> For the complete documentation index, see [llms.txt](https://changelog.matrixemulator.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://changelog.matrixemulator.com/welcome/server/muserver/data/quest/questobjective.md).

# QuestObjective

<mark style="color:green;">Defines what the player must deliver/pay/kill to complete a quest—deliver an item, pay Zen, or kill a required number of monsters.</mark>

<table data-search="false"><thead><tr><th>Column</th><th>Accepted Values</th><th>Description</th></tr></thead><tbody><tr><td>Number</td><td>Number</td><td>Position of this objective within the quest (a quest may have multiple objectives at the same time).</td></tr><tr><td>Type</td><td><code>1</code>, <code>2</code>, or <code>4</code></td><td>Objective type: <code>1</code> = deliver an item. <code>2</code> = pay Zen. <code>4</code> = kill a number of a specific monster.</td></tr><tr><td>Index</td><td>Item number (<code>Type 1</code>) or monster class number (<code>Type 4</code>)</td><td>What must be delivered/killed. Not used for <code>Type 2</code>.</td></tr><tr><td>Quantity</td><td>Number</td><td>Required item quantity, Zen amount, or number of kills required, depending on the <code>Type</code>.</td></tr><tr><td>Level</td><td>Number</td><td>Required item level (only for <code>Type 1</code>).</td></tr><tr><td>Option1 / Option2 / Option3</td><td>Number</td><td>Required item options (only for <code>Type 1</code>).</td></tr><tr><td>NewOption</td><td>Number</td><td>Required excellent option on the item (only for <code>Type 1</code>).</td></tr><tr><td>DropMinLevel</td><td>Number, or <code>-1</code></td><td>Minimum monster level that can drop the objective item (only for <code>Type 1</code>). See notes regarding <code>-1</code>.</td></tr><tr><td>DropMaxLevel</td><td>Number</td><td>Maximum monster level that can drop the item—or, if <code>DropMinLevel</code> is <code>-1</code>, the exact monster class that can drop it. See notes.</td></tr><tr><td>ItemDropRate</td><td>Number, scale from 0 to 10,000</td><td>Chance for the item to drop when killing a monster within the configured level range/class (only for <code>Type 1</code>).</td></tr><tr><td>RequireIndex</td><td>Quest number (<code>Index</code> from <code>Quest.txt</code>)</td><td>Specifies which quest this objective belongs to.</td></tr><tr><td>RequireState</td><td><code>0</code>, <code>1</code>, <code>2</code>, or <code>3</code></td><td>The quest state (<code>RequireIndex</code>) in which this objective is required.</td></tr><tr><td>DW / DK / FE / MG / DL / SU / RF</td><td><code>0</code>, <code>1</code>, or <code>2</code></td><td><code>0</code> = this class does not use this objective. <code>1</code> = available from the first evolution. <code>2</code> = available only from the second evolution onward.</td></tr></tbody></table>

### <mark style="color:yellow;">Notes</mark>

* `RequireIndex`/`RequireState` here **do not represent a prerequisite for another quest**—they point to the quest and state that this objective belongs to (unlike the meaning of these columns in `Quest.txt`).
* An item from a `Type 1` objective only drops from monsters while the player still needs that item quantity. After the objective is completed, the item stops dropping.
* Important detail regarding `DropMinLevel`/`DropMaxLevel`: if `DropMinLevel = -1`, the server **does not** interpret `DropMaxLevel` as a "maximum level". Instead, it requires the killed monster to be **exactly that class** (`DropMaxLevel` becomes the monster class number, not a level).
