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character_queststatus Table

Quest progress: accepted quests, kill/credit counters, rewarded status and timers.


Schema Summary

Field Type Key Null Default Extra
guid int(11) unsigned PRI NO 0
quest int(11) unsigned PRI NO 0
status int(11) unsigned NO 0
rewarded tinyint(1) unsigned NO 0
explored tinyint(1) unsigned NO 0
timer bigint(20) unsigned NO 0
mob_count1 int(11) unsigned NO 0
mob_count2 int(11) unsigned NO 0
mob_count3 int(11) unsigned NO 0
mob_count4 int(11) unsigned NO 0
item_count1 int(11) unsigned NO 0
item_count2 int(11) unsigned NO 0
item_count3 int(11) unsigned NO 0
item_count4 int(11) unsigned NO 0
reward_choice int(11) unsigned NO 0

Field Breakdown

  • guid - Primary Key. Character guid (from characters.guid).
  • quest - Primary Key. quest_template.entry.
  • status - Quest state - see the Status Values table below.
  • rewarded - 1 once turned in (drives repeatable re-offers).
  • explored - Boolean flag (0/1), set when the exploration/event objective fires.
  • timer - Expiry timestamp for timed quests.
  • mob_count1 - Kill/credit counters for objectives 1-4.
  • mob_count2 - Kill/credit counters for objectives 1-4.
  • mob_count3 - Kill/credit counters for objectives 1-4.
  • mob_count4 - Kill/credit counters for objectives 1-4.
  • item_count1 - Collected item counters for objectives 1-4.
  • item_count2 - Collected item counters for objectives 1-4.
  • item_count3 - Collected item counters for objectives 1-4.
  • item_count4 - Collected item counters for objectives 1-4.
  • reward_choice - Item entry of the optional reward chosen at turn-in (stored once the quest is rewarded).

status Values

Value Meaning
0 None (not accepted)
1 Complete (objectives done, ready to hand in)
2 Unavailable
3 Incomplete (accepted, objectives pending)
5 Failed (timed quests)

rewarded = 1 marks completed-and-turned-in separately so repeatable quests can be re-taken.