Solstead Wiki
Quest Index
All 28 quests in Solstead.
Quests unlock areas, gear, and storylines. Some use Lua scripts for complex dialogue and puzzles.
All quests
- City of Sparks — Investigate three sites of magical disturbance throughout New Aeven and report your findings to the Archmage.
- Containment Protocol — Destroy the animated constructs terrorizing the market district and collect their dampening crystals for Archmage Yenara.
- The Old Foundation — Explore the ancient cisterns beneath New Aeven, fight through the Seal Wraiths, and find the source of the disturbances.
- Tremors — Defend New Aeven from Sand Wraiths pouring through a breach in the city wall, then investigate the aftermath.
- Words of the Sealed — Gather materials for a Resonance Lens so Archmage Yenara can decipher the ancient inscriptions beneath the city.
- Farm Pest Control — Farmer Grace's pens are overrun with pigs, worms, and sheep. Clear out the pests and bring back proof of your work.
- What Happened Here — The corruption has twisted the farm animals into hostile creatures. Elder Mara needs you to investigate and thin their numbers.
- The Pharaoh's Curse — Investigate rumors of an ancient entity sealed beneath the desert pyramid. Speak to the locals, uncover the truth, and confront what lies below.
- The Obelisk Connection — Researcher Orin has discovered that two ancient obelisks share a magical link, but the connection is broken. Travel north to find the second obelisk and restore it.
- A Ghastly Contraption — Help Professor Oddwick clear the ghosts from his haunted house and build a device that recovers projectiles.
- Adventurer Tasks I — The Adventurer Guide wants you to build fundamentals: train combat, cull crows, and build a gold cushion.
- Adventurer Tasks II — The Adventurer Guide pushes you toward stronger consistency: clear enemy packs, push combat and gathering skills, train smithing, and build a serious gold reserve.
- Adventurer Tasks III — The Adventurer Guide's third tier tests discipline across combat, farming growth, and money management.
- Campfire Supper — The Camp Cook needs another round of fresh food for the camp. Catch shrimp, cook them, and bring the finished meal back.
- Rot Watch — Elder Mara needs constant pressure kept on the corrupted wildlife outside the ruined village.
- Village Supply Run — The Wise Man is rebuilding the village's emergency stores. Bring him practical supplies gathered from the nearby wilderness.
- Leather and Craft — Learn the art of leatherworking. Tan an animal hide into leather and craft your first pair of leather gloves.
- Tools of the Trade — Head to the Oakshore workshop, find a knife, and try your hand at fletching arrow shafts.
- A Warm Meal — The Camp Cook wants to teach you the basics of fishing and cooking. Catch some shrimp and cook them at the fire pit.
- Forging Ahead — The Swamp Hermit's sword is broken. He needs willow logs, slime cores, and marshbloom to repair it.
- Lobster Feast — The Swamp Hermit needs 50 lobsters to fuel up before he can start fighting swamp creatures again.
- Lost in the Swamp — A lost adventurer dropped his map somewhere in the swamp. Find it and bring back news of its location.
- Shell Repairs — The Swamp Hermit's armour is in tatters. He needs snail shells to patch it up.
- Sisters of the Swamp — Witch Hazel has lost contact with her sister in the swamp village. Find the village and speak to Witch Willow.
- The Magic Broom — Witch Willow needs ingredients to craft a magic broom so she can fly back to her sister at the swamp entrance.
- Axe to Grind — Lumberjack Pete wants to teach you the basics of woodcutting. Chop down some oak trees to prove your skill.
- Green Thumb — Farmer Barley wants to teach you the basics of farming. Plant some potatoes and harvest them when they're ready.
- Rock Bottom — Miner Mike wants to teach you the basics of mining. Mine some copper rocks to prove your skill.