Systems

Sovereign Tower Quest Catalog

How to read ~312 Round Table cards: types, flags, stats, damage, and special outcomes

Last updated:

Quest Catalog — Types, Flags, and Reading Cards

Sovereign Tower ships roughly 312 Round Table quests in the full Steam build, including about 71 majors that carry acts, alliances, or recruit gates. Wild Wits does not expect you to memorize every title on day one. Curve Games’ August 6, 2026 release instead teaches a card grammar: type tags, deadline flags, visible versus hidden stats, party size, cycle length, damage bands, and special outcome overrides that fire before the normal score table. This catalog explains that grammar so you can navigate community spreadsheets and in-game cards without drowning.

Use this page with Quest Types, Quest Scoring, Quest Outcomes, Emergency Quests, Major Quests, and the Knight Quest Matcher. Patch 1.0.8 softened weak-stat penalties and raised overlevel bonuses; patch 1.0.9 fixed several assignment bugs — update before trusting week-old forum math.

Why a catalog page exists

Community “all quests” sheets are enormous. The wiki’s job is not to paste 312 rows. It is to teach:

  1. Which columns matter on a card or spreadsheet.
  2. Which flags change risk (deadline, lethal, knight-written).
  3. How special outcomes short-circuit normal scoring.
  4. Where to jump for act-critical cards (Goose, Beast Hunt, King Slayer, Dragon Ultimatum).

If you need a single headline route, open Major Quests. If you need the math, open Quest Scoring.

Card columns that always matter

ColumnMeaning
Name + flagsDeadline (red border / cycle timer), non-lethal, involves killing (feeds Sadistic / Syphon traits), or written for a specific knight
LocationMatters for traits like Brizh Connoisseur, Coastal, Lasting Impression
TypeHunt, Assassination, Relic Recovery, Diplomacy, Scouting, Research, Rescue, Duel, Crowd, and more — see Quest Types
RequirementsSTR, AGI, CHA, MAG, WIT, LCK targets — often only three visible until a Demon rewind reveals the rest
Party · Cycles · DamageRequested knights, duration, base damage band
On success / failRewards, follow-up audience, failure consequences
Special outcomesTrigger → alternate result; first matching trigger wins

Unknown ? stats become visible after you clear that quest once and rewind — a core teaching loop for Time Rewind.

Approximate bucket sizes (full game)

Community launch sheets group the ~312 list roughly as:

BucketApprox. countWiki home
Major~71Major Quests
Secondary~23Act / county support cards
Contracts~174Repeatable / petition filler
Other / specialremainderEmergencies, knight-locked, story one-offs

Treat counts as directional. Patches can retune individual cards without rewriting the whole catalog — Grest pirates gained +1 cycle in 1.0.8 (Grest Pirates).

Efficient versus inefficient traits by type

Matching liked quest types raises affinity (~+1.33 community estimate) and can swing score ±1 via traits. Mismatching hurts. High-level pattern (not every trait):

TypeOften efficientOften inefficient
HuntSwordmaster, Hunter, Predator, Wolf ExperienceAnimal Lover, Inattentive
AssassinationKiller, Deadly WeaponKind-Hearted, Fortunate
Diplomacy / CrowdPerfume, Abacus Cleaver, social tagsTimid, Unpleasant, Anxious
Scouting / RelicScout, Intuitive, Information FinderDaydreamer
DuelSwordmaster, Competitor, Dualist SwordFortunate

Always open the knight’s Backstory panel before trusting a wiki table — hidden attributes change after Intendant investigates (Intendant, Attributes).

Special outcomes beat “average” parties

Many cards list override chains: send knight X with trait Y → unique reward or failure. Spreadsheets check triggers in order; the first match wins and the rest never run. That is why a “perfect stat” party can still miss a unique item, and why a “wrong” knight sometimes is correct for completionism.

Practical habit:

  1. Read special outcomes before assigning.
  2. Decide whether you want the unique branch this timeline.
  3. If not, build for score bands on Quest Scoring.
  4. If yes, protect that knight’s seat and gear — seat caps are 6/8/10 by act.

Flag triage during busy weeks

FlagAction
Red deadline / emergencyInterrupt comfort pacing — Emergency Quests
King Slayer five-cycleStop long optionals — King Slayer
Dragon Ultimatum metersPrioritize required clears — Dragon Ultimatum
Knight-writtenPrefer the named knight when the unique outcome matters
Lethal / killingExpect Sadistic / Syphon interactions and affinity hits on Kind-leaning knights

Reading community sheets without spoiling yourself

  1. Filter by act or location you already reached.
  2. Ignore names you have not seen in audience yet.
  3. Copy only stat targets and damage bands into your notes.
  4. Cross-check patches on Updates Hub before trusting pre-1.0.8 numbers.
  5. Use the Quest Matcher for quick stat fit, then override for personality and special outcomes.

The catalog is a lens, not a spoiler dump. Learn the grammar once, and every new Steam patch becomes a short errata pass instead of a second game to relearn.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many quests are in Sovereign Tower?

Community full-game sheets list about 312 Round Table quests, including roughly 71 majors. Exact counts can shift slightly with patches.

Why do some stat requirements show as question marks?

Hidden stats reveal after you complete that quest once and use a Demon rewind. See [Time Rewind](/guides/time-rewind/).

What are special outcomes?

Override results tied to specific knights or traits. Spreadsheets check them in order; the first match wins.

Where should I start if I feel overwhelmed?

Read [Quest Types](/systems/quest-types/) and [Quest Scoring](/systems/quest-scoring/), then use [Major Quests](/walkthrough/major-quests/) for headline cards only.