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WAR OF DUSK
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Quests

Quests are separate hunts with their own monsters, boss and rewards. They come in four categories: Leveling Quests, Equipment Quests, the Evolution Quest and the Dungeon.

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How they work

  1. Get the quest entry: it drops from monsters in regions that overlap the quest's level range and, more often, from those regions' bosses.
  2. Use the entry: bag → right-click → Use, or Character → Quests → Enter. It is consumed.
  3. Each entry lasts 10 min with the game open. When time runs out, the hero returns to the region they were in.
  • Dying ends the quest and the entry is lost.
  • Entries and Experience Boxes only work within the quest's level range.
  • Quests don't run during offline progress.
  • In Leveling Quests the boss appears after 40 kills and returns every 60 kills. Equipment quests end when the boss falls; cape quests have no entry and are a single boss.

Leveling Quests

Leveling QuestsXP and Experience Boxes in your level range.

Leveling Quests
QuestLevelsEntryBossXP Box
Training FieldVeteran Instructor1–35Instructor's WhistleRelentless Drill InstructorHP 2,600923 XP
CemeteryGravedigger40–115Gravedigger's ShovelAccursed GravediggerHP 25,3509,228 XP
Garden of the GodsGardener116–190Gardener's Watering CanRotten GoddessHP 55,21136,913 XP
Kaizen's RefugeKaizen191–265Kaizen SealKaizen, the Black KnightHP 70,66876,901 XP
Hydra's LairHydra Hunter266–320Hydra ScaleLair HydraHP 147,420153,802 XP

Quest monsters drop equipment of the range's tier, and every entry yields hunting XP and Experience Boxes.

Equipment Quests

Equipment QuestsCapes, amulets and guaranteed refines.

Mystic Land Guardian

Every amulet the Mystic Land Guardian weaves from the earth itself has unique attributes. Defeat it as often as you like until you find yours.

Levels
60–400
Entry
Mystic Seed
Boss
Mystic Land Guardian, after 15 kills
Reward
Mystic Land Amulet with 2 to 4 rolled affixes

Quest bands (the hero enters the one for their level): 60–180 (×1) · 181–300 (×1.6) · 301–400 (×2.2) — the multiplier applies to the amulet's affixes.

Gargoyle's Fang

With the Gargoyle's fang, the Ash Smith tempers any armor to +6. The beast sleeps in the dungeon beneath the Pit: cut through its spawn and bring it down before time runs out.

Levels
201–255
Entry
Stone Wing
Boss
Gargoyle, after 30 kills
Reward
Single use: refines one equipped armor piece below +6 to +6. You pick the piece; otherwise, the lowest-refined one is used.

Cape quests

Capes come from two quests with no entry, in the Quests window: a single boss, with 10 min to bring it down. The cape is permanent and bound to the character.

Cape quests
QuestLevelBossReward
Apprentice's TrialArms Master100+Mantle GuardianHP 450,000Apprentice Cape
Kingdom's OathHerald of the Kingdoms250+Champion of OathsHP 2,600,000Cape of the Kingdom of Aurora / Cape of the Kingdom of Embers / Neutral Mantle

In the Kingdom's Oath the choice is permanent. Each cape's stats are in Equipment.

Evolution Quest

Evolution QuestFrom level 325. Each completion sets you back 1 level; up to 4 per hero.

Beginning of Misfortune

In the grove of the fallen elves began the misfortune that snuffed out the first Vigil. The Elder teaches how to face it, at a steep price: each completion costs a level.

Entry
Mark of Misfortune, from level 325
Level range
325–355
Boss
Fallen Elf Queen (HP 156,325)
Completions
up to 4 per hero
  • Completing means surviving until time runs out. Each completion sets you back 1 level.
  • Attribute and path points are kept; leveling up again doesn't grant that level's points twice.
  • Dying doesn't cost a level, but it spends the entry.
  • There's no Experience Box. Its monsters drop tier VII equipment.
  • The Quests window shows your progress (Completed N/4). With auto-enter on, the hero goes in on their own while completions remain.

Dungeon: the Water Zone

DungeonThe Drowned Temple, opened with a Water Scroll.

The Water Scroll opens a dungeon of 8 timed rooms and a boss, in three difficulties:

Water difficulties
DifficultyLevelsScrollBoss
Water N150–255Water Scroll NYoung Hydra
Water M256–320Water Scroll MAbyssal Kraken
Water A321–400Water Scroll ANeses, the Leviathan

Rules, rooms, rewards and the Kraken: Water Zone.

Experience Boxes

Experience Boxes drop in Leveling Quests and hold a fixed amount of XP, higher for higher-level quests. Use them from the bag (right-click → Use) within the box's level range. The XP multiplier and the Experience Chest boost the amount.

Experience Boxes
BoxLevelsXP
Experience Box (Training)1–35923
Experience Box (Cemetery)40–1159,228
Experience Box (Garden)116–19036,913
Experience Box (Kaizen)191–26576,901
Experience Box (Hydra)266–320153,802
  • In a party, whoever opens it gets 100% and every other member, in any region, 10%.
  • Options → Game → Auto-open XP Boxes opens the boxes of heroes in the field when their level is within range (game open only).

Roast Chicken and Experience Chest

Two effect consumables drop from monsters and bosses. Their timer runs in real time, and using another one adds to the duration, up to 24 h.

Effect consumables
ItemEffect
Roast Chicken+15% damage against monsters (physical and magic) for 4 h. Duration stacks up to 24 h.
Experience ChestDouble XP for 2 h, on top of the XP multiplier. Duration stacks up to 24 h.

In a party, the Experience Chest of whoever landed the killing blow counts: the monster's XP doubles before it is split.

Game data from October 3, 2026.