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UltimateQuest | (Daily, Weekly) Task, Battlepass, Milestone, Quest Scroll in 1 | 1.21.6+
Java mod listed for Minecraft 1.21–26.x. Downloads from the MC Java Mods app on Android.
⬇ Download on Spigot
UltimateQuest
Build your own quest systems with flexible objectives, triggers, conditions, rewards, battle passes, and long-term progression.
UltimateQuest is a highly configurable quest and progression framework for Spigot and Paper. Create quest lines, daily assignments, physical quest scrolls, seasonal battle passes, and permanent milestones using a shared system of objectives, conditions, and rewards.
Instead of limiting quests to predefined activities, UltimateQuest lets you decide what players must do, which events count, how progress is measured, when objectives are available, and what rewards players receive. Combine different triggers, filters, counting methods, and rewards to build quest systems around your server's gameplay.
The same activity can contribute to multiple progression systems independently. Breaking a block might advance an accepted mining quest, a daily assignment, a battle pass challenge, and a permanent milestone at the same time, provided each objective's conditions are satisfied.
Use these features to create survival progression, adventure quest lines, rotating missions, seasonal challenges, collectible quest items, achievement-like milestones, or long-term reward systems. Each system works independently, or you can combine them into a larger progression experience.
Features
Build Quest Systems Around Your Own Rules
UltimateQuest separates objectives, task definitions, progress tracking, and rewards. Configure each part independently and reuse the same components across different gameplay systems.
For example: Create an adventure progression system where players first collect supplies, unlock a monster-hunting quest, and eventually complete an expedition. At the same time, daily assignments can select random objectives from weighted pools, battle pass challenges can award seasonal points, and permanent milestones can track cumulative activity.
These systems share the same underlying event and condition framework without requiring every quest to use the same requirements or rewards.
Five Quest & Progression Systems
UltimateQuest provides five complementary ways to organize player objectives.
Each system maintains its own progression and reward behavior. Server owners can enable the systems they need and configure them to complement one another.
Flexible Objectives & Gameplay Triggers
UltimateQuest includes 62 built-in trigger IDs covering a wide range of Minecraft events. Some triggers depend on Paper or particular server versions.
Flexible progress counting: Objectives do not have to increase by exactly one for every event.
For example: Require players to deal 1,000 total damage instead of defeating a fixed number of enemies, collect 64 diamonds from block drops, or sprint 500 blocks using movement-distance counting and a sprinting condition.
Advanced Conditions & Objective Filtering
Triggers determine when progress can occur, while conditions determine whether a particular event should count.
UltimateQuest provides 87 built-in event-condition keys, including aliases, for filtering gameplay events and player circumstances.
Conditions can be applied to individual objectives or used for task acceptance where the required player data is available.
For example: Create a quest that only progresses when a player defeats a particular MythicMobs boss, or a mining objective that counts specific blocks in a designated world while the player is in Survival mode.
Anti-Abuse & Progress Protection
UltimateQuest includes configurable anti-abuse rules to reduce common methods of farming quest progress.
These protections are configurable for individual objectives. Tracking-based protections apply to events recorded or tagged by the plugin and do not reconstruct historical world activity.
Normal Quests, Prerequisites & Progression Paths
Create individual quests or connect several tasks into a structured progression system.
For example: Build a mining quest line that begins with gathering stone, continues through collecting iron and exploring deeper caves, and ends with a diamond expedition. Each stage becomes available after the required earlier tasks have been claimed.
Quest requirements and resolved rewards are saved when a normal task is accepted, so existing accepted tasks retain their original definitions after configuration changes.
Periodic Assignments & Random Objective Pools
Keep players engaged with objectives that refresh automatically.
For example: Create a pool containing mining, farming, fishing, and combat objectives. Every day, generate three assignments from that pool. Weekly assignments can use larger objectives and different rewards, while monthly assignments can offer more demanding long-term goals.
The same objective templates can be reused in different schedules and scroll profiles without duplicating their underlying trigger and condition configurations.
Physical Quest Scrolls
Quest scrolls transform objectives into collectible, usable quest items.
For example: Reward players with an exploration scroll containing three randomly selected objectives. A player might need to defeat monsters, collect materials, and complete a fishing challenge before redeeming the scroll for a reward.
You can create different scroll profiles for routine activities, special events, dungeon rewards, or more demanding adventures.
Seasonal Battle Passes & Reward Tracks
Build battle passes around your own challenges, seasons, experience requirements, and rewards.
For example: Create a monthly battle pass with 30 levels. Players complete daily and weekly challenges to earn experience, while more demanding seasonal objectives provide additional progression. Free rewards are available to everyone, and the premium track offers extra rewards to eligible players.
Battle passes can run alongside ordinary quests and periodic assignments without requiring separate gameplay-trigger definitions.
Permanent & Seasonal Milestones
Reward players for cumulative activity without requiring them to accept individual tasks.
For example: Create a permanent mining milestone with rewards at 100, 1,000, 10,000, and 100,000 qualifying blocks. A player continues accumulating progress naturally while completing other quests, unlocking additional rewards at each threshold.
Claiming an earlier milestone stage does not consume the player's accumulated progress.
Flexible Rewards & Weighted Reward Pools
UltimateQuest uses a shared reward format across normal tasks, periodic assignments, scrolls, battle passes, and milestones.
Random reward results are determined and stored at the appropriate progression stage, such as task acceptance, periodic assignment creation, first scroll activation, or stage unlock.
Saved reward outcomes do not reroll simply because players reconnect, reopen a menu, or reload the plugin.
For example: Configure a quest reward that always grants 500 coins through your economy plugin's command, gives a custom item, and selects one additional reward from a weighted pool containing materials, consumables, and rare equipment.
Customizable Quest Menus & Player Interaction
Create interfaces that let players browse available content, track progress, and claim rewards.
Menu appearance and behavior are configured separately, allowing you to customize the presentation without changing the underlying task definitions.
Actions, Commands & Interactive Feedback
Connect menu interactions to configurable actions.
These actions are available at supported menu interaction points. Quest reward payouts use their own dedicated reward types.
Custom Items, Blocks & Entity Integrations
Connect quest objectives and rewards to supported custom content from other plugins.
For example: Create a quest that requires players to mine CraftEngine blocks, defeat a particular MythicMobs boss, and receive an MMOItems weapon after completion.
Integrations are optional and load when their corresponding plugins are available.
Dynamic Information & Player Language
Customize how quests and progression information appear to different players.
Task definitions can reference translated text instead of hardcoding one language, allowing players with different client locales to see the same quest content in their preferred language.
Task Limits, Storage & Persistent Progress
Control active progression and preserve player data between sessions.
Database backend changes require a full server restart. Switching storage backends does not automatically migrate existing player records.
Ready-to-Use Survival Quest Content
UltimateQuest includes a configurable survival progression pack, providing examples of how its different systems work together.
The bundled content is designed as both a playable starting point and a configuration reference. Server owners can modify objectives, requirements, rewards, and presentation, or disable individual definitions they do not want to use.
Build your own quest systems with flexible objectives, triggers, conditions, rewards, battle passes, and long-term progression.
UltimateQuest is a highly configurable quest and progression framework for Spigot and Paper. Create quest lines, daily assignments, physical quest scrolls, seasonal battle passes, and permanent milestones using a shared system of objectives, conditions, and rewards.
Instead of limiting quests to predefined activities, UltimateQuest lets you decide what players must do, which events count, how progress is measured, when objectives are available, and what rewards players receive. Combine different triggers, filters, counting methods, and rewards to build quest systems around your server's gameplay.
The same activity can contribute to multiple progression systems independently. Breaking a block might advance an accepted mining quest, a daily assignment, a battle pass challenge, and a permanent milestone at the same time, provided each objective's conditions are satisfied.
Use these features to create survival progression, adventure quest lines, rotating missions, seasonal challenges, collectible quest items, achievement-like milestones, or long-term reward systems. Each system works independently, or you can combine them into a larger progression experience.
Build Quest Systems Around Your Own Rules
UltimateQuest separates objectives, task definitions, progress tracking, and rewards. Configure each part independently and reuse the same components across different gameplay systems.
- Decide what players must do: Define objectives using supported gameplay triggers. Require players to mine blocks, defeat enemies, collect items, travel distances, fish, trade, or perform more specialized activities.
- Decide what counts: Apply event conditions to check blocks, items, entities, player states, locations, and other available event data. A mining objective can count only natural stone, while a combat objective can require a particular enemy or equipment.
- Decide how progress is measured: Count events or supported quantities such as item amounts, damage dealt, healing, experience gained, and movement distance. Multiple objectives can contribute to one task.
- Decide when content is available: Configure prerequisites, acceptance conditions, activity windows, periodic resets, season schedules, and reward-claim grace periods.
- Decide what players receive: Combine fixed rewards, weighted random rewards, commands, and battle pass experience. Reuse reward definitions across different quest systems.
- Decide how progression is presented: Customize task categories, menu layouts, icons, descriptions, progress indicators, and click actions. Different quest systems can have their own interfaces.
For example: Create an adventure progression system where players first collect supplies, unlock a monster-hunting quest, and eventually complete an expedition. At the same time, daily assignments can select random objectives from weighted pools, battle pass challenges can award seasonal points, and permanent milestones can track cumulative activity.
These systems share the same underlying event and condition framework without requiring every quest to use the same requirements or rewards.
Five Quest & Progression Systems
UltimateQuest provides five complementary ways to organize player objectives.
- Normal Quests: Let players accept individual tasks or multi-objective quest lines. Configure prerequisites, availability, categories, rewards, and optional automatic claiming.
- Periodic Assignments: Automatically assign objectives on daily, weekly, monthly, or custom schedules. Generate fixed assignments or draw random objectives from weighted pools.
- Quest Scrolls: Turn objectives into physical items that players carry. Complete their requirements while holding the scroll in the inventory or offhand, then redeem the corresponding item for rewards.
- Battle Passes: Create seasonal progression with challenges, experience points, configurable levels, and separate free and premium reward tracks.
- Milestones: Track cumulative player activities without requiring task acceptance. Unlock multiple reward stages as players reach configured thresholds.
Each system maintains its own progression and reward behavior. Server owners can enable the systems they need and configure them to complement one another.
Flexible Objectives & Gameplay Triggers
UltimateQuest includes 62 built-in trigger IDs covering a wide range of Minecraft events. Some triggers depend on Paper or particular server versions.
- Combat & Damage: Track attacks, kills, deaths, damage taken, damage dealt, healing, shield blocking, knockback, explosions, and other combat-related events.
- Projectiles & Ranged Combat: Detect projectile launches, projectile hits, bow usage, crossbow loading, and other supported ranged-attack activities.
- Blocks & Interactions: Track block breaking, block placement, block drops, block damage, interactions, and supported block-related events.
- Items & Equipment: Create objectives involving item consumption, enchanting, durability changes, held-item changes, and equipment interactions.
- Movement & Player Input: Detect movement, jumping, sneaking, flight toggles, and other supported movement or input events.
- Player States: Observe experience changes, potion effects, exhaustion, air changes, food-level changes, and other player-state events.
- Fishing & Trading: Track fishing, villager trading, piglin bartering, and supported purchase events.
- Entities & Special Events: Use targeting events and specialized entity interactions to create more unusual objectives.
Flexible progress counting: Objectives do not have to increase by exactly one for every event.
- Count individual events, such as killing 20 zombies or breaking 64 blocks.
- Count actual item quantities from supported fishing, trading, and drop events.
- Accumulate final damage dealt, damage blocked by shields, or health restored.
- Track gained experience points, durability consumption, or exhaustion.
- Measure movement distance in blocks, including fractional progress.
For example: Require players to deal 1,000 total damage instead of defeating a fixed number of enemies, collect 64 diamonds from block drops, or sprint 500 blocks using movement-distance counting and a sprinting condition.
Advanced Conditions & Objective Filtering
Triggers determine when progress can occur, while conditions determine whether a particular event should count.
UltimateQuest provides 87 built-in event-condition keys, including aliases, for filtering gameplay events and player circumstances.
- Entity Conditions: Check entity types, equipment, health, states, and supported custom-entity properties. Restrict objectives to specific mobs, players, or MythicMobs entities.
- Item Conditions: Match materials, item metadata, enchantments, supported custom-item identities, and other properties through the shared item-matching system.
- Environment Conditions: Check worlds, block types, environmental states, weather, light levels, structures, and other available location or block information.
- Player Conditions: Connect objective requirements to permissions, supported player properties, and PlaceholderAPI values.
- Combat Conditions: Filter events using damage causes, attack cooldowns, equipment, target states, distance, and other supported combat details.
- Movement Conditions: Distinguish sprinting, swimming, sneaking, flying, climbing, and other movement states where the event supplies the necessary information.
- Logical Conditions: Combine multiple checks, use alternative requirements, or invert individual conditions to build more specialized rules.
Conditions can be applied to individual objectives or used for task acceptance where the required player data is available.
For example: Create a quest that only progresses when a player defeats a particular MythicMobs boss, or a mining objective that counts specific blocks in a designated world while the player is in Survival mode.
Anti-Abuse & Progress Protection
UltimateQuest includes configurable anti-abuse rules to reduce common methods of farming quest progress.
- Player-Placed Block Protection: Exclude blocks recorded as player-placed from mining-related objectives. This helps prevent repeatedly placing and breaking the same blocks for progress.
- Spawner Mob Filtering: Ignore mobs carrying the plugin's spawner-tracking tag when the objective's protection settings require it.
- Repeated Target Protection: Apply cooldowns to repeated kills of the same player or other supported targets.
- Objective Cooldowns: Specify the minimum interval between accepted progress events for an objective.
- Progress Rate Limits: Restrict how many events can contribute to an objective during a one-minute window.
- Event Validation: Cancelled events and unsupported or non-positive quantities do not add ordinary objective progress.
These protections are configurable for individual objectives. Tracking-based protections apply to events recorded or tagged by the plugin and do not reconstruct historical world activity.
Normal Quests, Prerequisites & Progression Paths
Create individual quests or connect several tasks into a structured progression system.
- Define tasks with one or multiple objectives. Require players to complete several activities before a task becomes claimable.
- Create prerequisite chains that unlock new tasks after players claim rewards from earlier ones. Build progression paths for mining, farming, combat, exploration, or custom server activities.
- Configure player-accepted tasks or hidden, administrator-assigned tasks for special events and scripted progression.
- Use categories, descriptions, icons, and acceptance conditions to organize and control available content.
- Set activity start and end times, optional claim grace periods, paused states, and automatic reward claiming.
- Allow players to inspect, accept, claim, and abandon eligible tasks through menus or commands.
For example: Build a mining quest line that begins with gathering stone, continues through collecting iron and exploring deeper caves, and ends with a diamond expedition. Each stage becomes available after the required earlier tasks have been claimed.
Quest requirements and resolved rewards are saved when a normal task is accepted, so existing accepted tasks retain their original definitions after configuration changes.
Periodic Assignments & Random Objective Pools
Keep players engaged with objectives that refresh automatically.
- Create daily, weekly, monthly, or custom recurring assignments that are assigned without manual acceptance.
- Configure reset schedules using Cron expressions, fixed intervals, specified daily times, or custom time windows.
- Define fixed objectives or use weighted objective pools to generate different assignments from a reusable collection.
- Draw multiple objectives without replacement, preventing the same objective template from being selected twice within one pool draw.
- Configure independent rewards, categories, and task settings for generated assignments.
- Allow completed assignments to remain claimable for a configured period after the reset, without extending their progress-earning window.
For example: Create a pool containing mining, farming, fishing, and combat objectives. Every day, generate three assignments from that pool. Weekly assignments can use larger objectives and different rewards, while monthly assignments can offer more demanding long-term goals.
The same objective templates can be reused in different schedules and scroll profiles without duplicating their underlying trigger and condition configurations.
Physical Quest Scrolls
Quest scrolls transform objectives into collectible, usable quest items.
- Create physical scroll items with configurable names, descriptions, icons, rarity labels, difficulty labels, and rewards.
- Combine fixed objectives with randomly selected objectives from weighted pools.
- Track progress while the corresponding scroll is carried in a player's inventory or offhand.
- Configure optional expiration durations that begin when the scroll is first activated.
- Generate rarity and difficulty labels through configurable weighted selections. Gameplay requirements and rewards are defined separately from these labels.
- Associate each issued scroll with a stored token, preserving its identity and preventing a copied display name or Lore from becoming a valid quest record.
- Consume the corresponding scroll when its completed objectives are successfully redeemed.
For example: Reward players with an exploration scroll containing three randomly selected objectives. A player might need to defeat monsters, collect materials, and complete a fishing challenge before redeeming the scroll for a reward.
You can create different scroll profiles for routine activities, special events, dungeon rewards, or more demanding adventures.
Seasonal Battle Passes & Reward Tracks
Build battle passes around your own challenges, seasons, experience requirements, and rewards.
- Configurable Challenges: Create daily, weekly, and season-long challenges using the same objective and condition system as ordinary quests.
- Experience Progression: Award battle pass points when challenges are completed. Use cumulative experience thresholds to unlock levels.
- Flexible Level Requirements: Define explicit thresholds or automatically generate level requirements through configurable mathematical progression curves.
- Free & Premium Tracks: Offer separate reward tracks within the same pass. Premium access can be granted through permissions or administrator commands.
- Challenge Availability: Unlock challenges during specific season weeks and configure whether players can catch up on earlier challenges.
- Experience Boosts: Apply personal, global, or permission-based experience multipliers. The highest applicable multiplier is used.
- Automatic Season Rotation: Start new seasons according to configured schedules while preserving historical season records.
- Previous Season Rewards: Allow players to claim previously unlocked rewards during a configured grace period after a season ends.
- Progression Management: Administrators can manage experience, levels, premium access, boosts, and season states through commands.
For example: Create a monthly battle pass with 30 levels. Players complete daily and weekly challenges to earn experience, while more demanding seasonal objectives provide additional progression. Free rewards are available to everyone, and the premium track offers extra rewards to eligible players.
Battle passes can run alongside ordinary quests and periodic assignments without requiring separate gameplay-trigger definitions.
Permanent & Seasonal Milestones
Reward players for cumulative activity without requiring them to accept individual tasks.
- Automatically track qualifying activities through configurable milestone sources.
- Combine multiple triggers or objective templates into a single milestone's cumulative progress.
- Define multiple reward stages with increasing thresholds.
- Assign different contribution values to supported activities, allowing some actions to provide more progress than others.
- Create permanent milestones or separate progression records for configured seasons.
- Let players claim unlocked stage rewards manually or enable automatic claiming.
- Organize milestones with categories, descriptions, icons, and configurable menus.
For example: Create a permanent mining milestone with rewards at 100, 1,000, 10,000, and 100,000 qualifying blocks. A player continues accumulating progress naturally while completing other quests, unlocking additional rewards at each threshold.
Claiming an earlier milestone stage does not consume the player's accumulated progress.
Flexible Rewards & Weighted Reward Pools
UltimateQuest uses a shared reward format across normal tasks, periodic assignments, scrolls, battle passes, and milestones.
- Item Rewards: Give vanilla items or supported custom items using configurable item definitions.
- Command Rewards: Execute console commands to grant permissions, currencies, ranks, or services provided by other plugins.
- Message Rewards: Send customized messages when rewards are issued.
- Battle Pass Experience: Award points toward a specified battle pass as part of another reward.
- Random Rewards: Select weighted reward groups, configure how many groups are drawn, and choose whether repeated selections are allowed.
- Reusable Reward Pools: Define shared random reward candidates and reference them from multiple tasks.
- Reward Library: Reuse complete named reward definitions without repeating their configuration.
- Custom Reward Previews: Configure display names and descriptions for rewards shown in menus.
Random reward results are determined and stored at the appropriate progression stage, such as task acceptance, periodic assignment creation, first scroll activation, or stage unlock.
Saved reward outcomes do not reroll simply because players reconnect, reopen a menu, or reload the plugin.
For example: Configure a quest reward that always grants 500 coins through your economy plugin's command, gives a custom item, and selects one additional reward from a weighted pool containing materials, consumables, and rare equipment.
Customizable Quest Menus & Player Interaction
Create interfaces that let players browse available content, track progress, and claim rewards.
- Multiple Menu Types: Use dedicated interfaces for normal quests, periodic assignments, quest scrolls, battle passes, and milestones.
- Custom Layouts: Design inventory menus with configurable row layouts, icons, fixed buttons, dynamic lists, and item templates.
- Task Status Displays: Show available, active, completed, claimable, claimed, locked, and other supported progression states.
- Category & Status Filters: Allow players to browse content through categories, state filters, and supported assignment or scroll profile selectors.
- Progress Information: Display objective descriptions, completion amounts, progress percentages, progress bars, prerequisites, and reward previews.
- Configurable Click Actions: Control what different mouse clicks do, including accepting tasks, inspecting requirements, claiming rewards, and abandoning eligible tasks.
- Menu Navigation: Configure pagination, menu switching, category selection, view cycling, and refresh behavior.
- Multiple Progression Views: Create separate battle pass catalogs, challenge lists, level reward views, and milestone stage interfaces.
Menu appearance and behavior are configured separately, allowing you to customize the presentation without changing the underlying task definitions.
Actions, Commands & Interactive Feedback
Connect menu interactions to configurable actions.
- Send messages, action bars, announcements, and titles, or play sounds and particles.
- Execute commands as the console, player, or through supported command-execution modes.
- Teleport players or spawn entities through supported world actions.
- Open menus, change pages, refresh content, and switch category or progression views.
- Trigger quest interactions and reward-claim actions from the corresponding dynamic menu entries.
- Combine multiple actions in a configured execution order.
- Use chance-based execution, random action selection, or delayed actions to create more specialized interactions.
- Configure different actions for different inventory click types, including left-click and right-click behavior.
These actions are available at supported menu interaction points. Quest reward payouts use their own dedicated reward types.
Custom Items, Blocks & Entity Integrations
Connect quest objectives and rewards to supported custom content from other plugins.
- Custom Item Support: Use supported item providers such as ItemsAdder, Oraxen, Nexo, CraftEngine, MMOItems, EcoItems, EcoArmor, eco, NeigeItems, ExecutableItems, and MythicMobs.
- Custom Block Objectives: Match supported custom blocks from ItemsAdder, Oraxen, MMOItems, Nexo, and CraftEngine in block-related conditions.
- MythicMobs Integration: Match entities by their MythicMobs internal IDs and use supported MythicMobs items.
- ItemFormat: Configure item appearance and properties for quest icons, scrolls, and item rewards.
- Advanced Item Matching: Match item materials, metadata, enchantments, supported custom-item identities, and other properties.
- Entity Matching: Configure entity identity, state, equipment, and integration-specific matching rules.
- NBTAPI Integration: Use supported NBT matching and item modification rules when NBTAPI is installed.
- Economy Integration Through Commands: Grant money, points, or other plugin-managed resources using configurable console-command rewards.
For example: Create a quest that requires players to mine CraftEngine blocks, defeat a particular MythicMobs boss, and receive an MMOItems weapon after completion.
Integrations are optional and load when their corresponding plugins are available.
Dynamic Information & Player Language
Customize how quests and progression information appear to different players.
- Display task states, objective progress, battle pass levels, accumulated points, milestone stages, reward availability, and remaining requirements through supported placeholders.
- Use PlaceholderAPI to display UltimateQuest progression information in compatible scoreboards, holograms, and other plugins.
- Reference PlaceholderAPI values in supported text and player-condition settings.
- Customize messages, quest names, descriptions, menu text, and reward previews through language files.
- Support English and Simplified Chinese by default, with the ability to add custom translation files.
- Select translations according to each player's Minecraft client locale, with a configurable fallback language.
- Format text using supported legacy color codes, hexadecimal colors, and MiniMessage formatting.
- Display configurable progress bars and automatically wrap menu Lore according to the selected menu settings.
Task definitions can reference translated text instead of hardcoding one language, allowing players with different client locales to see the same quest content in their preferred language.
Task Limits, Storage & Persistent Progress
Control active progression and preserve player data between sessions.
- Configure separate active-task limits for normal quests, periodic assignments, scrolls, and battle pass challenges.
- Set category-specific limits for individual task types or across multiple task systems.
- Use unlimited slots, restricted slot counts, or disable new assignments through configuration.
- Store player progress, quest instances, reward states, and scroll records in YAML files or supported SQL databases.
- Supported JDBC database backends include SQLite, MySQL/MariaDB, PostgreSQL, and H2.
- Configure automatic saving intervals, with additional saves during important operations such as player disconnection, reward claims, and server shutdown.
- Preserve accepted objectives, resolved reward outcomes, and relevant progression records across reconnects and server restarts.
- Keep records of interrupted reward claims for administrative review, reducing the risk of blindly repeating partially completed payouts.
Database backend changes require a full server restart. Switching storage backends does not automatically migrate existing player records.
Ready-to-Use Survival Quest Content
UltimateQuest includes a configurable survival progression pack, providing examples of how its different systems work together.
- 8 Quest Categories for organizing different types of gameplay activities.
- 37 Reusable Objective Templates covering gathering, combat, exploration, farming, and other survival activities.
- 26 Normal Quests with progression paths and prerequisite relationships.
- 6 Objective Pools for randomly generated objectives.
- Daily, Weekly & Monthly Assignments with three objectives generated for each profile.
- 4 Quest Scroll Profiles with configurable objective and reward selections.
- 6 Permanent Milestone Tracks for cumulative player progression.
- A 30-Level Monthly Battle Pass with 18 challenges, including daily, weekly, and season objectives.
- 7 Reward Pools for reusable random reward configurations.
- Default English and Chinese text with configurable vanilla-item rewards.
The bundled content is designed as both a playable starting point and a configuration reference. Server owners can modify objectives, requirements, rewards, and presentation, or disable individual definitions they do not want to use.
Quick facts
- Edition: Minecraft Java
- File type: .jar
- Minecraft versions listed: 1.21, 26.1, 26.2
- How to install: Install the matching mod loader (Forge, Fabric or NeoForge) for your Minecraft version. → Download the .jar. → Put it in the .minecraft/mods folder and launch that loader profile.
- Where to get it: Opens on Spigot — not every file is mirrored on our own servers.
Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.
UltimateQuest | (Daily, Weekly) Task, Battlepass, Milestone, Quest Scroll in 1 | 1.21.6+ is a free Minecraft Java mod. Compatible with Minecraft 1.21, 26.1, 26.2, 26.3. Downloaded 15 times (via Spigot). Download it and open it directly in the game.