Quests

Group Quests

Team up for raids, ambushes, rescues, mine delves, cave assaults, and dragon hunts.

Related in Quests: How Quests Work | Attack Quests | City-Interval Quests | Time-Dependent Quests | Hunting Quests | Epic Quests | Group Quests

Group quests are cooperative operations. You and other adventurers form a team, wait for the roster to fill, and launch a mission together. These are among the most dangerous, and rewarding, activities on the Quests menu.

Available operations

The group quest board includes several legendary undertakings:

  • Raid: A two-person strike against enemy lines. Fast and brutal.
  • Ambush: Three hunters lying in wait on forest ridges or mountain paths.
  • Rescue: A three-person mission to liberate captives, sometimes involving the legendary White Horse.
  • Dunglor Mines: A four-person delve into goblin-held tunnels beneath the western trade routes.
  • Narzburk: A five-person assault on the cave lair of a notorious war troll.
  • Dragon Hunt: A five-person expedition that demands every rider bring their own dragon to the sky.

Each operation is tied to specific regions on the map. Travel to the right area before trying to join a team.

Joining a team

Open the desired operation and enter the group queue. The instance starts once enough players have signed up. You can leave the team before launch, but fees already spent may not be returned.

Entry requirements

Group quests are gated more strictly than solo work. Expect to need:

  • Sufficient experience and character level
  • Enough health to survive the journey
  • Gold to cover provisions or entry costs on some missions
  • A mount of appropriate training for cavalry-style raids and rescues
  • A bow for ambush tactics
  • High animal taming skill for rescue missions involving legendary steeds
  • A tamed dragon for dragon hunts, without one, you cannot even queue

Requirements are shown on each operation's detail screen before you commit.

Outcomes

When the team sets out, the adventure resolves as a group. Results range from messy retreats with minor injuries to flawless victories that shower the party in gold, experience, equipment, and rare materials. Even a poor showing usually still grants some spoils. Karadiyar is never entirely without mercy.

Fatigue and luck

Each operation carries its own cooldown before you may attempt it again. Timers are measured in hours, reflecting the scale of the endeavour.

If any member of the party carries a Horseshoe, the whole team may benefit from improved fortune when outcomes are decided.

Good and evil

Raid reports, ambush tales, and mine chronicles are written separately for each faction. The same operation name can read like a heroic liberation on one side and a vicious pillage on the other, but the teamwork required is the same.