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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[edit]
- 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[edit]
- 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[edit]
- 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)