Quest Guide
If you are interested in completing quests and receiving rewards on the server, then you're in the right place!
You can find quest starts while on your adventures around the server, indicated by a giant gold exclamation mark.
When you find one of these, you can visit this page to get additional information on that quest, just simply pick the book you wish to read about and it will help you on your journey. Good Luck!
Note: You must have the latest version of Adobe Flash Player installed to view the quest books. To turn the page simply click or drag the edge of it.
Additional Note: Quest Books have been taken down from this page for the moment while they are updated! Please check back at a later date.
You can find quest starts while on your adventures around the server, indicated by a giant gold exclamation mark.
When you find one of these, you can visit this page to get additional information on that quest, just simply pick the book you wish to read about and it will help you on your journey. Good Luck!
Note: You must have the latest version of Adobe Flash Player installed to view the quest books. To turn the page simply click or drag the edge of it.
Additional Note: Quest Books have been taken down from this page for the moment while they are updated! Please check back at a later date.
Main Quest Line: (You should attempt these in numerical order to understand the story better)
Quest 1: A New Beginning
Start Point: Andil Docks (Spawn)
Task: Travel into the village of Andil and search for the house of rules.
Reward: Wooden Sword, Wooden Axe, Wooden Shovel, Wooden Pickaxe
Quest Text: Welcome Adventurer, to the land of Ilyria!. This land is filled with the dreams of many, you just need to know where to look! From dangerous quests to vast riches await you on your journey. For now though, you should start by learning the laws of the land. Abide by these, and no harm will come to you. Except the odd creeper explosion maybe...Just follow the path into town and find the House of Rules! Don't forget to pick up your reward from the chest, you will find them at the end of every quest! Once you're done, you should explore the village and see what it has to offer.
Quest 2: Call of Duty
Start Point: Temple of Xeneth (Andil)
Task: Enter the temple and read the signs
Reward: Golden Sword (Sharpness I), Iron Helmet
Quest Text: As you enter the temple a deep voice rings through your head. You stare around for a moment but see nothing. As you approach the Altar more words fill your head.
"Welcome Adventurer, to my temple. It is fate that brings you here, and your destiny is about to reveal itself. You must travel the lands and save them from evil, before it is too late and the world returns once again to an ashen heap."
"Who are you?" You call out.
"I am Xeneth, one of the last protectors of the land. Many call me a Demi-God...I suppose I am in a way. But I cannot act upon this world. That is why I need heroes to protect it for me, and protect all other living things."
"...Even Creepers?"
"Yes even Creepers...Now, head out on the path to Isaria. Travel alone with with companions, it matters not to me, just be sure you will protect those in need. You can borrow a Dragon from the Master at the station.
Quest 3: Restoring the Faith
Start Point: Church of Isaria
Task: Help the priest investigate the Mages Tower that was recently commissioned next to the church
Reward: 9 Gold Bars, Iron Boots, Iron Bucket, Book, Paper, Ink Sacs
Quest Text: As you enter the empty and dilapidated church, you see a frail old man sat behind the Altar, staring through the window. As you approach he swings around and sobs "Oh, greetings wanderer. Welcome to the church of Isaria. Not many people visit these days, not with the new Mages Tower next door. The New King has turned to Magic rather than Religion, and as such cut all our funding. Our followers have left us too. Those Wizards are up to no good, I swear it. But I can prove nothing. You! You can investigate them for me! Please help an old man."
You can't help but feel compelled to help, you set off towards the Mages Tower.
Quest 4: Uncovering the Truth
Start Point: Gilbert (Elmsdale)
Task: Acquire the reagent from Gilbert's basement that you need to unlock the book you received from the Kings room
Reward: Magma Cream, Bones, Iron Bars
Quest Text: You toy with the book in your hands that you found in the Kings Chambers. No matter what you try you cannot pry it open. You remember seeing a book in the library about magical locks, written by a man called Gilbert. You fly to his house in Elmsdale to see if he can help.
As you enter his house, he stands up suddenly, his long white beard snagging on the table.
"Oh, greetings, how may I help you?"
"I believe you can open magical locks, I need some help opening this book!"
"Oh yes, pass it here, lets see hmm...a magic lock on a magic book hohoh who would have guessed....anywho, yes I can break this lock with ease, even you could do it! All you need to do is place a specific reagent on top of the book, cast the spell, and you're done! It just so happens I have what you need in my basement. Go ahead, you're free to go get it."
"Thanks!" You head off down the mans ladder into his basement, although you can't help but feel that sounded all too easy...
Quest 5: Evil Rises
Start Point: Gilbert's Basement (Elmsdale)
Task: Find someone to help you decipher the book
Reward: Unknown
Quest Text: That was certainly no ordinary basement...taking the book from your bag you place it on the nearby workbench and place the reagent on top. You shout the words "Ramakin!" at the book, and a flash of blue light fills the room. The book opens and faces you. As you read, your eyes widen. The first paragraph is written in English, and is titled 'How to summon Dragons from another plane of existence'. Maybe the priest was right...the King is surely up to no good. The only dragons in the land have been tamed for riding by some of the strongest heroes the world has known. There are no wild dragons anymore as far as anyone knows...
As you read down the page you find yourself unable to comprehend it. The letters seem to shift around and you make no sense of them. Maybe someone else can read this? You would need a wizard most likely, but the only wizards you know of are in Isaria and they would no doubt recognise the book instantly...Maybe there's someone else...
Quest 6: In Search of Granite
Start Point: Wizard Thimble (Edgeron)
Task: Find the lost city of Granite
Reward: Unknown
Quest Text: You find a small bearded wizard lying in his bed.
"Leave me be, I don't do magic any more!"
You sense that this mage has nothing to do with the guild all the way out here. You approach him and ask for help, taking the book from your bag and placing it on the table. "I need your help with this book, I think there may be great danger ahead for us all!"
"...Bah....very well..let me see it.." The wizard studies the book for a good half hour before closing it and placing it back on the table. "Where did you get this? This book is ancient and extremely powerful, I thought all dark magic of this kind had been eradicated for good!"
You explain about your travels and what you discovered so far.
"There is no way anyone could hope to summon a beast like this...unless the legends are true...you would need an entire mine's worth of diamonds to summon a Dragon of this kind. You must search out the Lost Dwarven City of Granite. Legend tells of it's mines so rich in diamonds a man could buy his dreams. But nobody knows if it even exists. Still....if the King is serious about this, that's where he will be heading. You should search the snow hills to the North East of here, that is where they were rumored to be.
Quest 7: The Diamond Mine
Start Point: Granite
Task: Find the mages
Reward: Unknown
Quest Text: As you follow the trail of destruction that the Dwarves and Mages have left before them, you hear the noises more loudly and realise you are catching up! You hasten your pace to help save the Dwarves and stop the Mages from reaching the sacred Diamond Mine that they need to summon the dragon.
Quest 8: The Temple of Aqualia
Start Point: The Diamond Mine
Task: Recover the Diamonds from the Water Temple in Stonewaters before the mages do!
Reward: Unknown
Quest Text: As you flee for your life from the mine, clutching the diamonds close to hand, you come across a lone Dwarf, wounded and tired from battle. He looks at you gripping his axe tight, then realises you are no foe.
"You must help us! We stopped them getting most of the Diamonds, and now they're after more. The mages have escaped the mine and are heading for the Temple in our Dwarven Brothers home of Stonewaters! They're after the diamonds at the altar, you must get them first! I'll stay here and hold off the rest of them as long as I can. Go you fool!"
Your legs feel numb, but you know what must be done. You salute the Dwarfs courage and head out of the mines. If you take a Dragon you should be able to beat the mages to the temple.
Quest 9: Prison Break
Start Point: Isaria Jail
Task: Title explains all
Reward: None
Quest Text: You awake in a dark cell which you can only presume is in the bowels of Isaria's castle. You find all your belongings are still with you, although they won't do much good again bedrock...There must be a way out. There has to be.. You dare not think what the King and his mages will do if you linger much longer....
Quest 10: Fire and Ice
Start Point: Fireforge
Task: Talk to the King of the Dwarfs
Reward: None
Quest Text: After struggling through the storms and blizzards while fleeing away from Isaria, you finally come across the home of the Dwarves set deep in the Snowpeak Mountains. The city of Fireforge stands grandly before you, and the heat coming from the fires are welcoming. The King will be eager to hear from you, but before you approach him a commander of the army stops you in your tracks.
You explain to him you must speak to the King urgently, but he has other issues on his mind.
"We're infested with Spiders, the bloody things, and the King's a busy Dwarf. Slay a few of the buggers and bring me their eyes, and I'll make sure the King see's you."
It would seem you have no choice. Time to hunt some spiders.
Side Quests: (Fun little distractions that you may find on your adventures for some extra rewards)
Bob's Watch
Start Point: Andil
A Helping Hand
Start Point: Andil
A Cry for Help
Start Point: Elmsdale
Pharoah Heights
Start Point: Pyramid in Northern Desert
Repeatable Quests:
A Long Walk off a Short Pier
Start Point: Andil