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⚔️ BloodWars Quests & Treasure Points 🩸

🦇 Introduction

Quests are one of your main paths to power - not only offering experience, but they're one of the best ways to acquire rare equipment needed to place you at the top of the leaderboard.

They grow in difficulty as you level up, demanding both good equipment and a long term strategy. They're one of the best and almost most frustrating elements of the game due to the RNG. This page will is here to help you understand how it all works.

🩸 How Quests Work

Quests are structured around three key mechanics:

  • Quest Type & Location - Determines rewards and difficulty.
  • Stat Requirement - Each quest tests a single character stat.
  • Success Calculation - The game rolls a d100. Your success rate must exceed the roll.


📜 Success Calculation ▼

Each location has a maximum success rate based on the Act you are in, as seen in the table below.

Vicinity of the City Far Journey Pilgrimage
Act 1 90% 80% 80%
Act 2 80% 70% 65%
Act 3 80% 70% 65%

You increase your success rate by increasing your statistics. Here's how you can do that:

  • Training - This is a long term investment, mostly used for equipping your gear.
  • Equipment - This is where most of your stats come from.
  • Consumables - Too expensive to maintain long term, but great for passing pilgrimages in the early game.
  • Luck - not only does luck help you get better loot, but it also increases your chance to pass.
  • Level - As you level up, quests become harder - forcing you to train and upgrade your gear.

How does it work?

  • When you finish a quest, the game rolls a d100.
  • Your success chance needs to be higher than that result.
  • Here's an example:
 * Your Perception-based success rate is 75%.  
 * The game rolls a 63 → You succeed! ✅  
 * The game rolls an 84 → You fail

Higher levels make quests progressively harder. Improving your stats is essential for success.

🏹 Quest Sequence

At the start of the game, you can only go on quests in the Vicinity of the City. You're also doing them in what is called "Act 1", the first phase of the game. Here, the potential statistic that you are measured against will be random. But that changes as you go up in quest location and Act. For example, Pilgrimages to the Wasteland in Act 1 start off following a set order rather than being random. It's only once you've completed them all once that it returns to a random order.

It's a good idea to "Unlock" your random quest order ASAP, as you might be able to get a very high average chance to pass a difficult location by ignoring 1 or 2 stats. This can allow you to grind Far Journeys or Pilgrimages earlier, for more EXP and better equipment - but you'll only know what's possible once you've unlocked the random quest order.

You can plan ahead by looking at the tables below:

Act 1 ▼

In Act 1, the order of quests made in the Vicinity of the City and Far Journeys are always random. The pre-set order only begins when you start performing Pilgrimages to the Wasteland.

# Vicinity of the City Far Journey Pilgrimage
1 Random Random Agility
2 Random Random Appearance
3 Random Random Toughness
4 Random Random Charisma
5 Random Random Reputation
6 Random Random Perception
7 Random Random Strength
8 Random Random Knowledge
9 Random Random Intelligence
10+ Random Random Random

Act 2 ▼

In Act 2, only quests made in the Vicinity of the City are random from the beginning, and the others follow a set path until they've all been completed once.

# Vicinity of the City Far Journey Pilgrimage
1 Random Knowledge Knowledge
2 Random Reputation Agility
3 Random Strength Strength
4 Random Charisma Reputation
5 Random Perception Appearance
6 Random Toughness Charisma
7 Random Appearance Intelligence
8 Random Agility Perception
9 Random Intelligence Toughness
10+ Random Random Random

When completing the pre-set sequence of quests in Act 2, the chance to return the correct quest you are being measured against is random. Here's what that means:

  • The game rolls a d9 to determine which stat is tested.
  • If the roll returns a quest you've already completed or one later in the sequence, you receive the message:

"Peace and quiet on this quest."

  • For example, if you're trying to complete the Strength quest but the roll gives you Agility then you won't progress.
  • Each attempt failed in this way increases the chance of getting the correct quest by +10%.
  • This means that after 10 failures, the correct quest is guaranteed, after which this counter resets.

Act 3 ▼

In Act 3 all locations need to be completed in a set order. Remember, once they've all been completed once, the order returns to random.

# Vicinity of the City Far Journey Pilgrimage
1 Agility Perception Knowledge
2 Toughness Charisma Strength
3 Charisma Strength Agility
4 Reputation Knowledge Toughness
5 Appearance Appearance Reputation
6 Knowledge Reputation Appearance
7 Intelligence Toughness Perception
8 Perception Intelligence Intelligence
9 Strength Agility Charisma
10+ Random Random Random

The rules of getting the correct quest changes slightly in Act 3:

  • Each Peace and Quiet result increases the chance of getting the correct quest by +5%.
  • This means it takes 20 failures for the correct quest to be guaranteed.

💎 Treasure Points

Treasure Points or "TP" are a special currency only earned through successful quests and as a potential reward in your Journey. You earn a different amount of TP depending on the location of the quest and the Act you are in, as seen below.

Act Vicinity of the City Far Journey Pilgrimage
Act 1 1 Treasure Point 2 Treasure Points 4 Treasure Points
Act 2 2 Treasure Points 3 Treasure Points 6 Treasure Points
Act 3 3 Treasure Points 5 Treasure Points 7 Treasure Points

You can choose what to spend your Treasure Points on, and as you level up, you can spend greater amounts to get greater rewards. These include: Honour, Junk, People, Blood, Random Items, Clan Hammers, and Nanites.

Note that your Luck has no impact on the Random Items gained from Treasure rewards

⏰ Quest Times & Premium Options

Recharge Rate & Max Quests Saved ▼

The table below compares Normal vs Seasonal servers.

Premium Account Quest Recharge Rate Max Quests Saved
Inactive 2 Hours vs 20 Minutes 12 vs 24
Active 1 Hour vs 15 Minutes 24 vs 48

Quest Duration in Seconds ▼

The table below shows base quest times when using the various premium options.

Option Normal Servers Seasonal Servers
No Premium Options 300 - 600 - 1800 30 - 60 - 180
Duration Shortening 100 - 200 - 600 10 - 20 - 60
Quest Deluxe 60 - 120 - 180 ? - ? - ?
Quest & Caravan Deluxe 10 - 10 - 10 10 - 10 - 10

🚚 Quest Caravans

Caravan Deluxe is a premium feature unlocked at level 20, allowing you to queue up as many quests as you have saved up instead of starting each one individually. Here's the overview of how it works:

  • All quest costs are paid up front.
  • The total duration is the sum of each quests normal time.
  • Caravans cannot be cancelled once started.
  • Each additional quest costs 1.75× its base price.
  • You can use disposable items on every quest in the chain.
  • Success and drop chances are the same as doing them manually.
  • Success is calculated only when you next interact with your account.

If clan items or gear are removed after the caravan ends (but before your next action), those items won’t apply!

→ Combo with Quests Deluxe: each quest takes only 10 seconds!


🎯 Summary

  • Quests scale in difficulty as you level up.
  • Each quest tests a single stat - train wisely!
  • A d100 roll decides success - plan ahead!
  • Caravans enable bulk questing with efficiency trade-offs.
  • Treasure Points offer elite rewards - dig deep and reap the spoils!


🦇 Let the Quest Begin! 🩸