Sovereign Tower Quests: Stats, Risk & Outcomes
Reading a quest card
Every quest card shows you the same five things before you commit a knight to it. Reading them in the right order is most of the game.
| Field | What it actually tells you |
|---|---|
| Duration | How many cycles the knight is away. Quests can also run longer than advertised — there is an achievement for finishing one that overran. |
| Requirements wheel | A six-spoke wheel showing which of the six stats the quest tests, and how hard. Unknown spokes show a question mark until you have scouted or attempted the quest. |
| Damage Risk | A range, shown in red — 1-2 on an early quest. This is what eats your equipment durability, which is why repairs are worth timing to the next risky quest rather than keeping armour topped up. |
| Location | Which county and settlement it happens in, e.g. Clovermont, Brizh. |
| Promised rewards | Gold plus a population-satisfaction change. The satisfaction side is the one people underestimate. |
The six stats
- STR Strength
- AGI Agility
- CHA Charisma
- MAG Magic
- WIT Wit
- LCK Luck
They are not equally weighted across the game. The three endgame quests are heavily STR and AGI on the war routes, and swing toward CHA on the peace route — an eleven-point charisma check on a quest that wants eight knights.
Quest mechanics checked:
The five outcomes
| Outcome | What it means |
|---|---|
| Critical success | Its own achievement (It Was Perfect). Great successes are also what unlock some recruits, such as the Gavault negotiation route to Brunhilda. |
| Success | The expected result when a knight clears the requirement wheel. |
| Unexpected outcome | A distinct result the card did not advertise. Witnessing one is an achievement, and some recruits depend on a specific unexpected outcome — Goberto dying on a quest involving heights is what brings Dulahan to court. |
| Critical failure | Its own achievement (Oopsy Doopsy). |
| Casualty | Knights can die. The first one you lose has an achievement attached to it, and Ursula is the one knight with a farewell slide written for having died. |
The unexpected outcome is the one worth chasing deliberately. It is its own achievement, and at least one recruit route runs through a specific one: Goberto dying on a quest that involves heights is what brings Dulahan to court. The roster →
The five levers you actually control
| Lever | Effect |
|---|---|
| Meals | A preferred meal is worth +1.5 affinity and +0.5 to that knight's quest score. One meal per round of Round Table quests, once Arlin has unlocked them. |
| Equipment | Three slots per knight — weapon, armour and mount. Buy to fix a specific stat gap you have already identified, not speculatively. |
| Consumables | Bought from Belladonna's shop, and they trade one stat against another. The Energy Beverage is AGI +1 / WIT -1 with a cycle-duration reduction of 1, at 65 gold. Prices in that shop run roughly 50–150 gold. |
| Traits | Personality traits can matter more than raw stat numbers, and the Steward can be used to force a trait reveal rather than guessing. |
| The demon | Rewinding turns a failed timeline into information about a quest you have already seen. Every rewind costs one point of corruption. |
Two of these are consistently underused. Repairs are worth timing to the next high-risk quest rather than keeping armour permanently topped up, and the Steward can force a trait reveal instead of leaving you to guess which knight suits a job.
Named quests worth knowing
| Quest | Where | Why it matters |
|---|---|---|
| The Vampire of Clovermont | Brizh | An early Damage Risk 1-2 card. A noble lady of Clovermont is in fact a vampire — negotiation is on the table. |
| Kill the beast | Groveshire | Send Angelica and the beast visits your court instead of dying. |
| Remove the curse | Groveshire | Turns the Wolf into Rufus, by way of Belladonna. |
| Searching for the traitor | The Tower | The Act 2 investigation. Finding the traitor is an achievement. |
| The Almor tournament | Almor | Childeric asks you to lose the final segment. Winning it recruits him anyway; sending Goberto transforms him. |
| The Kutnar derby | Kutnar | Win with a high-tier participant, or cheat radically — both have achievements. |
| The wish-granting lamp | Southbay | Buy it or steal it. If you steal it, being honest with Ligia is what keeps her. |
| The final confrontation | Endgame | 6 knights — STR 15, AGI 11, MAG 7, WIT 4, LCK 4. Gates the War and Tower Destruction endings. |
| The final battle | Endgame | 8 knights — STR 12, AGI 8, CHA 11, MAG 6, WIT 3, LCK 3. Gates Peace, unless Victoria is on your roster. |
| World domination | Endgame | 6 knights — STR 15, AGI 12. Needed for the extended War ending, alongside the Golden Key. |
How many quests are there?
A figure of 312 quests circulates, from a guide published three weeks ago. Figure published by Raider King in its all-quests guide (three weeks old as of Sep 1, 2026). Single-source. This site has not independently counted them, and does not reproduce that list. If you want the complete enumeration, that guide is where it lives — this page covers how the system works rather than restating someone else's inventory.
Where this comes from
- Official Steam screenshots — the quest card fields, the six stat codes, Damage Risk, the equipment slots and the consumable stat lines are all read directly off in-game UI
- Steam achievement list — outcome types (critical success, critical failure, unexpected outcome, casualty, overrun quest) are quoted from official unlock text
- Steam Community discussion "The Knights and How to Get Them" — which quests gate which recruit
- Raider King all-endings guide — the three endgame quest stat lines