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
Two kinds of quest
| Notices | Requests | |
|---|---|---|
| Where | The notice board in the square | A villager with a ! over their head |
| How many | 13 per land; 3 on each board at a time | 7 per land, one per trade |
| How often | Again and again (the board changes every 3 days) | Once per world |
| Standing | +1 or +2 | +2 or +3 |
| Needs | Some need Jewels | WELCOME Standing in that village; some need Jewels |
| Keepsake | Only The Golden Songbird | Almost all give one |
Taking a quest
The notice board
- Walk up to the board in a village's square and press E.
- Pick a notice. Each shows what it asks, what it involves (night, fishing, no fighting and so on) and exactly what it pays.
- 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.
| Reward | How much |
|---|---|
| Standing | As listed on the quest (+1 to +3) |
| Experience | The quest's amount, plus 50% for each Jewel you held when you took it |
| Spirits | The quest's amount, plus 75% for each Jewel you held |
| Materials | The 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) |
| Keepsake | From 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
| Quest | Asked by | What it involves | Standing | Reward |
|---|---|---|---|---|
| The Kobold Toll | Trader | Kobolds, a band of 3 | +1 | 140 Speed XP, spirits: 8 Wind, materials (3 + 1 per Jewel) |
| Old Whiskers (the fish's name changes: Old Whiskers, Mossjaw or Grandpa Gill) | Elder | Fishing, at dusk | +1 | 160 Swim XP, spirits: 10 Water |
| The Night Watch | Guard | Night, 3 to 5 waves | +2 | 170 Defense XP, spirits: 6 Fire, 6 Earth |
| The Lost Lamb | Elder | No fight, find and lead | +1 | 130 Endurance XP, spirits: 8 Wind |
| The Mushroom Run | Cook | Night, 10 caps, wolves | +1 | 140 Stamina XP, spirits: 6 Earth, 4 Water |
| The Hot Pie | Cook | Timed, no fight | +1 | 130 Speed XP |
| The Lightning-Struck Oak | Innkeeper | Fire, no fight | +2 | 130 Health XP, spirits: 12 Water |
| The Grey Wolf (named Old Greymane, Ashpaw or Hollowtooth) (needs 1 Jewel) | Guard | Champion, wolf | +2 | 200 Attack XP, spirits: 8 Earth, 8 Wind |
| Nest Clearing (needs 1 Jewel) | Smith | Gnawlings, 3 nests | +1 | 160 Attack XP, spirits: 12 Earth, materials (3 + 1 per Jewel) |
| The Wandering Cart (needs 1 Jewel) | Trader | Escort, long road | +2 | 180 Endurance XP, materials (4 + 1 per Jewel) |
| The Golden Songbird | Fortune Teller | Morning, no fight, careful | +1 | 120 Stamina XP, spirits: 12 Wind, Golden Feather |
| The Toppled Waystones (needs 2 Jewels) | Elder | No fight, 4 stones | +2 | 150 Health XP, spirits: 8 Earth, 4 Fire |
| The Spore Drift (needs 2 Jewels) | Fortune Teller | No fight, 8 pods | +1 | 150 Jump XP, spirits: 8 Wind, 8 Earth |
Requests
| Quest | Asked by | What it involves | Standing | Keepsake |
|---|---|---|---|---|
| The Wicked Ingredient | Cook | Quest beast, static | +2 | Static Fur; 300 Attack XP, spirits: 10 Fire, 10 Earth |
| The Honey Thief | Trader | A bear, two ways | +2 | Honey Charm; 260 Stamina XP, spirits: 10 Earth, 8 Water |
| The Lantern Walk (needs 1 Jewel) | Innkeeper | Kobolds, night | +3 | Walker's Lantern; 300 Endurance XP, spirits: 16 Fire |
| Stars in the Millpond (needs 1 Jewel) | Fortune Teller | Fishing, night | +2 | Star in a Jar; 300 Swim XP, spirits: 12 Water, 12 Wind |
| The Smith's Old Hammer (needs 2 Jewels) | Smith | Dungeon, a choice | +2 | No keepsake; 320 Attack XP, spirits: 14 Earth |
| The Gnawmother's Brood (needs 3 Jewels) | Guard | Night, boss | +3 | Brood Crown; 360 Defense XP, spirits: 20 Earth |
| The Oak That Remembers | Elder | No fight, lore, night | +3 | Old Oak Sapling; 300 Health XP, spirits: 18 Earth |
The Rocky Highlands (the Ironwrights)
Notices
| Quest | Asked by | What it involves | Standing | Reward |
|---|---|---|---|---|
| The Strayed Flock | Innkeeper | No fight, 5 sheep | +1 | 130 Endurance XP, spirits: 8 Wind, materials (2 + 1 per Jewel) |
| The Ore Thieves | Smith | Kobolds, a band of 3 | +2 | 160 Attack XP, spirits: 8 Earth, 4 Fire, materials (2 + 1 per Jewel) |
| The Wyvern on the Crag (needs 1 Jewel) | Guard | A wyvern, bring a bow | +2 | 170 Defense XP, spirits: 10 Wind, 4 Fire, materials (3 + 1 per Jewel) |
| The Cairn on the Drove Road | Elder | A cairnback, fight or feed | +1 | 150 Stamina XP, spirits: 10 Earth, materials (2 + 1 per Jewel) |
| Bats in the Bell Tower | Innkeeper | Flitterbats, bring a lantern | +1 | 150 Speed XP, spirits: 10 Wind, materials (2 + 1 per Jewel) |
| Guano for the Kale | Cook | Gather, 5 guano | +1 | 130 Stamina XP, spirits: 8 Earth |
| The Grey Watcher (needs 2 Jewels) | Guard | Champion, night | +2 | 210 Defense XP, spirits: 10 Earth, 6 Wind, materials (4 + 1 per Jewel) |
| The Lamb on the Ledge | Innkeeper | Climb, a wyvern near | +1 | 140 Jump XP, spirits: 10 Wind |
| Colours for the Dye Pots | Trader | Gather, lichen | +1 | 140 Health XP, spirits: 8 Earth |
| Wool for the Winter | Trader | Craft, 3 cloth | +1 | 140 Endurance XP, spirits: 6 Water, 4 Earth |
| Iron for the Forge (needs 1 Jewel) | Smith | Mining, 6 ore | +1 | 140 Attack XP, spirits: 8 Earth, materials (3 + 1 per Jewel) |
| The Rockfall | Smith | No fight, rescue | +1 | 150 Stamina XP, spirits: 10 Earth, materials (2 + 1 per Jewel) |
| Beacon Night | Elder | Dusk, no fight | +1 | 130 Jump XP, spirits: 10 Fire |
Requests
| Quest | Asked by | What it involves | Standing | Keepsake |
|---|---|---|---|---|
| The Starward Oath | Elder | The oath, night, gargoyles | +3 | Oath-Fire Ember; 300 Health XP, spirits: 18 Fire |
| The Old King of the Tarn (needs 1 Jewel) | Trader | Fishing, dawn, a wyvern | +3 | Grandfather's Reel; 300 Swim XP, spirits: 16 Water |
| Bess on the Far Fell (needs 1 Jewel) | Innkeeper | Escort, mist, a wyvern | +3 | Shepherd's Whistle; 320 Endurance XP, spirits: 14 Wind, 6 Earth |
| The Deep Seam (needs 1 Jewel) | Smith | Dungeon, kobolds | +3 | Miner's Lamp; 320 Attack XP, spirits: 16 Earth |
| The Guardian at the Gate (needs 1 Jewel) | Guard | A gargoyle, escort | +3 | Guardian's Chip; 320 Defense XP, spirits: 14 Earth, 6 Wind |
| The Waulking | Cook | Craft, night | +3 | Clan Tartan; 280 Stamina XP, spirits: 10 Water, 6 Fire |
| The Highland Gathering | Guard | Games, no fight | +3 | Gathering Medal; 300 Jump XP, spirits: 10 Wind, 8 Earth |
The Tundra (the Hearthfolk)
Notices
| Quest | Asked by | What it involves | Standing | Reward |
|---|---|---|---|---|
| Wood for the Long Night | Elder | No fight, 12 wood | +1 | 130 Endurance XP, spirits: 8 Fire, materials (3 + 1 per Jewel) |
| The Frozen Mill Wheel | Smith | No fight, 6 blows | +1 | 130 Attack XP, spirits: 6 Earth, 4 Water, materials (3 + 1 per Jewel) |
| The Lingonberry Harvest | Cook | 10 berries | +1 | 130 Health XP, spirits: 6 Water, 4 Earth |
| The White Pack | Guard | Night, a pack | +1 | 160 Attack XP, spirits: 8 Fire, 4 Earth, materials (3 + 1 per Jewel) |
| Snowmen in the Square | Innkeeper | Puzzle, a band | +1 | 140 Jump XP, spirits: 8 Wind, 4 Water |
| Soup for the Woodcutters | Cook | Timed, no fight | +1 | 130 Speed XP, spirits: 10 Fire |
| Feathers for the Fletcher (needs 1 Jewel) | Trader | Night, 4 feathers | +1 | 150 Defense XP, spirits: 10 Wind |
| The Ice Fishing Contest | Fisher | Fishing, timed | +1 | 130 Swim XP, spirits: 10 Water |
| Candles in the Windows | Innkeeper | Dusk, no fight | +1 | 130 Jump XP, spirits: 8 Fire |
| The Snowed-In Cottage | Elder | No fight, 5 drifts | +1 | 130 Stamina XP, spirits: 8 Earth, materials (3 + 1 per Jewel) |
| The Bear at the Smokehouse (needs 1 Jewel) | Guard | Night, a bear | +1 | 170 Defense XP, spirits: 10 Earth, materials (3 + 1 per Jewel) |
| Cotton for the Quilts | Fortune Teller | No fight, 12 tufts | +1 | 130 Endurance XP, spirits: 6 Wind, 4 Water |
| The Pale Hunter (needs 2 Jewels) | Guard | Champion, night | +2 | 200 Defense XP, spirits: 12 Wind, 4 Water, materials (4 + 1 per Jewel) |
Requests
| Quest | Asked by | What it involves | Standing | Keepsake |
|---|---|---|---|---|
| The Lantern-Lights (needs 1 Jewel) | Elder | Night, the aurora, lore | +3 | Aurora Lantern; 300 Health XP, spirits: 16 Wind, 4 Water |
| Grandfather's Line | Fisher | Fishing, the ice | +3 | Grandfather's Float; 300 Swim XP, spirits: 16 Water |
| The Sled in the Storm (needs 1 Jewel) | Trader | Rescue, the yeti | +3 | Sled Runners; 320 Endurance XP, spirits: 14 Wind, 4 Water |
| The Owl on My Roof | Fortune Teller | Night, a rescue | +3 | Owl's Eye; 280 Defense XP, spirits: 14 Wind |
| The Old One of the Ridge (needs 1 Jewel) | Guard | A choice, the yeti | +3 | Old One's Tusk; 320 Defense XP, spirits: 14 Earth |
| The Long Night Supper | Cook | Cooking, no fight | +3 | Hearth Kettle; 280 Stamina XP, spirits: 10 Fire, 10 Water |
| The Stolen Star | Innkeeper | Night, the snowkin | +3 | Crooked Carrot; 300 Jump XP, spirits: 14 Wind |
The Desert (the Glassblowers)
Notices
| Quest | Asked by | What it involves | Standing | Reward |
|---|---|---|---|---|
| The Silted Cistern | Elder | No fight, 6 drifts | +1 | 140 Stamina XP, spirits: 8 Earth, materials (3 + 1 per Jewel) |
| Panes for the Lamps | Trader | Craft, 3 glass | +1 | 140 Endurance XP, spirits: 8 Fire, materials (3 + 1 per Jewel) |
| The Prickly Harvest | Cook | Careful, 8 pears | +1 | 130 Health XP, spirits: 6 Earth, 4 Water |
| The Chupacabra Den | Guard | Night, a pack | +1 | 160 Attack XP, spirits: 8 Fire, 4 Earth, materials (3 + 1 per Jewel) |
| The Mirage Merchant | Trader | Noon, no fight | +1 | 140 Speed XP, spirits: 10 Wind |
| Bones for the Forge (needs 1 Jewel) | Smith | 6 long bones | +1 | 140 Attack XP, spirits: 8 Earth, materials (3 + 1 per Jewel) |
| The Night Market | Innkeeper | Dusk, no fight | +1 | 130 Jump XP, spirits: 8 Fire |
| Water Before It's Gone | Trader | Timed, no fight | +1 | 130 Speed XP, spirits: 10 Water |
| Scuzz in the Grain Store (needs 1 Jewel) | Smith | A swarm | +1 | 160 Defense XP, spirits: 10 Earth, materials (3 + 1 per Jewel) |
| The Kite on the Hoodoo | Elder | No fight, chase | +1 | 130 Jump XP, spirits: 10 Wind |
| The One-Night Bloom | Fortune Teller | Night, no fight | +1 | 130 Health XP, spirits: 8 Water, 4 Earth |
| The Stilt on the Salt Road (needs 2 Jewels) | Guard | Champion, night | +2 | 200 Defense XP, spirits: 10 Earth, 6 Wind, materials (4 + 1 per Jewel) |
| The Sundial | Innkeeper | Noon, puzzle | +1 | 130 Endurance XP, spirits: 6 Fire, 6 Wind |
Requests
| Quest | Asked by | What it involves | Standing | Keepsake |
|---|---|---|---|---|
| What the Storm Remembers | Elder | The storm, night, lore | +3 | Raincaller's Shard; 300 Health XP, spirits: 18 Wind |
| The Mirage Fish | Fisher | Fishing, noon | +3 | Mirage Lure; 300 Swim XP, spirits: 16 Water |
| The Lost Caravan (needs 1 Jewel) | Trader | Escort, night | +3 | Caravan Bell; 320 Endurance XP, spirits: 14 Wind, 6 Water |
| The Glass Garden | Fortune Teller | Craft, noon | +3 | Sun-Catcher Prism; 280 Stamina XP, spirits: 14 Fire |
| The Quill Mother (needs 1 Jewel) | Guard | A choice, chupacabra | +3 | Quill Charm; 320 Defense XP, spirits: 14 Earth |
| The Long Road Feast | Cook | Cooking, no fight | +3 | Spice Tin; 280 Stamina XP, spirits: 10 Fire, 10 Water |
| The Star Road (needs 2 Jewels) | Innkeeper | Night, puzzle | +3 | Star Compass; 300 Speed XP, spirits: 16 Wind |
The Haunted Wood (the Lanternwrights)
Notices
| Quest | Asked by | What it involves | Standing | Reward |
|---|---|---|---|---|
| Wisp Herding | Innkeeper | No fight, 6 wisps | +1 | 140 Speed XP, spirits: 8 Wind, materials (3 + 1 per Jewel) |
| The Lantern Round | Guard | Dusk, timed | +2 | 150 Stamina XP, spirits: 8 Fire, materials (3 + 1 per Jewel) |
| Fog Mushrooms | Cook | Fog, 8 caps, imps | +1 | 140 Endurance XP, spirits: 6 Water, 4 Earth |
| Lost in the Fog | Elder | Escort, stay close | +1 | 130 Endurance XP, spirits: 8 Wind |
| The Humming Stones | Fortune Teller | No fight, puzzle | +1 | 140 Health XP, spirits: 8 Earth, 4 Wind |
| The Smiling Carp | Innkeeper | Fishing, night | +1 | 160 Swim XP, spirits: 10 Water |
| The Fog Bell (needs 1 Jewel) | Smith | Imps, a band of 3 | +1 | 160 Attack XP, spirits: 10 Fire, materials (3 + 1 per Jewel) |
| Moonmoths | Trader | Night, no fight | +1 | 130 Jump XP, spirits: 10 Wind |
| Remembering Night | Elder | No fight, night | +1 | 130 Health XP, spirits: 6 Fire, 6 Wind |
| The Restless Knight (needs 2 Jewels) | Guard | Champion, night | +2 | 200 Defense XP, spirits: 10 Earth, 6 Fire, materials (4 + 1 per Jewel) |
| The Pie Thief | Cook | A wraith, follow | +1 | 150 Speed XP, spirits: 8 Water |
| Turned Coats (needs 1 Jewel) | Trader | Turned-coats, 3 of them | +1 | 160 Defense XP, spirits: 8 Earth, materials (3 + 1 per Jewel) |
| The Great Pumpkin | Cook | No fight, haul | +1 | 140 Stamina XP, spirits: 10 Earth |
Requests
| Quest | Asked by | What it involves | Standing | Keepsake |
|---|---|---|---|---|
| The Lamplighter's Last Round | Innkeeper | Night, no fight, lore | +3 | Lamplighter's Wick; 300 Endurance XP, spirits: 16 Fire |
| The Bell That Called Them Home (needs 1 Jewel) | Smith | Ore, a recasting | +3 | Fog-Bell Charm; 300 Attack XP, spirits: 14 Earth |
| The Moon Pool's Guest (needs 1 Jewel) | Fortune Teller | Fishing, night | +3 | Moonglass Float; 320 Swim XP, spirits: 16 Water |
| What the Stag Kept | Elder | The stag, night, lore | +3 | Antler of the Hollow Stag; 300 Health XP, spirits: 18 Wind |
| The Knight Who Lost His Name (needs 2 Jewels) | Guard | Grave knight, a choice | +3 | The Knight's Ribbon; 340 Defense XP, spirits: 16 Earth |
| The Choir of Lights (needs 3 Jewels) | Trader | Wisps, night, festival | +3 | Wisp in a Bottle; 300 Speed XP, spirits: 16 Wind |
| The Ghost in the Kitchen | Cook | Cooking, no fight | +3 | The 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 !.