Friends & Revival

Stay accountable together and save each other when things go wrong.

Why Friends Matter in MainQuest

Productivity is easier when you are not doing it alone. MainQuest's social features let you connect with friends so you can see each other's progress, stay motivated through friendly competition, and help each other recover when things go wrong.

Seeing a friend's level climb or their focus minutes stack up creates a powerful form of social accountability. It is not about pressure — it is about knowing that someone else is on the same journey and making progress alongside you.

And when your character falls in battle (your HP hits zero), a friend can be the difference between starting over and getting back on your feet.

Adding Friends

There are three ways to add friends in MainQuest:

Friend Code

Every player has a unique 6-character friend code. Share yours with someone, or enter theirs to send a friend request. This is the quickest way to connect.

By Email

Add someone by the email on their MainQuest account. This only works for people who already play — there's no invite email sent to non-players.

Invite Link

Share your personal invite link anywhere. Whoever opens it and plays is bonded to you — and it has a special power if you're fallen (see below).

Once the other player accepts your request, you are connected — and if you've both sent each other requests, you connect instantly with no accept step. From there you can view each other's profiles and live status through the friend list.

What You Can See About Friends

Once connected, you gain visibility into your friends' progress. This transparency is what makes social accountability work.

  • Level: See how your friends are progressing and where they stand in their journey.
  • Focus activity: Whether a friend is focusing right now, and how much focus time they have logged today.
  • Alive or fallen: Your friend list shows whether each friend has fallen (HP at 0) — not their exact HP total — so you know when to send a Second Chance Scroll.

Habit streaks and XP are not shown on the friend list itself. For rankings and comparisons, check out the Leaderboard guide.

Death and the Need for Revival

In MainQuest, your character has HP (Health Points) that range from 0 to 100. Real triggers include quitting a quest mid-focus-session (-10 HP), logging a negative habit (-10 HP), and abandoning a Challenge attempt (-20 HP). If your HP drops to zero, your character dies.

Death is not permanent, but it is serious. When your character dies, you are blocked from all gameplay — you cannot complete quests, check in on habits, or earn XP. The only way back is through revival.

For a deeper understanding of HP, damage sources, and the death system, read the HP, XP & Death guide.

The Second Chance Scroll

The Second Chance Scroll revives a fallen character — and it is not only a friend-to-friend item. You can use one from your own inventory to revive yourself once you have actually hit 0 HP, or a friend can send you one instead — both work the same way and heal to the same amount.

How Second Chance Scroll revival works:

  • Trigger: HP reaches 0 — the character dies. The scroll cannot be used preemptively; it only works while fallen.
  • Action: Use a scroll from your own inventory (self-revive), or a friend sends you one of theirs from their inventory (friend-revive).
  • Result: The fallen character is revived with 50 HP (half recovery).
  • After revival: Gameplay resumes, but be careful — you are at half health.

Revival restores 50 HP, not the full 100. This means the revived player needs to be careful and focus on earning XP to level up, which triggers a full HP recovery back to 100.

Two details worth knowing: every player starts with one scroll in their gift bundle (and more are a Shop staple at 300 Embercoin), and a friend reviving you can attach a short inscription — words you'll read the moment you rise.

Social Accountability in Action

The friend system is designed around one core idea: you are more likely to stay productive when someone else is watching. Not in a surveillance sense, but in the way that knowing a friend is also putting in the work makes you want to match their effort.

Here is how social accountability plays out in practice:

  • You spot a 30-day streak on a friend's profile — it motivates you to keep your own alive.
  • A friend out-focuses you on the leaderboard — you push harder to catch up.
  • Your friend's character falls — their row shows it, and your scroll brings them back.
  • You die and a friend revives you — the gratitude and connection make you want to stay productive.

This is not about competition (though that exists via the leaderboard). It is about mutual growth.

Available on Both Platforms

The full death and revival system works identically on mobile and web. Both platforms show a blocking death screen the moment your HP hits 0, and both support self-revive and friend-revive through a Second Chance Scroll.

There's a third path, on both platforms: share your invite link while fallen. Whoever opens it sees a “raise the fallen” prompt and can spend one of their own Second Chance Scrolls to revive you — which also bonds you two as friends instantly, no request to accept. If they have no scroll to spend, they're simply added as a normal ally instead.

Tips

  • Share your friend code with accountability partners to keep each other motivated.
  • Check on your friends' progress regularly — their activity can push you to stay consistent.
  • Keep a Second Chance Scroll in your inventory — for a friend in need, or for yourself if you fall.
  • Revival restores 50 HP, not full health — play carefully until your next level-up restores you fully.
  • Social features work best when you have a small group of committed friends.

Platform Notes

FeatureMobileWeb
Death mechanicsFull system — HP ≤ 0 triggers death screen and blocks gameplayFull system — HP ≤ 0 triggers death screen and blocks gameplay
Revival via Second Chance ScrollSelf-revive or friend-reviveSelf-revive or friend-revive
Friend listLevel, focus activity, alive/fallen statusLevel, focus activity, alive/fallen status

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