Village Quests

GUIDEVILLAGES

Village quests are jobs the villagers need doing: chasing off creatures, finding lost animals, gathering, fishing, escorting and more. Each village has a notice board in its square with three notices, and its folk also ask for help in person. Finishing quests raises your Standing with the village and pays experience, spirits and sometimes materials or a keepsake.

CONTENTS
  1. Two kinds of quest
  2. Taking a quest
  3. Doing a quest
  4. Rewards
  5. Fishing quests
  6. Every quest, land by land
  7. Tips
Village quests are only in the desktop and Android apps. In the browser versions of the game the notice board can't be used.

Two kinds of quest

NoticesRequests
WhereThe notice board in the squareA villager with a ! over their head
How many13 per land; 3 on each board at a time7 per land, one per trade
How oftenAgain and again (the board changes every 3 days)Once per world
Standing+1 or +2+2 or +3
NeedsSome need JewelsWELCOME Standing in that village; some need Jewels
KeepsakeOnly The Golden SongbirdAlmost all give one

Taking a quest

The notice board

  1. Walk up to the board in a village's square and press E.
  2. Pick a notice. Each shows what it asks, what it involves (night, fishing, no fighting and so on) and exactly what it pays.
  3. Take it. It goes into your quests, and the notice is marked as taken.

Every 3 days the board puts up a new set of three notices. A notice only appears if:

  • it belongs to the village's own land,
  • the villager who asks it lives in that village (a village with no smith never shows the smith's notices),
  • you hold enough Jewels for it,
  • you haven't done it in that village yet (once you have done every notice there, they all come back), and
  • it can be set up there (for example, fishing notices need deep water in the same land).

Requests

Once your Standing in a village is WELCOME or higher, its villagers start asking for help. A villager with a request has a ! over their head: talk to them with E to hear it, and choose to take it or not. You can still trade with them instead. Each request can be done only once per world, and each trade in each land has its own.

How many at once

You can have up to 5 quests under way at once, from any villages.

Doing a quest

  • Open your stats window (K) and the QUESTS tab to see every quest under way, its current step and how far away it is. Pick one to track it, or press SHOW ON MAP to see where it is.
  • Each quest is fitted to the number of Jewels you held when you took it: its creatures are as strong as that, and so is its pay.
  • Quest creatures are never set down within 60 tiles of a village, nor in or within 30 tiles of a Goddess's land. They are tied to their own ground: past 40 tiles from it, or if they come near a village or a Goddess's land, they turn back and heal on the way home.
  • Quests don't fail and have no deadline. Some steps wait for the right time of day (dusk, night or noon).
  • When a quest is done, a villager has a ? over their head: talk to them with E to hand it in and be paid.
  • To give up a quest, press GIVE UP on it in the QUESTS tab, then again to be sure. A notice you give up goes back on its board.

Night quests and waves

Some quests happen at night. The woods' Night Watch is the best known: you go to an old watch post out on a road, and once it is dusk or night there, waves of night creatures come up the road. You must hold the post through 3 waves, plus 1 for each Jewel you held when you took it, up to 5. There are 5 seconds' rest between waves, and the next wave waits until you are back at the post. Dawn does not end the fight, and you don't need to last until dawn: the quest is done when the last wave falls.

If you reach the post during the day, you wait there for dusk. If it is already dark when you arrive, the waves start straight away.

Rewards

Every quest pays Standing with its village, experience in one of your stats, and most pay spirits. Some also pay materials or a keepsake. The notice and the hand-in window list exactly what you will get.

RewardHow much
StandingAs listed on the quest (+1 to +3)
ExperienceThe quest's amount, plus 50% for each Jewel you held when you took it
SpiritsThe quest's amount, plus 75% for each Jewel you held
MaterialsThe quest's amount plus 1 per Jewel, of: Stone (0 Jewels), Bronze Ingots (1), Iron Ingots (2), Steel Ingots (3) or Endurium Ingots (4 or 5)
KeepsakeFrom most requests and one notice. See Keepsakes.
  • At HERO Standing, a village's notices pay 25% more experience, spirits and materials. Requests are not changed.
  • A few quests pay less if done carelessly (down to 60% of their pay), and the tundra's Ice Fishing Contest pays 25% more for a time under 75 seconds.
  • Some quests leave something in the world for good, such as the woods' waystones lit again.

Example: The Night Watch pays 170 Defense experience and 6 Fire and 6 Earth spirits with no Jewels. Taken with 2 Jewels, it pays 340 Defense experience and 15 Fire and 15 Earth spirits (and has 5 waves).

Fishing quests

Fishing quests always send you to water in the village's own land: deep water with a bank to stand on. If a village has no such water near it, its fishing quests are not offered there. See Fishing.

Every quest, land by land

"Reward" lists the pay with no Jewels held. "What it involves" is the tags the notice shows.

The Woods

Notices

QuestAsked byWhat it involvesStandingReward
The Kobold TollTraderKobolds, a band of 3+1140 Speed XP, spirits: 8 Wind, materials (3 + 1 per Jewel)
Old Whiskers (the fish's name changes: Old Whiskers, Mossjaw or Grandpa Gill)ElderFishing, at dusk+1160 Swim XP, spirits: 10 Water
The Night WatchGuardNight, 3 to 5 waves+2170 Defense XP, spirits: 6 Fire, 6 Earth
The Lost LambElderNo fight, find and lead+1130 Endurance XP, spirits: 8 Wind
The Mushroom RunCookNight, 10 caps, wolves+1140 Stamina XP, spirits: 6 Earth, 4 Water
The Hot PieCookTimed, no fight+1130 Speed XP
The Lightning-Struck OakInnkeeperFire, no fight+2130 Health XP, spirits: 12 Water
The Grey Wolf (named Old Greymane, Ashpaw or Hollowtooth) (needs 1 Jewel)GuardChampion, wolf+2200 Attack XP, spirits: 8 Earth, 8 Wind
Nest Clearing (needs 1 Jewel)SmithGnawlings, 3 nests+1160 Attack XP, spirits: 12 Earth, materials (3 + 1 per Jewel)
The Wandering Cart (needs 1 Jewel)TraderEscort, long road+2180 Endurance XP, materials (4 + 1 per Jewel)
The Golden SongbirdFortune TellerMorning, no fight, careful+1120 Stamina XP, spirits: 12 Wind, Golden Feather
The Toppled Waystones (needs 2 Jewels)ElderNo fight, 4 stones+2150 Health XP, spirits: 8 Earth, 4 Fire
The Spore Drift (needs 2 Jewels)Fortune TellerNo fight, 8 pods+1150 Jump XP, spirits: 8 Wind, 8 Earth

Requests

QuestAsked byWhat it involvesStandingKeepsake
The Wicked IngredientCookQuest beast, static+2Static Fur; 300 Attack XP, spirits: 10 Fire, 10 Earth
The Honey ThiefTraderA bear, two ways+2Honey Charm; 260 Stamina XP, spirits: 10 Earth, 8 Water
The Lantern Walk (needs 1 Jewel)InnkeeperKobolds, night+3Walker's Lantern; 300 Endurance XP, spirits: 16 Fire
Stars in the Millpond (needs 1 Jewel)Fortune TellerFishing, night+2Star in a Jar; 300 Swim XP, spirits: 12 Water, 12 Wind
The Smith's Old Hammer (needs 2 Jewels)SmithDungeon, a choice+2No keepsake; 320 Attack XP, spirits: 14 Earth
The Gnawmother's Brood (needs 3 Jewels)GuardNight, boss+3Brood Crown; 360 Defense XP, spirits: 20 Earth
The Oak That RemembersElderNo fight, lore, night+3Old Oak Sapling; 300 Health XP, spirits: 18 Earth

The Rocky Highlands (the Ironwrights)

Notices

QuestAsked byWhat it involvesStandingReward
The Strayed FlockInnkeeperNo fight, 5 sheep+1130 Endurance XP, spirits: 8 Wind, materials (2 + 1 per Jewel)
The Ore ThievesSmithKobolds, a band of 3+2160 Attack XP, spirits: 8 Earth, 4 Fire, materials (2 + 1 per Jewel)
The Wyvern on the Crag (needs 1 Jewel)GuardA wyvern, bring a bow+2170 Defense XP, spirits: 10 Wind, 4 Fire, materials (3 + 1 per Jewel)
The Cairn on the Drove RoadElderA cairnback, fight or feed+1150 Stamina XP, spirits: 10 Earth, materials (2 + 1 per Jewel)
Bats in the Bell TowerInnkeeperFlitterbats, bring a lantern+1150 Speed XP, spirits: 10 Wind, materials (2 + 1 per Jewel)
Guano for the KaleCookGather, 5 guano+1130 Stamina XP, spirits: 8 Earth
The Grey Watcher (needs 2 Jewels)GuardChampion, night+2210 Defense XP, spirits: 10 Earth, 6 Wind, materials (4 + 1 per Jewel)
The Lamb on the LedgeInnkeeperClimb, a wyvern near+1140 Jump XP, spirits: 10 Wind
Colours for the Dye PotsTraderGather, lichen+1140 Health XP, spirits: 8 Earth
Wool for the WinterTraderCraft, 3 cloth+1140 Endurance XP, spirits: 6 Water, 4 Earth
Iron for the Forge (needs 1 Jewel)SmithMining, 6 ore+1140 Attack XP, spirits: 8 Earth, materials (3 + 1 per Jewel)
The RockfallSmithNo fight, rescue+1150 Stamina XP, spirits: 10 Earth, materials (2 + 1 per Jewel)
Beacon NightElderDusk, no fight+1130 Jump XP, spirits: 10 Fire

Requests

QuestAsked byWhat it involvesStandingKeepsake
The Starward OathElderThe oath, night, gargoyles+3Oath-Fire Ember; 300 Health XP, spirits: 18 Fire
The Old King of the Tarn (needs 1 Jewel)TraderFishing, dawn, a wyvern+3Grandfather's Reel; 300 Swim XP, spirits: 16 Water
Bess on the Far Fell (needs 1 Jewel)InnkeeperEscort, mist, a wyvern+3Shepherd's Whistle; 320 Endurance XP, spirits: 14 Wind, 6 Earth
The Deep Seam (needs 1 Jewel)SmithDungeon, kobolds+3Miner's Lamp; 320 Attack XP, spirits: 16 Earth
The Guardian at the Gate (needs 1 Jewel)GuardA gargoyle, escort+3Guardian's Chip; 320 Defense XP, spirits: 14 Earth, 6 Wind
The WaulkingCookCraft, night+3Clan Tartan; 280 Stamina XP, spirits: 10 Water, 6 Fire
The Highland GatheringGuardGames, no fight+3Gathering Medal; 300 Jump XP, spirits: 10 Wind, 8 Earth

The Tundra (the Hearthfolk)

Notices

QuestAsked byWhat it involvesStandingReward
Wood for the Long NightElderNo fight, 12 wood+1130 Endurance XP, spirits: 8 Fire, materials (3 + 1 per Jewel)
The Frozen Mill WheelSmithNo fight, 6 blows+1130 Attack XP, spirits: 6 Earth, 4 Water, materials (3 + 1 per Jewel)
The Lingonberry HarvestCook10 berries+1130 Health XP, spirits: 6 Water, 4 Earth
The White PackGuardNight, a pack+1160 Attack XP, spirits: 8 Fire, 4 Earth, materials (3 + 1 per Jewel)
Snowmen in the SquareInnkeeperPuzzle, a band+1140 Jump XP, spirits: 8 Wind, 4 Water
Soup for the WoodcuttersCookTimed, no fight+1130 Speed XP, spirits: 10 Fire
Feathers for the Fletcher (needs 1 Jewel)TraderNight, 4 feathers+1150 Defense XP, spirits: 10 Wind
The Ice Fishing ContestFisherFishing, timed+1130 Swim XP, spirits: 10 Water
Candles in the WindowsInnkeeperDusk, no fight+1130 Jump XP, spirits: 8 Fire
The Snowed-In CottageElderNo fight, 5 drifts+1130 Stamina XP, spirits: 8 Earth, materials (3 + 1 per Jewel)
The Bear at the Smokehouse (needs 1 Jewel)GuardNight, a bear+1170 Defense XP, spirits: 10 Earth, materials (3 + 1 per Jewel)
Cotton for the QuiltsFortune TellerNo fight, 12 tufts+1130 Endurance XP, spirits: 6 Wind, 4 Water
The Pale Hunter (needs 2 Jewels)GuardChampion, night+2200 Defense XP, spirits: 12 Wind, 4 Water, materials (4 + 1 per Jewel)

Requests

QuestAsked byWhat it involvesStandingKeepsake
The Lantern-Lights (needs 1 Jewel)ElderNight, the aurora, lore+3Aurora Lantern; 300 Health XP, spirits: 16 Wind, 4 Water
Grandfather's LineFisherFishing, the ice+3Grandfather's Float; 300 Swim XP, spirits: 16 Water
The Sled in the Storm (needs 1 Jewel)TraderRescue, the yeti+3Sled Runners; 320 Endurance XP, spirits: 14 Wind, 4 Water
The Owl on My RoofFortune TellerNight, a rescue+3Owl's Eye; 280 Defense XP, spirits: 14 Wind
The Old One of the Ridge (needs 1 Jewel)GuardA choice, the yeti+3Old One's Tusk; 320 Defense XP, spirits: 14 Earth
The Long Night SupperCookCooking, no fight+3Hearth Kettle; 280 Stamina XP, spirits: 10 Fire, 10 Water
The Stolen StarInnkeeperNight, the snowkin+3Crooked Carrot; 300 Jump XP, spirits: 14 Wind

The Desert (the Glassblowers)

Notices

QuestAsked byWhat it involvesStandingReward
The Silted CisternElderNo fight, 6 drifts+1140 Stamina XP, spirits: 8 Earth, materials (3 + 1 per Jewel)
Panes for the LampsTraderCraft, 3 glass+1140 Endurance XP, spirits: 8 Fire, materials (3 + 1 per Jewel)
The Prickly HarvestCookCareful, 8 pears+1130 Health XP, spirits: 6 Earth, 4 Water
The Chupacabra DenGuardNight, a pack+1160 Attack XP, spirits: 8 Fire, 4 Earth, materials (3 + 1 per Jewel)
The Mirage MerchantTraderNoon, no fight+1140 Speed XP, spirits: 10 Wind
Bones for the Forge (needs 1 Jewel)Smith6 long bones+1140 Attack XP, spirits: 8 Earth, materials (3 + 1 per Jewel)
The Night MarketInnkeeperDusk, no fight+1130 Jump XP, spirits: 8 Fire
Water Before It's GoneTraderTimed, no fight+1130 Speed XP, spirits: 10 Water
Scuzz in the Grain Store (needs 1 Jewel)SmithA swarm+1160 Defense XP, spirits: 10 Earth, materials (3 + 1 per Jewel)
The Kite on the HoodooElderNo fight, chase+1130 Jump XP, spirits: 10 Wind
The One-Night BloomFortune TellerNight, no fight+1130 Health XP, spirits: 8 Water, 4 Earth
The Stilt on the Salt Road (needs 2 Jewels)GuardChampion, night+2200 Defense XP, spirits: 10 Earth, 6 Wind, materials (4 + 1 per Jewel)
The SundialInnkeeperNoon, puzzle+1130 Endurance XP, spirits: 6 Fire, 6 Wind

Requests

QuestAsked byWhat it involvesStandingKeepsake
What the Storm RemembersElderThe storm, night, lore+3Raincaller's Shard; 300 Health XP, spirits: 18 Wind
The Mirage FishFisherFishing, noon+3Mirage Lure; 300 Swim XP, spirits: 16 Water
The Lost Caravan (needs 1 Jewel)TraderEscort, night+3Caravan Bell; 320 Endurance XP, spirits: 14 Wind, 6 Water
The Glass GardenFortune TellerCraft, noon+3Sun-Catcher Prism; 280 Stamina XP, spirits: 14 Fire
The Quill Mother (needs 1 Jewel)GuardA choice, chupacabra+3Quill Charm; 320 Defense XP, spirits: 14 Earth
The Long Road FeastCookCooking, no fight+3Spice Tin; 280 Stamina XP, spirits: 10 Fire, 10 Water
The Star Road (needs 2 Jewels)InnkeeperNight, puzzle+3Star Compass; 300 Speed XP, spirits: 16 Wind

The Haunted Wood (the Lanternwrights)

Notices

QuestAsked byWhat it involvesStandingReward
Wisp HerdingInnkeeperNo fight, 6 wisps+1140 Speed XP, spirits: 8 Wind, materials (3 + 1 per Jewel)
The Lantern RoundGuardDusk, timed+2150 Stamina XP, spirits: 8 Fire, materials (3 + 1 per Jewel)
Fog MushroomsCookFog, 8 caps, imps+1140 Endurance XP, spirits: 6 Water, 4 Earth
Lost in the FogElderEscort, stay close+1130 Endurance XP, spirits: 8 Wind
The Humming StonesFortune TellerNo fight, puzzle+1140 Health XP, spirits: 8 Earth, 4 Wind
The Smiling CarpInnkeeperFishing, night+1160 Swim XP, spirits: 10 Water
The Fog Bell (needs 1 Jewel)SmithImps, a band of 3+1160 Attack XP, spirits: 10 Fire, materials (3 + 1 per Jewel)
MoonmothsTraderNight, no fight+1130 Jump XP, spirits: 10 Wind
Remembering NightElderNo fight, night+1130 Health XP, spirits: 6 Fire, 6 Wind
The Restless Knight (needs 2 Jewels)GuardChampion, night+2200 Defense XP, spirits: 10 Earth, 6 Fire, materials (4 + 1 per Jewel)
The Pie ThiefCookA wraith, follow+1150 Speed XP, spirits: 8 Water
Turned Coats (needs 1 Jewel)TraderTurned-coats, 3 of them+1160 Defense XP, spirits: 8 Earth, materials (3 + 1 per Jewel)
The Great PumpkinCookNo fight, haul+1140 Stamina XP, spirits: 10 Earth

Requests

QuestAsked byWhat it involvesStandingKeepsake
The Lamplighter's Last RoundInnkeeperNight, no fight, lore+3Lamplighter's Wick; 300 Endurance XP, spirits: 16 Fire
The Bell That Called Them Home (needs 1 Jewel)SmithOre, a recasting+3Fog-Bell Charm; 300 Attack XP, spirits: 14 Earth
The Moon Pool's Guest (needs 1 Jewel)Fortune TellerFishing, night+3Moonglass Float; 320 Swim XP, spirits: 16 Water
What the Stag KeptElderThe stag, night, lore+3Antler of the Hollow Stag; 300 Health XP, spirits: 18 Wind
The Knight Who Lost His Name (needs 2 Jewels)GuardGrave knight, a choice+3The Knight's Ribbon; 340 Defense XP, spirits: 16 Earth
The Choir of Lights (needs 3 Jewels)TraderWisps, night, festival+3Wisp in a Bottle; 300 Speed XP, spirits: 16 Wind
The Ghost in the KitchenCookCooking, no fight+3The Ghost Cook's Ladle; 280 Stamina XP, spirits: 10 Fire, 10 Water

Tips

  • Take quests with few Jewels for easy creatures, or after a new Jewel for bigger pay: the quest keeps the Jewel count from when you took it.
  • Requests give the most Standing and a keepsake, so reach WELCOME (2 points) in a village early to unlock them.
  • Keep one slot free so you can take a request when you see a !.
In online play, village quests run when every player in the room is using one of the apps; otherwise they wait. A quest any player takes is the whole party's: everyone sees its creatures and things in the world, anyone can do its steps, and everyone who helped is paid and gains the Standing in their own game. Only the player who hands it in gives up anything it asks for. The room's host keeps each village's three notices, so everyone sees the same board, and a notice taken by one player is taken for all.

See also