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There are various types of quests in the game ...

Quest TypesEdit

Plotline QuestsEdit

Several Quests seem to be related to which Act you are in and will appear while you play.

Some of these are scripted to take place when you do certain things. This is most obvious in Act I, where pretty much all the quests are triggered by completion of the previous one. There are also quests that are triggered when you take a certain town or province.

Some quests are simply part of the scenery of one or another Act and they will be pop up after a certain amount of turns.

Choice QuestsEdit

Some quests force you to decide one side or another and will normally have rewards that affect your Morality. Completing one of these will prevent you from doing the other and also any subsequent quest in the other's plotline.

Timed QuestsEdit

Some quests must be completed within a certain number of turns. After that amount of time the quests vanishes.

Note: When it says you have 1 turn left, you have whatever movement points you have left this turn to get there. You are already on the last turn available.

Random QuestsEdit

When you capture your first stronghold you start to get random quests. These may involve battle, diplomacy or trade.

  • Battle quests are fairly straightforward, simply kill the rebels, brigands, kidnappers, evil knights or put up with the consequences of leaving them around. Normally they have negative effects on the province where the quest is located.
  • Trade quests let you buy various types of thing from some merchant or group of merchants. You can get food, gold, ladies for the court and artifacts from the various quests.
  • Disasters can be floods, fires, plagues or droughts. All of these have negative consequences while the quest is active. The other side to them is that they can reward you with temporary or permanent(?) bonuses to your morality, loyalty and other factors important to your realm.
  • Rebellions happen as the result of your provinces losing Loyalty, which is a typical consequence of not dealing with Disasters and some Battle quests. Rebellions can sometimes be resolved via diplomacy, with the possibility of benefitting Tyrany or Rightful, sometimes permanently. Otherwise you have to fight the rebels and get whatever xp from the battle.

Useful Quest TipsEdit

Using Knight's AbilitiesEdit

Quests are often labeled with icons which indicate which abilities will be important while you do the quest. The hero that does the quest will then need to have a minimum level in that ability to have any chance of taking that quest option.

If your quest options are coloured then the colours have the following meanings .

  • Red: your hero does not have a high enough level in the required ability and will fail
  • Blue: your hero has enough ability to have a chance, but success or failure is still random
  • Green: your hero can successfully select this quest option

DiplomacyEdit

So easy to miss out on this. When you do a diplomacy quest there are numbers, eg 1 2 3 4, which indicate the different outcomes you can opt for. If you click each number, the description below will change to show you what the outcome will be.

Above the description and numbers, you will see four icons for gold, food, ladies and artifacts.

  • Greyed out icons mean you cannot bargain with that type of item.
  • Double up arrows mean that that type of item will be more valuable to trade

RebellionsEdit

Some rebellions are diplomacy quests which allow you make the former rebels join you.

Look carefully at what units would be joining you because you can be getting offered very useful, highly trained units that would take you a long time to train up yourself.

Bear in mind that these nice, high rank units can also have a not so nice high level of upkeep ;)

Morality Edit

As mentioned above, your morality can shift based on decisions made inside the quests you complete. What the game does not tell you is that the knight who carries out that quest also has his personal morality shift by the same number of points! This can be useful in keeping strong knights with troublesome alignment (e.g. an Old Faith knight when you're playing a Christian campaign) from drifting too far away from you and losing dangerous amounts of loyalty, or also to take a knight with no morality score (e.g. Sir Kay, who like you starts with no points in any direction) and shift his morality along the same path you're taking. One more thing to bear in mind as you assign quests!

Specific QuestsEdit

You can see details (spoilers) for particular quests on the Quest Rewards page.

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