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Quest

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A quest is a task assigned to you by an for a reward. Quests have no impact on the overarching ; however, through the dynamic quest system, quests can affect other quests and explorable areas, as well as add depth to the world of Guild Wars.

An NPC with a quest to give will have a large, green exclamation mark (!) over his or her head. Speaking with that NPC will allow you to read the quest and choose whether to accept or decline it. Accepting the quest will add it to your . Declining the quest (or abandoning it later via your Log) brooks no penalty: you can always reacquire the quest by speaking with the NPC again.

[] Quest Marker

Quest markers

Finding where the quest actually takes place can be viewed on the world map. The active quest will annotate the world map with a few key features:

  • A bright rotating green star will indicate the destination of the quest.
  • If the quest is several away, the destination zone will be shown in green, and the location of the nearest to reach that zone shown with a green arrow. (This will show the fastest way to get there, but it can also show a hard way, such as to through .)

[] Quest Lists

Each of Guild Wars has its own set of quests available:

The Realms of the Gods and the Battle Isles have quests which are available from every :

The offer :

On quests are introduced for a short period of time only:

[] Quest Categorization

Some quests are marked in-game as primary quests. There are no other official categories for normal quests besides quests given in a certain (festival event quests have their own category). However, there are many commonly understood categories of quest.

[] Primary Quest

Primary quests are used as links between the to progress through the game. A primary quest will lead you to the next mission or to the next primary quest, which will eventually lead to a . So, this kind of quest will form parts of the .

In many cases, primary quests generally do not have big inherent rewards. The purpose of the primary quest is to advance you in the game, not advance you monetarily.

Primary quests are clearly identified by their own category at the top of your , if you are currently undertaking at least one.

[] Skill Quest

include any quest which gives you a skill or skills as part of the reward. These quests are the most popular to do, the reason being that skills that are taught through these quests become available at but at a later point in the game. So, they provide a fast and free (no gold, no ) way to obtain some skills.

For example, the skill trainer in the Northern , offers many skills, but almost all of them are available previously through quests in .

Many skills are only available through Skill Trainers or .

All skill quests in the campaign are available only to native characters.

[] Profession-Specific Quest

Profession-Specific Quests are quests that are limited to a specific profession. They are usually offered by for that profession. A Profession-Specific quest will only appear to a player if his primary or secondary profession is the designated one.

If a player changes his/her secondary profession, then the profession-specific quests of the old secondary profession will no longer be available while the ones for the new secondary profession will now become available.

All Profession-Specific Quests are Skill Quests.

[] Secondary Profession Quest

Secondary Profession quests include the six quests in that allow you to choose a secondary profession and the six quests in the that allow you to change your secondary profession.

All secondary profession quests grant a few basic skills for the newly acquired secondary profession. Pre-Searing profession quests grant the skills before finishing the quest, allowing players to sample each profession before settling on one. The Crystal Desert profession quests grant the skills upon changing to the secondary profession for the first time. In all cases, you cannot use the skills granted if you change your secondary profession away from the profession that granted the skills, though you do retain the skills should you change back, including a Ranger pet (tied to skill "Charm Animal").

[] Attribute Quest

grant you extra to use. These quests increase your power in a very direct way. Every player should seek these out and complete them.

There are 2 Attribute Quests in each campaign, giving you 15 attribute points each:

If you have an account that combines multiple campaigns, it is not possible to do additional attribute quests, since that would result in having over 200 attribute points and an unbalanced advantage. Skipping the attribute quests from your character's "native" territory will not allow you to complete them in foreign lands.

[] Travel Quest

A allows a to travel between by doing a quest available in a city. This way, the character can enter another on the player's .

[] Repeatable Quest

Repeatable quests are quests that can be taken again after they have been completed. Normally, when a quest is completed, it cannot be taken again. Speaking with the quest giver will not provide any way of taking it. Still, there are a small sub-set of quests, usually in high-experience of the game that are repeatable. These quests recharge every time a player enters the area.

While main story are repeatable in that they can be done more than once, you get the reward only for first time you complete the mission/bonus. Repeatable Quests give you the XP reward repeatedly, every time you complete the quest. In the campaign, some repeatable quests also offer or as a reward, and repeating these quests contributes greatly to a players unspent faction total. These repeatable quests also allow and .

In , most primary quests and quests involved in are repeatable. Most of these quests can be used to farm reputation points with or .

Note: Unlike regular quests, most repeatable quests are cleared from the when the player leaves the area in which the quest is given. Any tasks completed (crossed out) in the quest log will be undone. The next time you enter the area you will have to start the quest over. The only confirmed exceptions are the quest and the quests and , which are not cleared from the quest log when you change zones.

See for a listing of repeatable quests.

[] Master Difficulty Quest

Quests that are labelled as 'Master' difficulty are particularly difficult. They require an extra amount of teamwork or understanding of builds. The monsters in them are also usually more powerful than the standard monsters of the region. In Eye of the North the first Elite quest is available during the elite dungeon Slavers' Exile.

[] Festival Event Quest

During most (such as the ), a number of new quests become available to players. These quests are designed in the spirit of the specific event and serve both to tell little background stories related to the occasion and to give players new things to do and earn collectibles or fun items related to the festival. These temporary quests almost always need to be completed before the event concludes. Even though the unfinished quests are not removed from the quest log when the event is finished, the monsters or NPCs involved will not be available to advance the quests or claim the rewards.

[] Solo Quest

A separates you from your party, i.e. you have to beat the quest on your own.

Note: Some non-solo quests require you to carry out the tasks yourself, whereas in other quests (e.g. ) it is sufficient that one person in the party does them, or that you do them together. At least two quests cannot be completed alone: and . The interaction with that nets you the can be spoilt by entering the explorable with an ally who has already got it.

[] Hero unlocking quest

A quest makes a hero available for your PvE character's party and also unlocks it for PvP. Most hero quests are primary quests as well. Heroes are only available to people who own Nightfall or Eye of the North.

[] Dungeon quest

quests are found in the Eye of the North expansion.

[] Other

Quests that do not fall into any of these categories are just called quests. They generally reward you with some and some , they often advance you in a and sometimes have items as reward, though the exact mixture of these three rewards vary depending on the quest.

[] Quest Rewards

Quest rewards may be one or more of the following:

  1. Material rewards:
  2. Character development:
  3. Storyline progress:
    • access to new locations
    • access to a mission
    • access to follow-up quests
    • access to NPCs (in the )

During a quest the player may be able to fight monsters and bosses that cannot otherwise be encountered, or not encountered in that location.

Note however, that , and that come as quest rewards, are different from regular items in the following sense:

  • They cannot be . Which means you should not use weapon upgrades on quest items, as you cannot salvage them back should you desire to change to a different weapon.
  • They have a higher value than a comparable looted item would have (often 2–3 times higher).

Most people sell their quest reward items immediately. However, early in the game, some quest reward items are noticeably better than loot and crafter items.

First introduced in the Factions campaign, the Collectable quest items are special rewards that can be traded for various other items like or , or even some rare crafting materials.

[] Valuable Rewards

A handful of quest rewards are considerably more valuable than their merchant value, making it a good idea to keep them for either use or trade. See the Notes section on the following quests for more details.

Note: only is available in ; the other quests are available in .

[] Abandoning Quests

Abandoning a quest is simple: in any or , select the quest in your and click the Abandon button. For most quests, there's no penalty to abandoning the quest: you can accept and abandon as often as you like. However, some quests are only available under specific conditions, so be sure that you can easily obtain the quest again before abandoning it.

There are three main reasons for abandoning a quest:

  • To exploit quest-specific monsters or allies for farming purposes. (Example: generates a level 10 and allies to fight a group of , allowing a low-level character to farm .)
  • To learn or additional skills as follows: Some will teach new skills immediately upon accepting the quest without requiring quest completion. If you abandon and re-accept such quests after changing your , you can learn the relevant skills (you would otherwise have to pay a ).
  • To simply remove the quest from your (if you have, for whatever reason, decided that your character isn't interested in completing the quest).

A very few quests cannot be abandoned.

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