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Quest rewards and loot
Quest rewards can include scripted gold or items, an added fitted gear choice, faction standing and online account rewards. The quest’s objectives and outcome determine which apply. Ordinary enemy and chest loot is separate from completion rewards.
Reward types
| Reward | When it applies | What to check |
|---|---|---|
| Scripted gold | The quest pays a gold item | The offered amount, outcome multiplier and party split |
| Scripted item or artifact | The quest awards or makes that item permanent | The quest’s artifact table and branch conditions |
| Fitted gear choice | Questlines was enabled when the quest started; successful payment; a qualifying outcome | Choose one of three pieces |
| Faction standing | The script or outcome names a standing change | Who gains standing and who loses it |
| Account title or Weir Key | The corresponding online questline condition is met | Registered account and required online activity |
| Enemy or chest loot | You loot the dungeon or encounter | Not a guaranteed completion reward |
Gold and outcome choices
A quest may pay no gold even when it succeeds. An outcome multiplier cannot create a purse where the script gives none. A letter is quest mail, not a successful reward payment. The journal can keep a gear reward pending until the quest’s completion is registered.
| Outcome reward | Gold multiplier | Added gear |
|---|---|---|
| Standard | 100% | One choice |
| Lesser | 75% | One choice |
| Greater | 125% | One choice at the next tier, capped at tier 4 |
| Both sides pay | 100% of scripted payments | One choice total |
| Betrayal | 100% | None |
| Own scripted reward | Unchanged | None |
| Unpaid ending | No extra gold | None |
The multiplier applies to the quest’s rolled purse. Unspecified gold rewards depend on character level or guild rank, regional prices and faction power; Fighters Guild rank can add a further bonus. A script can instead specify its own fixed range. The amount offered in your journal is more useful than a universal gold estimate.
Gear rarity
Gear choices contain a weapon, armour and jewellery fitted to your class. The weapon follows one of your two strongest weapon skills. You keep one piece, not all three. The choice is saved: reloading does not reroll the same offer.
| Reward tier | Magic chance per piece | Rare chance per piece |
|---|---|---|
| 1 | 100% | 0% |
| 2 | 75% | 25% |
| 3 | 0% | 100% |
| 4 | 0% | 100% |
These added quest pieces do not roll Legendary rarity. An artifact awarded by a quest is a separate scripted item and is not limited by this gear table.
| Quest requirement | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Guild offer rank | 0–1 | 2–3 | 4–5 | 6+ |
| Faction reputation requirement | Below 20 | 20–39 | 40–59 | 60+ |
| Social or unlisted quest: character level | 1–6 | 7–13 | 14–20 | 21+ |
The tier is set when a quest starts. A questline step can specify its own tier. For a guild quest, the offer row determines the tier; a high-level character meeting a low-rank offer does not turn that row into a high-tier quest.
Artifact routes worth comparing
| Quest | Possible artifact | Route |
|---|---|---|
| The Artifact | Auriel's Bow, Auriel's Shield, Lord's Mail | Complete the witch’s bargain; one of three artifacts |
| The Lost Artifact | Chrysamere, Necromancer's Amulet, Staff of Magnus, Warlock's Ring | Follow the lich’s map and the wizard’s bargain; one of four artifacts |
| The Impostor | Chrysamere | Complete the daedric-ingredient delivery |
Individual Daedric quests list their own artifact and betrayal routes. Their named artifact is distinct from random Legendary equipment (Legendary and Gilded items rules). Read Questline rewards for online titles and the Weir Key.
Named reward references
These names identify fitted quest rewards, not fixed-stat equipment. Select the named card from the reward offer if your class can equip its base.