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.

FieldWhat it actually tells you
DurationHow many cycles the knight is away. Quests can also run longer than advertised — there is an achievement for finishing one that overran.
Requirements wheelA 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 RiskA 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.
LocationWhich county and settlement it happens in, e.g. Clovermont, Brizh.
Promised rewardsGold plus a population-satisfaction change. The satisfaction side is the one people underestimate.

The six stats

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

OutcomeWhat it means
Critical successIts own achievement (It Was Perfect). Great successes are also what unlock some recruits, such as the Gavault negotiation route to Brunhilda.
SuccessThe expected result when a knight clears the requirement wheel.
Unexpected outcomeA 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 failureIts own achievement (Oopsy Doopsy).
CasualtyKnights 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

LeverEffect
MealsA 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.
EquipmentThree slots per knight — weapon, armour and mount. Buy to fix a specific stat gap you have already identified, not speculatively.
ConsumablesBought 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.
TraitsPersonality traits can matter more than raw stat numbers, and the Steward can be used to force a trait reveal rather than guessing.
The demonRewinding 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

QuestWhereWhy it matters
The Vampire of ClovermontBrizhAn early Damage Risk 1-2 card. A noble lady of Clovermont is in fact a vampire — negotiation is on the table.
Kill the beastGroveshireSend Angelica and the beast visits your court instead of dying.
Remove the curseGroveshireTurns the Wolf into Rufus, by way of Belladonna.
Searching for the traitorThe TowerThe Act 2 investigation. Finding the traitor is an achievement.
The Almor tournamentAlmorChilderic asks you to lose the final segment. Winning it recruits him anyway; sending Goberto transforms him.
The Kutnar derbyKutnarWin with a high-tier participant, or cheat radically — both have achievements.
The wish-granting lampSouthbayBuy it or steal it. If you steal it, being honest with Ligia is what keeps her.
The final confrontationEndgame6 knights — STR 15, AGI 11, MAG 7, WIT 4, LCK 4. Gates the War and Tower Destruction endings.
The final battleEndgame8 knights — STR 12, AGI 8, CHA 11, MAG 6, WIT 3, LCK 3. Gates Peace, unless Victoria is on your roster.
World dominationEndgame6 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