting | Agro | — |
| Investigation | Intuitive, Information Finder, Ponzi | Inattentive |
| Help | Kind-Hearted, Naive, Patient, Problem Solver | Unsettling, Brutal, Paranoid, Sadistic |
| At Night | Demon Bane | Fear of the Dark |
| Musical | Musician, Idol | — |
| Unethical | Jaded, Intimidating, Heated, Illicit Pimento | Kind-Hearted |
| Dragon | Dragon Knight, Dragon Expert, Drake Killing Bow | Poacher |
| Need Flying Mount | Flying Mount | — |
| Intimidation | Sadistic, Demon, Intimidating, Virgo Sword | Naive, Kind-Hearted |
| People Involved | People Friend, Patient, Kind-Hearted, Revolutionar, Buttermilk | Arrogant, 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.
| Column | Meaning |
|---|---|
| Quest | The 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. |
| Location | Where the quest takes place, relevant for location-based bonuses like Brizh Connoisseur or Coastal. |
| Type & conditions | The quest’s category paired with any special conditions affecting the approach. |
| Requirements | Stat targets including STR Strength, AGI Agility, CHA Charisma, MAG Magic, WIT Wits, and LCK Luck. |
| Party · Cycles · Dmg | The number of knights requested, quest duration in cycles, and the base damage band associated with failure. |
| On success | Rewards earned on success, including possible follow-up audience; failure penalties appear in a secondary line if applicable. |
| Special outcomes | Potential unique trigger events that replace normal outcomes, processed in listed order—only the first triggered event applies. |

