World of Verda
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Quests

Every chapter of the main story, and the guild's quest board for each rank

Main story

  • Main quests go in order: finish one to take the next. Each is done once
  • Every chapter leads to new ground and ends at its boss. The level shown is the lowest a quest is offered at
  • Open the quest window in the game and track a quest: the game shows the way to its monster's map or NPC

Prologue First DewLv 1

  1. 1
    First Steps in VerdiaLv 1

    From Rosie

    Welcome to City of Verdia! Go and greet Martha the General Merchant: her shop has the potions and supplies every adventurer needs. Use the minimap or the area list (M) to find the way, then come back to me.

    Objectives
    Rewards
  2. 2
    Gearing UpLv 1

    From Rosie

    Open the Starter Box in your bag (B) and see what's inside. Then meet Duncan the Weapon Merchant and Hilda the Armor Merchant. Come back and I'll give you a sword and a full set of travelling gear: outside the city, monsters show no mercy to the unarmed.

  3. 3
    The First HuntLv 1

    From Rosie

    Head to the field outside town and defeat 5 Dewdrops. Click a monster to attack it, and drink a potion when your HP runs low: drag potions onto the hotbar to use them quickly.

    Rewards
  4. 4
    Monster LootLv 1

    From Rosie

    Monsters often drop things: walk over to pick them up, or press the pickup button. Bring me 5 Clear Jelly from Dewdrops. Whatever else you collect can be sold at a shop for Gold.

    Rewards
    • EXP 150
    • Job EXP 150
    • 150 Gold
  5. 5
    Tougher FoesLv 1

    From Rosie

    Each level brings stat points: open the status window (C) and spend them to grow stronger. Then defeat 8 Leafgrubs and 8 Digmoles.

    Rewards
    • EXP 300
    • Job EXP 300
  6. 6
    Let the Bot HuntLv 1

    From Rosie

    Long hunts can be left to the bot: press the auto hunt button by the minimap, or open the bot settings from the menu panel to choose its area, potions and loot. Then let it defeat 10 Puffseeds.

    Rewards
  7. 7
    A New PathLv 1Job Lv 10

    From Rosie· Return to Garreth

    Job level 10: time to choose your own path. Spend your skill points to train Basic Skill to level 9 in the skill window, then see Garreth the Adventurer Chief at the guild, pick your first job and tell the chief you are ready.

Chapter 1 Flowers Out of SeasonLv 5–8

  1. 1
    Blooming Out of TimeLv 5

    From Rosie· Return to Seline the Scout

    Every flower in Leafglow Grove has bloomed at once, long before its season. The Guild has sent Seline to look into it. Find her at the edge of the grove (from the city go to Verda Falls, then north into the grove).

    Rewards
    • EXP 150
    • Job EXP 100
  2. 2
    Glow in the GroveLv 5

    From Seline the Scout

    The green thornbees of the grove have grown oddly fierce. Drive them off the paths, and bring me glow dust from the fireflies so I can see where this light comes from.

  3. 3
    Honey Too SweetLv 6

    From Seline the Scout· Return to Hollis the Beekeeper

    This dust is dewlight indeed, and not only in the grove. Hollis the beekeeper at Lavender Orchard sent word that his bees are acting strange. Go and see him (north from Dewy Field).

    Rewards
    • EXP 200
    • Job EXP 120
  4. 4
    Queen of the HiveLv 6

    From Hollis the Beekeeper

    The honeybumbles have gone wild on glowing nectar and the Honey Queen won't let me near the hive. Calm them down, and bring me some wild honey so I can see if it is still fit to eat.

  5. 5
    The ElderbloomLv 8

    From Seline the Scout

    The light flows from deep in Leafglow Grove. The Elderbloom, asleep for centuries, has drunk so much from the roots that it bloomed all at once and lost itself. Defeat the Giant Petal Beetle that guards it, free the Elderbloom of its light and bring its heartwood back to me. Going with a party is safer.

Chapter 2 Voices from BelowLv 10–15

  1. 1
    Bitter WaterLv 10

    From Seline the Scout· Return to Elder Bram

    Word has come from Stilthaven that the marsh water has turned bitter. Seline wants to know whether it has to do with the returning light. Meet Elder Bram in the square of Stilthaven (south from Leafglow Grove).

    Rewards
    • EXP 300
    • Job EXP 200
  2. 2
    Poison in the MistLv 10

    From Elder Bram

    The marsh mist thickens every night, and the bog wisps grow with it. Drive them off and bring me their mist cores. I want to know where this poison comes from.

  3. 3
    The SourceLv 11

    From Elder Bram· Return to Foreman Greta

    These mist cores are laced with crystal dust. The marsh has no crystal, but the quarry the city reopened does. Ask the foreman at the quarry entrance (out of the north gate of Verdia).

    Rewards
    • EXP 350
    • Job EXP 250
  4. 4
    Endless DiggingLv 12

    From Foreman Greta

    The moles smell the crystal and will not stop digging. Tunnels keep collapsing. Deal with them and their big boss, and bring me their digging gears so I can see how deep they have gone.

  5. 5
    The KilnheartLv 15

    From Foreman Greta· Return to Councilor Aldric

    The old Alder furnace under the quarry has drunk the mined crystal until it woke. Its heat and runoff flow into the marsh. Defeat the stone sentries guarding it, put out the Kilnheart, and take its heart to Councilor Aldric in Verdia as proof. Going with a party is safer.

Chapter 3 The Fleet That Never Made PortLv 18–25

  1. 1
    A Deaf CouncilLv 18

    From Councilor Aldric· Return to Marina the Ferry Mage

    The furnace is out, and that will do. The marsh is a small matter... but if you have time to spare, the harbour reports ghost ships in the mist troubling the city's crystal barges. Talk to Marina at Verda Harbor (east from Leafglow Grove).

    Rewards
    • EXP 700
    • Job EXP 450
  2. 2
    Ghost Ships in the MistLv 18

    From Marina the Ferry Mage· Return to Old Oswin

    Those ghost ships attack no one. They just circle, looking for a harbour. My grandfather knows more about them than anyone. He sits right by the docks.

    Rewards
    • EXP 700
    • Job EXP 450
  3. 3
    Corsairs Who Will Not DieLv 19

    From Old Oswin

    In Tidecall Grotto the men of the Alder fleet still hold their swords, and their captain lets no one near the wreck. Give them their rest at last, and bring me the coins they carry (the grotto is reached through Terrace Paddies).

  4. 4
    A Compass With One HeadingLv 24

    From Old Oswin

    These coins bear the seal of Alder, but the flagship's captain did not sink in the grotto. His ghost still stands at Wavebreak Point, beset by wreck robbers. Find him: his compass may show where the fleet was bound that night (Wavebreak Point is reached through Stilthaven).

  5. 5
    The City That Still WaitsLv 25

    From Old Oswin

    The compass does not point to sea. It points to the Forsaken Ruins, Alder's old capital, where the Hollow Regent still orders his soldiers to guard the gates until the queen returns. Defeat the guardians in the way, release the Regent from his duty, and bring me his crown to read. Going with a party is safer (the ruins are reached through the Giant Tree Forest from Verdia).

Chapter 4 The Snow That Never MeltsLv 28–35

  1. 1
    A Crown Still ColdLv 28

    From Old Oswin· Return to Scholar Eva

    This crown stays ice cold even in the sun. The name carved on it is Queen Eleanor, she who built the star gate... I have heard of cold like this in the north. The Guild sent Scholar Eva to study at Frostmere. Show it to her (from the Crystal Quarry to Windscar Ridge, then west).

    Rewards
    • EXP 1,500
    • Job EXP 900
    • 500 Gold
  2. 2
    Fish Frozen WholeLv 28

    From Scholar Eva

    The fish in this lake have turned to crystal yet still swim. I need their scales to compare with the crown, but snow wolves ring the way down to the water. Deal with them and their alpha first.

  3. 3
    The Cave That Breathes IceLv 30

    From Scholar Eva

    The scales and the crown are chilled by the same light, and the cold wind blows out of the Ice Hollow to the west. Golems and crystal worms born of that light fill it. Clear the way so I can go in and measure it.

    Rewards
    • EXP 4,800
    • Job EXP 3,200
    • 3,000 Gold
  4. 4
    The Queen Who Keeps All ThingsLv 32

    From Scholar Eva

    Deep in the cave is an Ice Queen who believes cold keeps all things from decay, and freezes whatever comes near. The same thought as Queen Eleanor, who wanted to keep the light forever. Free her from that cold.

    Rewards
    • EXP 5,500
    • Job EXP 3,600
    • 3,500 Gold
  5. 5
    The Sealed ShellLv 35

    From Scholar Eva

    All the cold light flows from Winterchasm, where the Glacier Shell has lain on guard since the Night of Falling Stars, an Alder keystone on its back. Defeat the rime guards in the way, let the Shell rest, and bring me the keystone. Going with a party is safer (Winterchasm lies past the Ice Hollow).

Chapter 5 DuskLv 37–48

  1. 1
    The Sealed LetterLv 37

    From Scholar Eva· Return to Ardan the Royal Waymage

    The letter in the keystone is in Queen Eleanor's hand: "I am still here, between starlight and shadow." She did not die on the Night of Falling Stars. I know too little of the star gate, but Ardan the gate mage in Verdia has studied it all his life. Take this letter to him.

    Rewards
    • EXP 3,000
    • Job EXP 1,800
    • 1,000 Gold
  2. 2
    The Ghost Miners' RoadLv 37

    From Ardan the Royal Waymage

    The only safe road to the Twilight Sanctum, where the queen built her star gate, runs through Alder's Great Mine. The miners who cut the temple's stone still dig there, though long dead. Give them and their foreman rest, and the way will open (the Great Mine lies past Windscar Ridge).

    Rewards
    • EXP 8,000
    • Job EXP 5,000
    • 6,000 Gold
  3. 3
    The Dusk Knight's OathLv 40

    From Ardan the Royal Waymage

    The Dusk Knight swore to let no one near the star gate again, and has kept watch three hundred years until he forgot who the enemy was. Intruders and seal drakes circle the temple. Fight through them and release the knight from his oath. We have not come to open the gate. We have come to close it.

    Rewards
    • EXP 11,000
    • Job EXP 7,000
    • 8,000 Gold
  4. 4
    The Marshal Who Still MarchesLv 40

    From Ardan the Royal Waymage

    Behind the temple lies the Cinderwood, burning unquenched for three hundred years. The Alder troops sent to put out the fire still march in the ash, and their marshal believes all must burn before the light can turn. He is the other face of the Ice Queen. Release him, and the forest's fire may calm.

    Rewards
    • EXP 9,000
    • Job EXP 6,000
    • 6,000 Gold
  5. 5
    Heat from the RiftLv 44

    From Ardan the Royal Waymage

    The Cinderwood's fire is not its own. It is drawn up from the Magma Hollow beside the Astral Rift, where leaking starlight drives the molten stone mad. Open the way through: defeat the lava golems and the magma fiend that bar it.

    Rewards
    • EXP 15,000
    • Job EXP 9,500
    • 10,000 Gold
  6. 6
    The Astral WyrmLv 48

    From Ardan the Royal Waymage

    The Astral Rift lies before you. The Astral Wyrm that slipped through the queen's gate three hundred years ago still swallows what stars are left every night. Fight past the rift stalkers and the warden, bring it down, and bring back the star core within it, so the stars it swallowed can return to the sky. This battle needs a party.

Chapter 6 The Throneless QueenLv 52–58

  1. 1
    The River CastleLv 52

    From Ardan the Royal Waymage

    The queen's shadow bade you find her at the river castle, the half-flooded ruin north of Leafglow Grove. Bone knights and drowned sentinels still guard its gates. Open the way in first.

    Rewards
    • EXP 78,000
    • Job EXP 8,000
    • 15,000 Gold
  2. 2
    Servants Still WaitingLv 53

    From Ardan the Royal Waymage

    Inside, the queen's servants still keep to their duties: an armour with no one inside, a noble with no head, a handmaiden still waiting to pour for her queen. Release them from those duties.

  3. 3
    The Drowned CastellanLv 55

    From Ardan the Royal Waymage

    The castellan still carries the castle's ledger, where every stone it was built from is written down. Spectral court mages guard him. Defeat them, bring down the castellan and bring me his ledger.

  4. 4
    The Missing StonesLv 55

    From Ardan the Royal Waymage· Return to Hollis the Beekeeper

    The ledger says the castle's foundations were hauled from "the stone ring in the east". The queen propped up her castle with the very stones that shared out the light, and so it no longer reaches the whole land. Hollis at Lavender Orchard lives beside Henge Moor. Ask him what he knows.

    Rewards
    • EXP 34,000
    • Job EXP 3,000
    • 5,000 Gold
  5. 5
    The Druid of the HengeLv 55

    From Hollis the Beekeeper

    The druid of Henge Moor lets no one near the stones any more, not since the kingdom's men carted them away. Glyph moths and dusk ravens keep watch with him. Fight your way to the druid: he must learn we have come to return the stones, not take them (Henge Moor lies east of Lavender Orchard).

    Rewards
    • EXP 120,000
    • Job EXP 11,000
    • 22,000 Gold
  6. 6
    Stones Come HomeLv 56

    From Hollis the Beekeeper

    The druid says the lost stones are not only in the foundations: the castle's gargoyles were carved from henge stone, and the runes on their horns still glow. Bring those horns back, and bring down the rune stag barring the heart of the ring, so the druid can set the stones in their places.

  7. 7
    The Throneless QueenLv 58

    From Hollis the Beekeeper· Return to Ardan the Royal Waymage

    The stones are home and the light flows across the land again. All that still holds the queen between starlight and shadow is herself. Climb to the throne room of the river castle, let Queen Eleanor rest at last, and go back to tell Ardan. This battle needs a party.

Chapter 7 The Sleeping SandsLv 60–88

  1. 1
    The Light Points SouthLv 60

    From Ardan the Royal Waymage· Return to Nadira of the Sun Temple

    Since the stones came home, every dusk the henge gathers its light into one beam that points south. But the Henge Colossus has woken and lets no one follow it. Bring it down at Henge Moor, then follow the light to the Sand Fringe, where Nadira of the Sun Temple is waiting. I have sent word. This battle needs a party.

    Rewards
    • EXP 119,000
    • Job EXP 16,000
    • 30,000 Gold
  2. 2
    The Caravan RoadLv 62

    From Nadira of the Sun Temple

    Every month the temple caravan carries water and lamp oil along this road. Since the light reached the sands, scorpions and sand snakes have crawled up to bask in its warmth all along the way. Drive them off so the caravan can pass.

    Rewards
    • EXP 110,000
    • Job EXP 15,000
    • 25,000 Gold
  3. 3
    Temple RaidersLv 64

    From Nadira of the Sun Temple

    The caravan got through, only to be ambushed by desert bandits. They believe the light falling on the sand marks gold buried beneath the tombs. Defeat them and bring me their headcloths, so I can tell how many bands there are.

    Rewards
    • EXP 141,000
    • Job EXP 16,000
    • 28,000 Gold
  4. 4
    The Bandit ChiefLv 67

    From Nadira of the Sun Temple

    Every headcloth belongs to one band. The bandit chief means to lead his men into the tombs, and the armoured lizards he keeps guard his camp. Break through and bring him down before anyone wakes what sleeps below.

    Rewards
    • EXP 229,000
    • Job EXP 18,000
    • 35,000 Gold
  5. 5
    Guardians of the Oasis RoadLv 70

    From Nadira of the Sun Temple

    The great sand serpent and the scorpion king are the guardians the sun kingdom set at the oasis road. They once let pilgrims through, but since the light came down they no longer know anyone. Bring both down so the way to the oasis opens.

    Rewards
    • EXP 332,000
    • Job EXP 20,000
    • 40,000 Gold
  6. 6
    The Tombs Still WatchLv 72

    From Nadira of the Sun Temple

    At the oasis, the pharaoh's mummy soldiers have marched out of the tombs. They did not wake to harm anyone but to stand guard: the falling light made them think someone had come to wake their god. Black vultures circle above, waiting. Let the soldiers go back to their rest.

    Rewards
    • EXP 320,000
    • Job EXP 21,000
    • 40,000 Gold
  7. 7
    Bitter WaterLv 77

    From Nadira of the Sun Temple

    The oasis water grows more bitter each day. The dryads who keep it have drunk starlight leaking down the roots and gone mad, like the dryads of the deep forest. Calm the oasis dryads and bring down the frenzied dryad at the root of it.

    Rewards
    • EXP 609,000
    • Job EXP 24,000
    • 50,000 Gold
  8. 8
    Beetles of the SunLv 81

    From Nadira of the Sun Temple

    The temple holds that the scarabs roll the sun across the sky each day, and that the patterns on their shells map the sun's road. Bring me scarab shells to read, and bring down the golden scarab that lets no one near the patterns.

  9. 9
    The Waking ChantLv 86

    From Nadira of the Sun Temple

    The shell patterns say the sun sleeps beneath the cliffs above the oasis, with a wound that has never healed. But the mummy priests are chanting the pharaoh awake to drive out the intruders, and the intruders are us. Stop the chant before the pharaoh fully wakes.

    Rewards
    • EXP 1,432,000
    • Job EXP 30,000
    • 70,000 Gold
  10. 10
    The Awakened PharaohLv 88

    From Nadira of the Sun Temple

    Too late: the pharaoh has woken. He believes we have come to wake his god before its time, and he will hear nothing until he is beaten. Bring him down at the oasis and bring me his sceptre, so I can send him back to the rest he has earned. This battle needs a party.

    Rewards
    • EXP 3,966,000
    • Job EXP 45,000
    • 120,000 Gold

Chapter 8 The Sun ReturnsLv 88–98

  1. 1
    The Climb to SunbluffLv 88

    From Nadira of the Sun Temple

    Sunbluff rises above the oasis, and its paths are thick with sand drakes curled up in the warmth that seeps from beneath the cliffs. They guard that warmth more fiercely than gold. Open the way up; I will follow.

    Rewards
    • EXP 1,270,000
    • Job EXP 35,000
    • 80,000 Gold
  2. 2
    Feathers of the SunLv 90

    From Nadira of the Sun Temple

    The sun eagles once flew ahead of the sun each morning. Since it fell asleep they circle above the cliffs and will not leave. The temple books say their feathers glow when near the sun. Bring me their feathers and we will learn where it sleeps.

    Rewards
    • EXP 1,894,000
    • Job EXP 38,000
    • 90,000 Gold
  3. 3
    Knights Still WaitingLv 93

    From Nadira of the Sun Temple

    Every glowing feather points to the summit, but the sun knights stand in the way. They swore to guard their god until it woke, and they believe anyone who climbs up has come to steal its light. Prove yourself with the blade; it is all they will listen to.

    Rewards
    • EXP 2,192,000
    • Job EXP 40,000
    • 100,000 Gold
  4. 4
    The Golden GuardsLv 95

    From Nadira of the Sun Temple

    The gold golems were shaped from the gold the kingdom offered to the sun. They have no hearts, only one order: let no one touch their god's resting place. Their cores still remember the road there. Bring me their cores and I will read the way from them.

    Rewards
    • EXP 2,894,000
    • Job EXP 42,000
    • 110,000 Gold
  5. 5
    The Champion and the Golden DrakeLv 96

    From Nadira of the Sun Temple

    The road the golem cores tell of crosses the sun champion's court and the golden drake's nest. They are the last guardians before the resting place. Bring both down, and we will stand near the sun for the first time.

    Rewards
    • EXP 3,369,000
    • Job EXP 45,000
    • 120,000 Gold
  6. 6
    The Fallen SeraphLv 97

    From Nadira of the Sun Temple

    One of the angels who served the sun believes her god died on the Night of Falling Stars. She fell from the sky with that belief and means to seal the resting place forever, as one seals a grave. Free her of that belief before the way is shut for good.

    Rewards
    • EXP 3,529,000
    • Job EXP 48,000
    • 130,000 Gold
  7. 7
    The Sun ReturnsLv 98

    From Nadira of the Sun Temple

    The Solar Dragon sleeps on the summit with the star shard from that night still lodged in its wound. When we come near, it will rise in pain and know no one. Do not fight to win: fight until it is weary enough for the shard to be pulled free. This last battle needs a party.

    Rewards
    • EXP 9,239,000
    • Job EXP 80,000
    • 300,000 Gold

Quest board

  • The board draws new notices every midnight (Thai time): 9 for each rank, the same for every player. Each notice can be done once a day
  • Take notices of your own rank or lower, from the rank's lowest level
  • A notice asks for one to five things, each a hunt (about 60%) or a delivery from that rank's list. The more it asks, the fewer of each and the more it pays
  • A hunt pays 30% of the EXP of the monsters it asks for, on top of what felling them gave · a delivery pays 25% of the EXP of a monster that drops the item for each one, and Gold of half what the items sell for · Job EXP is half the EXP
  • Merit goes towards your next rank at the guild chief. A notice you have taken stays the same past midnight

Notices of several things

  1. 1 thingHow often 27%Of each 100%Pay bonus +0%
  2. 2 thingsHow often 27%Of each 75%Pay bonus +10%
  3. 3 thingsHow often 18%Of each 65%Pay bonus +20%
  4. 4 thingsHow often 18%Of each 55%Pay bonus +30%
  5. 5 thingsHow often 9%Of each 50%Pay bonus +40%

Each rank (a notice of one thing)

RankFrom levelHuntHunt GoldDeliverMeritGuild coins
ELv 13011010101
DLv 153015010201
CLv 304030015352
BLv 454040015602
ALv 6050600201003
SLv 7360840251603
SSLv 85701,120302504
SSSLv 90801,500403505

What its notices may ask for