The Inventory System
Every quest completed, every achievement unlocked — your loot tells the story.
What Is the Inventory?
“Inventory” isn't one screen in MainQuest — it's three connected ones, each holding a different kind of item:
Every item has a rarity and a purpose. While XP levels up your character, items give you something to point at — a relic in the Reliquary is proof you hit a specific, real milestone, not a random drop.
How to Earn Items
Items enter your Vault, Wardrobe, or Reliquary through a few real channels:
Individual quests do not randomly drop items scaled to their difficulty — that would be a different system than the one MainQuest actually ships. Items are automatically added when earned; you never need to manually claim or pick them up.
Item Types
The items you'll actually see and handle fall into a few kinds:
Item Rarities
Every item has a rarity that indicates how difficult it is to obtain — and, for Vault items, what it sells back for. Rarity is a collectibility marker, not a stat: its most concrete effect is the sell floor, plus a more dramatic reveal ceremony for rarer finds on mobile.
These four — Common, Rare, Storied, Singular — are the real tier names the Vault shows you (title case on mobile, uppercase on web). There is no “Uncommon,” “Epic,” or “Legendary” tier. Rarity is a visual and collectibility indicator, not a power level — MainQuest is a productivity app, not a power-scaling RPG.
Equipping a Wearable
Today, one equip slot is live: Kodan skins, equipped straight from the Vault's Wearables rail. An equipped skin changes how Kodan presents everywhere he shows up — chat, push notifications, the Atrium banner.
A fuller Wardrobe — a dedicated screen for titles, mounts, and cosmetic themes, assigned per class — is built and waiting, but hasn't opened yet. When it ships, that's where the rest of your Wearables will equip from.
Unequipping Is Free
You can swap an equipped skin at any time. Unequipping just clears the slot — the item stays yours, nothing is lost. Experiment freely; there's no penalty for changing your mind.
Using Consumables
Consumables live in the Vault and provide a real effect when used. Unlike a Wearable (which can be equipped and unequipped freely), a consumable is single-use — once activated, it's consumed and gone.
Examples include XP buffs, HP restores, and the Second Chance Scroll. The Dawn Scrolls system grants the Clarity Buff (a 1.2x XP multiplier for 4 hours) the same way on both mobile and web.
Use Strategically
Since consumables are single-use, think about when to activate them. A temporary XP buff is most valuable on a day when you plan to complete multiple quests. A Second Chance Scroll from the Vault is aimed at a fallen friend — and when you're the one who's died, the death screen lets you spend your own to self-revive. Do not hoard consumables forever, but do not waste them either.
The Vault has a capacity cap that grows with your level. When it's full, new purchases pause until you free a slot, and incoming grants wait safely in a time-limited Overflow Cache — nothing you already own is ever deleted.
Building Your Collection
Your Reliquary is a record of everything you have accomplished in MainQuest. Over time, it becomes a personal museum — each relic tied to a specific milestone reached, not a random drop.
To fill it out, engage with different aspects of the app:
- Rack up lifetime quest completions — milestones at your 1st, 10th, 50th, 100th, and 500th quest ever each unlock their own relic
- Unlock achievements across all categories — quests, streaks, levels, and more each have their own relics
- Maintain habit streaks — real streak-length thresholds (3, 7, 14, 30, 100, 365 days) each unlock their own relic
- Spend Embercoin at the Shop — for Vault consumables and pet eggs you don't want to wait on
The most complete Reliquaries belong to players who engage broadly across all of MainQuest's systems rather than focusing narrowly on one feature.