Quest


 * This article is about quests which reward XP. For the spell card, see Quest (ability). For the Quest system before November 2020, see Quest/2013-2020.

A quest in Hearthstone refers to a specific action or objective that the player can perform or achieve in order to receive a reward. The rewards are typically given in XP, and serve as one of the primary means of acquiring gold and Rewards Track rewards. Some non-repeatable quests offer other rewards, such as card packs, arcane dust or even legendary cards.

Quests come in three different forms:


 * Daily quests are given out each day, with a maximum of 3 available at any time.
 * Weekly quests are given out each week, with a maximum of 3 available at any time.
 * Unique quests are given out periodically.

Quests can be viewed in the Journal.

In addition to the array of quests on offer, players are also awarded XP for playing games. For more details, see Rewards Track.

After completing the tutorial, new players are given the "Win 5 Practice Games" quest, encouraging them to explore Practice mode. Completing the quest awards a card pack and two further unique quests, leading the player into Play mode. Once the introductory quests "First Blood" and "The Duelist" have been completed, daily quests will be unlocked.

Daily and weekly quests
Daily and weekly quests are given to players once per day and three per week respectively, and represent the majority of quests available to players. To begin receiving quests, new players must complete Introducy quest

Quests can be viewed in the Journal, by clicking the quill icon at the bottom left of the main menu and moving the exclamation mark tab. This shows the quest's name, objective, and reward. Quests are also presented to the player upon logging in.

Players can only have 3 daily quests and 3 weekly quests active at any time. Completing a quest will remove it from the list in the Quest log, making room for another. If a player has three quests and doesn't complete any of them (i.e. the Quest log is completely filled), they will not receive a new daily quest for the next day. While the two quest sections have an additional fourth slot, this is only used for limited time event quests.

Most of quest progress can be made in games in these following modes:
 * Play mode (both Casual and Ranked)
 * Arena
 * Tavern Brawls (any type, even Single-player)
 * Battlegrounds
 * Friendly Challenges (progress only made when either: whoever has their hero's health dropped 15 or lower; or both players have passed 10 turns or more)

Most Legendary quests can also be made progress in those modes and additionally Solo Adventures.

'Play a Friend!' is the only quest to offer rewards for the opponent, even if they do not have the quest. It also requires participating in a Friendly Challenge.

Gaining daily and weekly quests
A fresh daily quest is granted to each player every day if an empty quest slot is available. A new set of up to three weekly quests are also made available every Monday. Additionally, once per day, the player is allowed to choose and replace one quest with a new and different quest.


 * Getting new quests

Quests are awarded at midnight server time, determined by region. This is often referred to as the "quest reset" or "reset time". The Americas region is set to PST; the Europe region set to CET; and the Asia region set to Hongkong/Taiwan time. Player reports suggest that the reset time changes to match during the summer months. There will be a countdown timer for the next quest to appear, which occupies the most-right empty slot.

Once the reset time has passed, players with less than 3 quests become eligible to be awarded a new quest. It should be noted that while the new quest is assigned according to the server's reset time, it is only added to the player's quest log when they:
 * Log into the game
 * Complete a match
 * Perform certain other actions.

Progress cannot be made on such quests until they have been added to the quest log and revealed to the player. Therefore, players awaiting a new quest while in game menus are advised to log out and back in again after the reset time, in order to activate it before resuming play.


 * Re-roll
 * Players can choose to re-roll up to 1 quest each day by clicking the Quest Revamp - Reroll.png in the corner of its plaque in the Quest Log, immediately receiving a different, random quest in its place.
 * If no Quest Revamp - Reroll.png's are present in the Quest Log, re-rolls are not possible again until the next day.
 * The player can replace one Daily Quest and one Weekly Quest each day.
 * Any quest may be selected for re-rolling.
 * An empty slot cannot be "re-rolled" - a real quest is always lost, so there is no way to use this process to increase the number of new quests, only to change which quests are active.
 * All progress on a quest is erased when it is re-rolled; the next time the same quest is randomly assigned to the player, it will start with no progress.


 * Limits
 * While players may be assigned the same quest more than once over the course of their Hearthstone play, they will never be assigned a duplicate of a quest they are already on. This is true whether the quest is a re-roll replacement, or a new quest filling an empty slot.
 * Players are unable to accumulate daily quests beyond the maximum of 3. If a player already has 3 quests when the reset time is reached, the potential new quest will simply be lost; even if the player completes 2 or 3 quests prior to the next quest reset, they will still only receive a single new quest at that point.

List

 * ''NB: The below list has been updated as of April 11, 2021.

Weekly Quests

 * Notes

No longer available

 * ''For quest list before November 2020, see Quest/2013-2020.

The following daily quests were removed since the overhaul.

Promotional
New promotional daily quests replaced the usual daily quests during certain Hearthstone events.

Taverns of Time
During the Taverns of Time event in 2018 from June 11 - July 2, new daily quests replaced the usual daily quests, rewarding both gold and dust per quest completed.

Lunar New Year
During the Lunar New Year event in 2019 from February 5th to 14th, new daily quests replaced the usual daily quests, rewarding both gold and dust per quest completed. The list of quests was the same as during the Taverns of Time event in 2018.

Unique quests
Unique quests are only available once to each account per region. Unique quests are also known as 'hidden quests', as most cannot be viewed by players until they have been completed. Unique quests do not take up space in the Quest Log.

For a list of unique quests that are no longer available, see Quest/No longer available.
 * Recent changes
 * Added a Mission - Book of Heroes quest.

Introductory
These quests are part of the game's introductory experience, and unlike other unique quests are awarded to the player in advance. Each quest is awarded in response to a specific trigger and unlike most unique quests, cannot be completed until awarded. For example, winning 3 games in Play mode before completing the "Win 5 Practice Games" quest will complete "Mount Up!" but not "First Blood" or "The Duelist".

The quest series is designed to direct new players to explore the game, forming an extended tutorial. Each stage triggers additional guidance such as highlights on the button to access the intended play mode. The first quest in the series, "Win 5 Practice Games", is presented to players immediately upon completing the tutorial.

General
These quests are always available.

Missions
Missions are a type of free, optional, single-player game mode in which the player participates in matches played against computer-controlled opponents, primarily meant to develop an Expansion's lore and narrative. They are similar to Adventures, but reward card packs rather than specific, otherwise unobtainable cards.

Rise of Shadows - The Dalaran Heist
The game mode includes five chapters containing eight bosses each: the first chapter is free to play, while additional chapters cost 700 gold or $6.99 USD each; players can unlock the entire adventure for $19.99 USD.

Saviors of Uldum - Tombs of Terror
The game mode includes four chapters containing eight bosses each, and a final battle against the last boss: the first chapter is free to play, while additional chapters cost 700 gold or $6.99 USD each; players can unlock the entire adventure for $14.99 USD.

Book of Heroes
The game mode includes ten free to play chapters (one for each class) containing eight bosses each.

Promotional
Promotional quests are temporary quests added to celebrate the release of new content or special events, or quests that can only be completed through specific factors such as playing on a specific type of device, purchasing a copy of another Blizzard game, participating in a Fireside Gathering or completing objectives in other Blizzard games.

Purchases
* Initially, a maximum of 5 promotional card packs can be redeemed on a single Battle.net account. This limit was raised to 10 in early 2015. The limit applies across all regions, and is not per region.

Returning player experience
The following quests are part of the returning player experience, awarded one at a time in the order shown below. The first is part of the Return of the Hero challenge. These quests are awarded only to returning players (i.e., players whose account has been inactive for a few months). The required amount of inactivity is not known, but known to be longer than 4 months.

Legendary quests
Legendary quests are attainable only for some short periods of time. Most of them celebrated the release of new content or special events, but have since been removed from the game.

These quests appear with a flash aura and cannot be rerolled. However, they do not occupy the daily and weekly quests' slots.

There are currently no legendary quests available.

Strategy
With the choice of when and how to complete quests, and the option to replace quests by abandoning them, players have a small amount of management power over their quests. This allows them to work within the one-per-day limit on new quests to maximize their earnings, depending on their playing style and goals.

Maximizing gold per day
Due to the limit on new daily quests, the maximum possible rate of daily quest completion over the long term is also 1 per day. Therefore, players wishing to build up as much gold as possible over time should make that 1 quest as valuable as possible, by choosing only the most rewarding quest to finish each day. This allows the possibility of replacing the lesser quests with more valuable ones later on. However, the foremost rule for these players is to never leave a full slate of 3 quests incomplete at the end of the day - even if none are high-value, it is far more productive to complete one of them than to waste the daily quest replenishment.

It should be noted that 50 gold quests far out number more valuable quests meaning any replacement will also likely be 50 gold so players with this objective will have to weigh the current quest plus the possibility of completing the win three games with a class for 10 gold quest against the (remote) possibility of getting a 60 gold or higher quest as a replacement. Since quests worth 60 or more gold are rare, it is generally not worth replacing them.

It may be tempting for players to finish all available quests every day. However, from the second day onward, that still only amounts to 1 quest per day; it does not increase the long-term number of quests available. Furthermore, some special events (such as the Midsummer Fire Festival and The Taverns of Time) give bonuses to quests completed during them even if those quests were obtained before the event.

One of the long term strategies is to keep two quests ready for the event and then complete as many quests during the event as possible. It should be noted that only quests completed during the event get the bonuses; so having quests left over at the end of the event actually "loses" you gold.

For example, take the aforementioned Midsummer Fire Festival event where the gold rewards are doubled. Each (normally) 50 gold quest is now worth 100 gold but at the end of the event they will be 50 gold again; so leaving one uncompleted quest results in 50 gold being "lost"!

Maximizing gold per game played
Players with limited time to devote to Hearthstone may want to earn as much gold as possible within a short amount of games. This is also applicable to players who primarily play the Arena, since each game in that format costs gold, which must be weighed against any rewards gained. The basic rule of thumb in this case is to try to "align" quests so that as many as possible are advanced by each game, resulting in a low cost/reward ratio. It is also critical to abandon as few quests as possible that are partially completed, since doing so "throws away" part of the cost (in play time or gold) of the games that were used to progress it.

Since players are always (presumably) trying to win, "gold per games played" and "gold per time spent playing" is directly related to gold per win, which is easily calculated for the "class quests". However, there are some quests that do not require wins at all, and are instead completed in the regular course of play. Such quests become more valuable the more often a player loses, since those quests will progress while the win-based quests stand still; they become weaker for players (or Arena decks) with high win rates, who may rack up a number of wins before hitting the limits of those other quests. For instance, a player with "Warlock or Shaman Victory" and "Destroy Them All" may end up only killing 14 minions in the course of winning two games, finishing the first one while leaving the latter quest less than half complete in comparison. Players should also weigh the requirements of these quests against the actual contents of their decks; a deck with only 4 spells is likely to take many, many games to complete Spell Master, and is better off looking for a more relevant quest.

If focusing on the Arena, players should of course try to get quests that correspond to the current arena class. If a player believes a new Arena run is imminent, it may be best to save the daily re-roll until after the new arena class options are revealed, allowing the player to pick which quest to abandon based on matching with the arena class.

Unlike the "maximum gold per day" mindset, this paradigm does not require that a quest be completed an average of once per day. Technically, playing no games in 5 days to reroll quests until they can all be advanced by a single game (for example, getting three priest quests) provides more gold per game than simply finishing some (for instance, finishing one priest quest and advancing another, even though the third is for other classes). However, it should be kept in mind that there are only two chances per day to obtain quests that DO align with existing quests, and choosing to leave all quest slots full at the end of the day removes one of those chances by preventing the next day's daily from being granted. It is up to individual players to decide where to make the tradeoff between the most efficient possible quest selections, and actually playing games frequently enough for their taste. A reasonable intermediate approach might be to try for perfect alignment, but to still complete one quest a day as long as it matches at least one other quest.

Similarly, it is up to Arena players to decide how much they are willing to play constructed decks in order to hunt for better quests. A quest that is 4/5 complete but needs a win with a class that was not part of a player's Arena draw may be a good reason to just play one Play Mode game of the required class, freeing up a slot for a more relevant quest to appear. Players likely want to avoid being so extreme as to become "stuck" with 3 quests in progress from previous arena runs, and no arena class choices corresponding to those quests. In this case, it is of course necessary to either sacrifice some of the work already done on one of those quests, or complete it by playing in Play mode, to free up space to find a match for the Arena.

Class choice
While the above strategies describe optimal methods of acquiring gold, a practical limitation for most players lies in which classes they are required to play. While determined gold farmers may be willing to play any class in order to gain the optimal reward, for most players personal enjoyment is also an important factor, and this is often strongly affected by class.

Skill with specific classes can significantly affect gold per game played. Achieving a few wins using a class with which the player is relatively accomplished may be an easily and swiftly completed task, while the same objective using a class which they have never played, and for which they have few good cards, may take a very long time to achieve. It should also be noted that matchmaking does not take into account the player's familiarity with their chosen deck; if a player who is highly ranked with mage takes up rogue for the first time in order to complete a related quest, their opponents will still match the player's usual level of performance, which may make it difficult for them to achieve a win with their beginner's rogue deck. This provides another reason to re-roll class quests in exchange for more suitable substitutes.

To a lesser extent, class preference can also affect non-class specific quests. For example, a player favouring aggro decks featuring only low-cost minions may not wish to switch decks in order to complete "Only the Mighty". However, the lack of win requirements makes these quests far more reliable to complete, even if the player does not win the matches.

For most, personal preference is a prime reason to re-roll quests, both in order to avoid certain classes, and in hopes of finding others. If the player is currently focusing on a small selection of classes, this can also serve to increase overall efficiency, by allowing them to gain gold while still focusing on refining their play with their preferred decks. With luck, the player can complete quests without deviating from their preferred style of play, removing all effort from the process.

Non-gold quest rewards
Currently the only non-gold daily quest reward is the Classic card pack from the "Watch and Learn!" quest.

The value of a Classic card pack is worth 100 gold if the player plans on buying Classic packs in the future, or it can be worth about 100 dust, if the player has a saturated collection of Classic cards. For more information, see: Card pack statistics.

The basic rule is, if the player plans to buy a Classic pack at any point in the future, the quest will save them from paying for it, and is therefore worth the pack's full cost, 100 gold. However, if the player mainly plays Hearthstone for Arena runs, then the best choice is to skip non-gold quests and replace them with quests that reward gold.

Whether to complete a non-gold quest also depends on the value remaining in card set(s) that the player still wishes to buy packs from. If a player desires many cards from a card set, then completing quests rewarding gold is the best choice, in order to buy packs from that set. If a player desires only a select few cards from a card set, then completing quests that reward dust is the best choice, in order to craft the remaining desired cards from that particular card set.

Multiple accounts
If a player plays on multiple accounts and/or on multiple regions, they are able to receive more than one new quest per day. However, each "account and region" combination acts as a separate account and receives its own allotment of quests, gold, dust, and cards, meaning that these resources cannot be shared between accounts. Thus, the increased rate of questing seen by playing on multiple accounts is not useful for building up a single collection.

However, playing on multiple accounts is useful for funding runs in the Arena, since multiple sets of quests can be worked on independently of each other. Multiple Arena runs can be simultaneously in progress on different accounts, with each Arena run benefiting the completion of that particular account's set of quests &mdash; an increase in rate of play. Also, given a set of quests for multiple accounts, if a player wants to wait for the next day's re-roll for an account, they can do so and play on a different account instead &mdash; an increase in questing efficiency.

Patch changes

 * ''For the Patch changes before 19.0, see Quest/2013-2020.


 * Fixed a bug where players could re-roll into the Win 5 Games of Ranked Play Mode weekly quest after already completing it that week.
 * Weekly quest "Win 5 games of Ranked Play mode." can now be re-rolled. (Undocumented) It is also can be given after the player completes it and re-rolls another weekly quest.
 * Quests that only require players to play games no longer counts games where the player conceded early (requires conceder to have 15 Health or less, or have played for at least 10 turns).
 * 7 new daily quests requiring players to play spells with schools and a new Weekly quest requiring to play Forged in the Barrens legendaries added.
 * "Play 30 Corrupt cards" weekly quest removed.
 * Select Quests are now easier to complete. 800 XP Quests have been increased to 900 XP.
 * "Play 10 Darkmoon Faire Old Gods" and "Finish an Arena run with 4 or more wins" quests removed.
 * Quests can once again be completed in Tavern Brawl and Battlegrounds.
 * Quest system overhauled. Quests now award XP for the Rewards Track instead of Gold or card packs.
 * Weekly quests added. You gain three Weekly quests each Monday, and can reroll one once per day (independant of your Daily quest reroll).
 * Tavern Brawl and Battlegrounds no longer count towards quest progress, unless the quest specifies that mode.
 * Event quests no longer occupy a slot in your quest journal, and instead are put in a special fourth slot.
 * Weekly quests added. You gain three Weekly quests each Monday, and can reroll one once per day (independant of your Daily quest reroll).
 * Tavern Brawl and Battlegrounds no longer count towards quest progress, unless the quest specifies that mode.
 * Event quests no longer occupy a slot in your quest journal, and instead are put in a special fourth slot.