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.

Here are the links to the other races' quest lines.

Elven Quests

Orc Quests

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 Forest -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)

GPS51 04:15, 22 December 2011 (UTC)