Time-Dependent Quests
Orders that only make sense at certain hours, dawn patrols, noon fishing, night watches, and more.
Related in Quests: How Quests Work | Attack Quests | City-Interval Quests | Time-Dependent Quests | Hunting Quests | Epic Quests | Group Quests
Time-dependent quests are missions tied to the rhythm of the day. They appear on a separate list from city quests and only become available when the server clock falls within the right period, dawn, morning, noon, evening, or the deep of night.
The sky decides
Good-side characters receive orders suited to the hour: standing night watch when darkness falls, listening to dragon hunters at first light, fishing when the harbour is calm, slipping away to disappear into the forest at dusk, or lending healing hands when the city needs care.
Evil-side characters follow harsher commands framed around the same time windows, the intensity of light in the sky governs when their orders can be executed.
Location rules
Time quests follow the same geography rules as city quests. You must be in a city whose environment matches the task, a sea-side fishing trip requires a coastal settlement, while a forest disappear mission needs woodland surroundings. Faction alignment rules also apply: you generally need to be in a city that welcomes your side.
Some time quests are further restricted to specific named cities on the world map.
Requirements
Beyond the clock, individual time quests may require:
- Enough experience or character level
- Gold for equipment or bribes
- A mount swift enough for the journey
- A tamed dragon for the most legendary dawn gatherings
- Adequate hunting skill for wilderness assignments
Rewards and rest
As with all standard quests, rewards are earned the instant you start. Your character then carries the fatigue of the task for the listed duration before another time quest slot opens. If nothing appears in your list, check whether the hour has changed, the same screen can look empty at noon and crowded at night.
