Quest List
2,400 quests found · page 40 of 48
Field quota: ArcherGuard ×12
Guild tally board wants 12 ArcherGuard from the barracks yard. They are disciplined today — do not underestimate a creature that has seen a hundred adventurers stroll past. Return when the ink on the contract is earned.
Field quota: ArcherGuard ×16
Guild tally board wants 16 ArcherGuard from the barracks yard. They are disciplined today — do not underestimate a creature that has seen a hundred adventurers stroll past. Return when the ink on the contract is earned.
Field quota: ArcherGuard ×14
Guild tally board wants 14 ArcherGuard from the barracks yard. They are disciplined today — do not underestimate a creature that has seen a hundred adventurers stroll past. Return when the ink on the contract is earned.
Field quota: ArcherGuard ×9
Guild tally board wants 9 ArcherGuard from the barracks yard. They are disciplined today — do not underestimate a creature that has seen a hundred adventurers stroll past. Return when the ink on the contract is earned.
Hard contract: OmaWarrior
Veterans posted this one with a smirk. 31 veteran OmaWarrior in the war camp — the kind of job you accept when your potions are fresh and your boots are honest. Failure is gossip; success is lunch money for a week.
Hard contract: OmaWarrior
Veterans posted this one with a smirk. 26 veteran OmaWarrior in the war camp — the kind of job you accept when your potions are fresh and your boots are honest. Failure is gossip; success is lunch money for a week.
Hard contract: OmaWarrior
Veterans posted this one with a smirk. 28 veteran OmaWarrior in the war camp — the kind of job you accept when your potions are fresh and your boots are honest. Failure is gossip; success is lunch money for a week.
Hard contract: OmaWarrior
Veterans posted this one with a smirk. 29 veteran OmaWarrior in the war camp — the kind of job you accept when your potions are fresh and your boots are honest. Failure is gossip; success is lunch money for a week.
Hard contract: OmaWarrior
Veterans posted this one with a smirk. 29 veteran OmaWarrior in the war camp — the kind of job you accept when your potions are fresh and your boots are honest. Failure is gossip; success is lunch money for a week.
Hard contract: OmaWarrior
Veterans posted this one with a smirk. 32 veteran OmaWarrior in the war camp — the kind of job you accept when your potions are fresh and your boots are honest. Failure is gossip; success is lunch money for a week.
Hard contract: OmaWarrior
Veterans posted this one with a smirk. 25 veteran OmaWarrior in the war camp — the kind of job you accept when your potions are fresh and your boots are honest. Failure is gossip; success is lunch money for a week.
Hard contract: OmaWarrior
Veterans posted this one with a smirk. 20 veteran OmaWarrior in the war camp — the kind of job you accept when your potions are fresh and your boots are honest. Failure is gossip; success is lunch money for a week.
Triple clause: EvilCentipede
The small print hates you. Window 05:00–08:00 (plus a twin window +12h elsewhere), snow overhead, WoodenStick equipped, and 16 EvilCentipede dead in the poison crawl. Complete it and buy yourself a quieter tomorrow.
Triple clause: EvilCentipede
The small print hates you. Window 22:00–02:00 (plus a twin window +12h elsewhere), rain overhead, WoodenStick equipped, and 16 EvilCentipede dead in the poison crawl. Complete it and buy yourself a quieter tomorrow.
Triple clause: EvilCentipede
The small print hates you. Window 18:00–21:00 (plus a twin window +12h elsewhere), rain overhead, BronzeSword equipped, and 18 EvilCentipede dead in the poison crawl. Complete it and buy yourself a quieter tomorrow.
Triple clause: EvilCentipede
The small print hates you. Window 22:00–02:00 (plus a twin window +12h elsewhere), fog overhead, WoodenSword equipped, and 19 EvilCentipede dead in the poison crawl. Complete it and buy yourself a quieter tomorrow.
Triple clause: EvilCentipede
The small print hates you. Window 05:00–08:00 (plus a twin window +12h elsewhere), rain overhead, Club equipped, and 14 EvilCentipede dead in the poison crawl. Complete it and buy yourself a quieter tomorrow.
Triple clause: EvilCentipede
The small print hates you. Window 15:00–18:00 (plus a twin window +12h elsewhere), rain overhead, BronzeSword equipped, and 13 EvilCentipede dead in the poison crawl. Complete it and buy yourself a quieter tomorrow.
Triple clause: EvilCentipede
The small print hates you. Window 05:00–08:00 (plus a twin window +12h elsewhere), snow overhead, BronzeSword equipped, and 16 EvilCentipede dead in the poison crawl. Complete it and buy yourself a quieter tomorrow.
Triple clause: EvilCentipede
The small print hates you. Window 01:00–04:00 (plus a twin window +12h elsewhere), fog overhead, Club equipped, and 21 EvilCentipede dead in the poison crawl. Complete it and buy yourself a quieter tomorrow.
Midnight Oil hunt (10:00–14:00)
Only counts between 10:00–14:00 on Saturday (server local clock). Fair warning: the same quest exists on a window twelve hours later for travellers in other time zones. Slay 12 ArcherGuard while the barracks yard still feels disciplined. Miss the hour and the monsters keep their lunch.
High-Sun Lunch Rush hunt (12:00–14:00)
Only counts between 12:00–14:00 (server local clock). Fair warning: the same quest exists on a window twelve hours later for travellers in other time zones. Slay 10 ArcherGuard while the barracks yard still feels disciplined. Miss the hour and the monsters keep their lunch.
Lantern Hour hunt (06:00–09:00)
Only counts between 06:00–09:00 on Friday (server local clock). Fair warning: the same quest exists on a window twelve hours later for travellers in other time zones. Slay 8 ArcherGuard while the barracks yard still feels disciplined. Miss the hour and the monsters keep their lunch.
Afternoon Grind hunt (03:00–06:00)
Only counts between 03:00–06:00 on Saturday (server local clock). Fair warning: the same quest exists on a window twelve hours later for travellers in other time zones. Slay 12 ArcherGuard while the barracks yard still feels disciplined. Miss the hour and the monsters keep their lunch.
High-Sun Lunch Rush hunt (12:00–14:00)
Only counts between 12:00–14:00 (server local clock). Fair warning: the same quest exists on a window twelve hours later for travellers in other time zones. Slay 7 ArcherGuard while the barracks yard still feels disciplined. Miss the hour and the monsters keep their lunch.
High-Sun Lunch Rush hunt (00:00–02:00)
Only counts between 00:00–02:00 on Wednesday (server local clock). Fair warning: the same quest exists on a window twelve hours later for travellers in other time zones. Slay 13 ArcherGuard while the barracks yard still feels disciplined. Miss the hour and the monsters keep their lunch.
High-Sun Lunch Rush hunt (12:00–14:00)
Only counts between 12:00–14:00 on Saturday (server local clock). Fair warning: the same quest exists on a window twelve hours later for travellers in other time zones. Slay 11 ArcherGuard while the barracks yard still feels disciplined. Miss the hour and the monsters keep their lunch.
While wearing LightArmour
Equip your LightArmour (Armour slot) before drawing blood — the contract is specific. Slay 11 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing NephriteRing
Equip your NephriteRing ( righting right slot) before drawing blood — the contract is specific. Slay 7 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing Candle
Equip your Candle (Torch slot) before drawing blood — the contract is specific. Slay 8 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing Club
Equip your Club (Weapon slot) before drawing blood — the contract is specific. Slay 12 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing ExpelRing
Equip your ExpelRing ( righting right slot) before drawing blood — the contract is specific. Slay 11 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing LifePendant
Equip your LifePendant (Necklace slot) before drawing blood — the contract is specific. Slay 10 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing BronzeBracelet
Equip your BronzeBracelet (Bracelet left slot) before drawing blood — the contract is specific. Slay 13 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing LifePendant
Equip your LifePendant (Necklace slot) before drawing blood — the contract is specific. Slay 13 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing PrecisionPendant
Equip your PrecisionPendant (Necklace slot) before drawing blood — the contract is specific. Slay 14 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing Torch
Equip your Torch (Torch slot) before drawing blood — the contract is specific. Slay 7 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing LifePendant
Equip your LifePendant (Necklace slot) before drawing blood — the contract is specific. Slay 7 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing BronzeBracelet
Equip your BronzeBracelet (Bracelet left slot) before drawing blood — the contract is specific. Slay 6 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing SpiritBlade
Equip your SpiritBlade (Weapon slot) before drawing blood — the contract is specific. Slay 10 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing HookedSword
Equip your HookedSword (Weapon slot) before drawing blood — the contract is specific. Slay 9 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
While wearing HookedSword
Equip your HookedSword (Weapon slot) before drawing blood — the contract is specific. Slay 10 ArcherGuard in the barracks yard; they are disciplined but not charitable. Unequip mid-fight and the tally clerk pretends not to know you.
Rain hunter: ArcherGuard
Venture out while the sky obliges — rain must be falling on your map tile when the kill registers. Drop 12 disciplined ArcherGuard in the barracks yard. Umbrellas optional; stubbornness mandatory.
Rain hunter: ArcherGuard
Venture out while the sky obliges — rain must be falling on your map tile when the kill registers. Drop 15 disciplined ArcherGuard in the barracks yard. Umbrellas optional; stubbornness mandatory.
Snow hunter: ArcherGuard
Venture out while the sky obliges — snow must be falling on your map tile when the kill registers. Drop 9 disciplined ArcherGuard in the barracks yard. Umbrellas optional; stubbornness mandatory.
Snow hunter: ArcherGuard
Venture out while the sky obliges — snow must be falling on your map tile when the kill registers. Drop 10 disciplined ArcherGuard in the barracks yard. Umbrellas optional; stubbornness mandatory.
Rain hunter: ArcherGuard
Venture out while the sky obliges — rain must be falling on your map tile when the kill registers. Drop 8 disciplined ArcherGuard in the barracks yard. Umbrellas optional; stubbornness mandatory.
Rain hunter: ArcherGuard
Venture out while the sky obliges — rain must be falling on your map tile when the kill registers. Drop 10 disciplined ArcherGuard in the barracks yard. Umbrellas optional; stubbornness mandatory.
Fog hunter: ArcherGuard
Venture out while the sky obliges — fog must be falling on your map tile when the kill registers. Drop 12 disciplined ArcherGuard in the barracks yard. Umbrellas optional; stubbornness mandatory.
Snow hunter: ArcherGuard
Venture out while the sky obliges — snow must be falling on your map tile when the kill registers. Drop 12 disciplined ArcherGuard in the barracks yard. Umbrellas optional; stubbornness mandatory.
