Dawn of Fantasy/Human Quests

Human questing armies often feature the heavy Foot Knight unit to provide a strong melee impact unit. Swordsmen are also valued for their speed. The Mounted Knight when fully upraded is a fast, large trample area unit that is prized by human players. For ranged units Archers are preferred to crossbows because of their longer range. Villager units are important if a player intends to loot the battlefield after the quest is done. Quest rewards are typically crowns or gold or both. A hero is required to enter a quest. Quests allow either 12 or 20 units to join them so pick carefully which troops you bring.

Early Quests

 * Welcome Quest
 * Goblins and Outlaws
 * Missing Ale
 * Time to expand
 * Rampaging Ogre
 * Mercenaries
 * Market Trading
 * Wolf Beast Raiders
 * A letter
 * Refugees
 * Peasant Uprising
 * The Noble Traitor
 * To Dagbor

Mid Quests

 * A Knight is Born
 * Return to Dagbor
 * Dangerous Neighbors
 * Summoned by the King
 * Pursuit of the Wizard
 * Into the Swamps
 * King Erian's Report
 * Orc Encounters
 * Travel to the Elfish Border
 * Matters of the Heart
 * For the Hand of the Princess
 * Bloody Betrayal
 * Revenge against the Elves

Late Quests

 * A Different Danger
 * The Root of the Rout
 * The Mightiest Feat
 * Afronts on Two Fronts
 * Into the Furthest Fores
 * Continuing the Conflict
 * An Eager Evil
 * Small Games
 * Where Humans Dare to Tread
 * A Place of Hate
 * Step Forward Braved Warriors
 * Ever Eager for Battle(loop)
 * Rumor begets Rebel
 * Expunging the Canker
 * A Sting in the Tale (loop)
 * Civil Unrest (loop)