Group Quests

Team up for raids, ambushes, rescues, mine delves, cave assaults, dragon hunts, and the Vorgrim alliance hunt.

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.
  • Vorgrim: A ten-person alliance hunt at the Dragon Caves. The hunt starter must burn supreme Dragonwort to draw the ancient dragon out. Only members of the same alliance may join, and the starter cannot leave once the incense is lit.

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.

Team Quality

Every group quest screen now shows a Team Quality progress bar while the roster is forming or the mission is underway. It reflects how well prepared the party is for that specific operation, higher quality generally tilts outcomes in your favour.

The bar looks at a different strength for each quest type. You do not need to memorise formulas; think of it in plain terms:

  • Raid: Strong mounts help. Bring a well-trained horse or warg.
  • Ambush: A good bow matters. Higher-level bows raise the bar.
  • Rescue: High animal taming skill is what the team is judged on.
  • Dunglor Mines: Axes count. Well-forged axes improve the reading.
  • Narzburk: Swords are the key. Upgrade your blade before the cave assault.
  • Dragon Hunt: The combined dragon attack of every rider in the party.
  • Vorgrim: Shields. Sturdy, upgraded shields on the roster raise team quality.

When you join, your personal contribution is locked in. Fill the team with players who bring the right gear or skill for that hunt.

Underdog guard summon

When your faction is the minority side in Karadiyar, you can call one of your guards into the forming team during the gathering phase. The guard fills a roster slot like a player and counts toward the required headcount. Only one guard may join per quest, and only while slots are still open. Guards cannot be summoned to Vorgrim. See Your Guards for full rules.

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
  • Alliance membership and supreme Dragonwort in your harvest bag to start Vorgrim

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.