Every quest in The Blood of Dawnwalker
There are 205 quests and open world activities in The Blood of Dawnwalker: one main goal, 137 quests and 67 activities. Between them they contain 1,178 objectives, an average of just over six per quest, and pay out 103,175 experience and 133 skill points.
Each quest page lists its objectives in order, the time each step costs, the endings it can reach and the rewards it pays. 202 of the 205 quests carry a reward of some kind, and 458 individual item rewards are handed out across the game.
Time is the resource quests spend
Quests in The Blood of Dawnwalker do not run on a clock that ticks by itself. Time advances when Coen completes activities, and the time bar is divided into eight segments; filling all eight turns day into night or night into day. Objectives cost anywhere from one segment to a full day of sixteen.
That turns quest order into a real decision. Some objectives are available only during the day and others only at night, marked in the journal with a sun or a moon, so taking a long daytime objective can push a night only step out of reach until the following night.
Main goal, quests and activities
The single main goal is deliberately open: The Blood of Dawnwalker states the objective and leaves the route to Coen. Around it sit 137 quests, many grouped into chains that follow a character or a faction, and 67 open world activities that are shorter and usually tied to a location.
Activities are also where the Court system intersects with questing. Many of them disrupt the order kept by Brencis and his three boyars, which raises Coen Infamy and eventually triggers a new edict, so an activity that looks like a small detour can change the state of the whole valley.
Rewards, difficulty markers and planning
Quest experience comes from a fixed tier table, which makes rewards easy to compare before committing: very small quests pay 100, small 250, medium 500, large 1,000 and very large 1,500, with plus variants paying more. Skill point rewards are listed alongside.
Quests also carry the same skull markers enemies do. Yellow means increased difficulty, orange a serious challenge and red that every mistake will be fatal, so a red skull quest taken at the wrong level is the usual reason a run in Vale Sangora ends badly.