- See quests which reward gold. For the spell card, see Quest (ability) See the spell card. For quests which reward gold, see Quest. A Quest is a spell card featuring a conditional reward. When played, Quests are displayed above the controlling hero s portrait, similar .
A quest in Hearthstone The Hearthstone icon Hearthstone (formerly known as Hearthstone: Heroes of Warcraft 1] 2]) is a free-to-play digital collectible card game from Blizzard Entertainment. It was first announced in a presentation by Rob Pardo at the 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 gold The gold counter, found in the bottom right corner of most menu screens Gold is a type of in-game currency that can be exchanged for card packs, or entry into either Arena or Heroic Tavern , and serve as one of the primary means of acquiring gold. Some non-repeatable quests offer other rewards, such as card packs, arcane dust Crafting mode, in Standard format mode The crafting system is an element of Hearthstone that allows players to directly create new cards. It can be accessed through the My Collection screen. Crafting consumes Arcane Dust or even legendary Rarity is a rough measure of the quality and scarcity of a card. Cards of higher rarity are typically more powerful and more useful, but are harder to find and more expensive to craft. There cards.
Quests come in two different forms:
- Daily quests are given-out each day and can be viewed in the Quest Log The Quest Log The Quest Log lists the player s current quests, as well as the level of each of their heroes and their current rank, medal and number of wins for Play mode and Arena. , with a maximum of 3 available at any time. These must be in the Quest Log before they can be completed, and they can be awarded repeatedly.
- Unique quests are non-repeatable quests which can be completed at any time. Most of these quests are `hidden`, which means they will never appear in the Quest Log; they will only be revealed to the player when they are completed. A pop-up will signal a `hidden` quest`s completion.
In addition to the array of quests on offer, players are also awarded 10 gold for every 3 wins in Play mode Preparing for battle in Ranked play mode, in Standard format Play mode is a game mode that matches players against other human players of similar skill. Players can choose to play Casual friendly games, or or Tavern Brawls The Tavern Brawl interface Tavern Brawl is one of Hearthstone s lighter game modes. A weekly event, a new Tavern Brawl begins each Wednesday (Thursday in Asian regions), ending the following Monday. Outside of these times, , up to a maximum of 100 gold per day, for 30 wins. Each win displays the player`s progress toward the 10-gold reward, and the gold is awarded each time 3 wins is reached. This reward serves as an additional and potentially larger source of gold than quests. The same running total is used for both Play mode and Tavern Brawls.
After completing the tutorial The tutorial is the initial experience designed to introduce players to Hearthstone. It is composed of six missions , and must be completed before the player can play Hearthstone properly. The tutorial comprises a kind of , new players are given the "Win 5 Practice Games" quest, encouraging them to explore Practice mode Selecting practice mode, Expert difficulty Practice mode is a type of adventure in which the player does battle against computer-controlled versions of the regular playable classes. Players can select the opponent of their choice, and . Completing the quest awards a card pack Card pack concept art Card packs are items that players can open to acquire cards for filling a player s collection. Only card packs for the current Standard format sets are available for purchase in the and two further unique quests, leading the player into Play mode Preparing for battle in Ranked play mode, in Standard format Play mode is a game mode that matches players against other human players of similar skill. Players can choose to play Casual friendly games, or . Once the introductory quests "First Blood" and "The Duelist" have been completed, daily quests will be unlocked.
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 gold earnings, depending on their playing style and goals.
- (Hearthstone) Warrior VS Shaman: Who has the Better Quest? ((Saviors of Uldum Standard) Qu)
- Quest Decks for EVERY Class! | Saviors of Uldum | Hearthstone (Everyone gets a quest for logg)
Daily quests are given to players once per day and represent the majority of quests available to players. To begin receiving daily quests, new players must complete the two introductory unique quests "First Blood" and "The Duelist", accomplished by completing a total of 4 games in Play mode Preparing for battle in Ranked play mode, in Standard format Play mode is a game mode that matches players against other human players of similar skill. Players can choose to play Casual friendly games, or .
Daily quests can be viewed in the Quest Log The Quest Log The Quest Log lists the player s current quests, as well as the level of each of their heroes and their current rank, medal and number of wins for Play mode and Arena. , by clicking the exclamation mark icon at the bottom left of the main menu. This shows the quest`s name, objective, and reward. Daily quests are also presented to the player upon logging in.
Players can only have 3 daily 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, they will not get awarded a daily quest for the next day.
All daily quests award gold, except for the `Watch and Learn` quest which awards a Classic The card set interface Card sets are categories into which collectible cards are divided, reflecting how they can be obtained, and determining whether they are eligible for use in Standard format. Card set does not card pack Card pack concept art Card packs are items that players can open to acquire cards for filling a player s collection. Only card packs for the current Standard format sets are available for purchase in the . Daily quests award 40, 50, 60, 80, or 100 gold, with 40-50 gold rewards appearing more frequently, on a far greater number of quests.
Unless otherwise specified, quest progress can only be made in games against random human opponents in the Arena A video explaining the Arena in Hearthstone made by the Curse Gamepedia YouTubeTechnology company Channel. The Arena is a game mode where players compete against each other using specially constructed decks to earn substantial rewards. It , Play mode Preparing for battle in Ranked play mode, in Standard format Play mode is a game mode that matches players against other human players of similar skill. Players can choose to play Casual friendly games, or (both Ranked and Casual), and Tavern Brawls The Tavern Brawl interface Tavern Brawl is one of Hearthstone s lighter game modes. A weekly event, a new Tavern Brawl begins each Wednesday (Thursday in Asian regions), ending the following Monday. Outside of these times, . Practice mode Selecting practice mode, Expert difficulty Practice mode is a type of adventure in which the player does battle against computer-controlled versions of the regular playable classes. Players can select the opponent of their choice, and , Friendly Challenges The Friendly screen Friendly Challenge, also known as Friendly Play, is a game mode in which players can battle against other players on their friends list in private unranked matches, often referred to as duels. against friends, Tavern Brawl challenges against friends, and adventure mode Choosing an adventure Game formats Each Standard year, any adventures released prior to the previous calendar year are marked as Wild format. The adventures are removed from the Shop, and players will be unable to games do not count. The exceptions are the `Total Dominance` quest, which can be advanced by winning in any mode, `Play a Friend!`, which requires participating in a Friendly Challenge, and `Watch and Learn`, which requires a friend to win while spectating Spectator mode, also known as observer mode, is a game mode that allows players to watch other players matches. Spectator mode made its debut with the game s first expansion, Goblins vs Gnomes, in Dec. 2014. their game. `Play a Friend!` is the only quest to offer rewards for the opponent, even if they do not have the quest.
Gaining daily quests
A fresh daily quest is granted to each player every day if an empty quest slot is available. Additionally, one quest per day can be abandoned to obtain a different, replacement quest.
- New quests
Daily quests are awarded at midnight server time, determined by region Hearthstone is divided into four geographical regions: Americas, Europe, Asia and China. Each country Hearthstone is available to play in is assigned to one of these regions. Each player by default uses their Battle.net account . 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 Korea time. Player reports suggest that the reset time changes to match daylight saving time during the summer months. Be that as it may, note that if the country in which the player is based has a different daylight saving time schedule to that of the country in which the server is located, there will be periods during which the reset does not take place at the usual local time.
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 either log into the game from offline, complete a match, or 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. One exception to these rules is when certain bugs Bugs are minor or major errors within Hearthstone which cause deviations from intended behaviour. The list of bugs in Hearthstone is too extensive and complex to list here. Be that as it may, a comprehensive documentation of all current prevent new quests from being displayed upon logging in; in these cases progress can be made for the new quests, but they will not be revealed until after the completion of a match.
Players do not need to be online during the quest reset in order to be assigned a new quest. Quests will accumulate in the player`s profile, up to a maximum of 3, and will be presented to the player when they next log in.
Players can choose to abandon up to 1 quest each day by clicking the X in the corner of its plaque in the Quest Log, immediately receiving a different, random quest in its place. Abandonment is also known as "replacement" or "re-rolling", since the replacement quests are randomly determined, as with dice rolls. If no Xs are present in the Quest Log, re-rolls are not possible again until the next day.
Any quest may be selected for replacement. An empty slot cannot be "abandoned" - 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. Note that despite the term "abandon", the player also does not end up with fewer quests to do since the quest is replaced.
All progress on a quest is erased when it is abandoned; the next time the same quest is randomly assigned to the player, it will start with 0 objectives complete.
Unlike the quests automatically granted to fill empty quest slots, re-rolls do not accumulate over multiple days. If a re-roll is not used on one day, it is still only possible to re-roll once the next day. Be that as it may, there used to be a bug in which there was a way to infinitely re-roll quests, but this has been fixed.
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.
The once-per-day abandonment limit and once-per-day new quest are completely independent. Each day, players may log in, gain a new quest in an empty slot, AND re-roll a quest. This gives a total of two opportunities per day to try to obtain desired quests.
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. Prior to Patch 220.127.116.1181 (2016-10-20) it was sometimes possible for the player to `save up` new quests, and be awarded up to 3 more at once when the quest reset is reached, but this should now be fixed.
Some class-specific daily quests offer a choice between two classes; completing either version of the quest will provide a single reward and remove the quest. Eligible classes may be one of a number of combinations - see below for a list of possible quests. Single-class quests exist for each class.
Quests that require playing cards of a certain type only count cards that are played from the hand, and only if the card qualifies when it is played. For instance, minions such as Druid of the Claw Druid of the Claw Set: Classic Type: Minion Class: Druid Rarity: Common Cost: 5 Attack: 4 Health: 4 Abilities: Charge, Choose One, Taunt, Transform Tags: Beast-generating Choose One - Transform into a 4/4 with Charge; which transform into Beasts Beasts are a type of minion especially associated with hunters, and to a lesser extent druids. Hunters have a variety of class-specific Beast minions as well as specific ability cards which benefit Beasts. Beasts are will not count for the "Stable Master" quest (Play 20 Beasts), because they only transform after they are played. Cards summoned For information on summoning minions, see Minion#Summoning. Summon is an ability which summons one or more minions. Distinct from regular summoning, a minion generated by the summon ability does not consume or come from an , put into play Put into battlefield effects are abilities which puts cards from the player s deck or hand directly into the battlefield. They may affect minions or spells, and may require a specific type or sub-type of card. or equipped For the act of equipping a weapon, see Weapon Equip is an ability which generates a weapon and equips the hero with it. Equip effects are the weapon equivalent of summon effects; while similar to by other effects likewise will not count.
Some quests seem to be far rarer than others. As a rule, quests with greater rewards seem to be reported less frequently than those with lesser rewards.
Quests appear to be available to all players, regardless of their playing habits. For instance, a player may get a quest to play druid cards, despite never playing druid. This is likely an intended design goal, encouraging players to explore other classes and deck types. Be that as it may, certain quests, such as those which cannot be completed using only cards from the Basic set, are not given to new players The new player experience is a key focus point for the Hearthstone developers, seeking to increase the game s accessibility and help those new to the game to quickly learn the ropes. Various special accommodations exist .
* Only the Mighty and The Meek Shall Inherit use the base cost of the minion, not how much mana you played it for.
** Not all damage seems to be counted for this quest. For instance, damage caused to a hero that is later replaced by another hero is not counted, and damage caused by fatigue or Life Tap is not counted.
*** Quests that require you to play cards with specific abilities only count cards played from the hand, and do not count abilities that are granted by effects or other cards. For instance, You Shall Not Pass! counts only minions with Taunt that are played from the hand, and not minions with Taunt that is granted from Battlecries such as Twilight Guardian, or from other cards such as Sunfury Protector or Ancestral Healing.
**** Everybody! Get in here! will only be awarded during days when there is a Tavern Brawl active.
***** Play a Friend! can only be completed if the player with the quest issued the challenge, and similar to the Friendly Feud event, conceding sometimes prevents players from receiving rewards, making it best to play out each match. There is also a limit to how many times any one account can earn rewards from the quest each day, intended to prevent complex gold-earning arrangements. Based on player reports, the daily limit seems to be 5. According to player observations, the limit seems to reset, at most, 24 hours after the first of 5 Play a Friend! quests is completed. The earliest day that this quest can re-appear in the quest log is at most 5 days.
****** Watch and Learn! can be completed by watching a player win in spectator mode, in any game mode, including Play mode Preparing for battle in Ranked play mode, in Standard format Play mode is a game mode that matches players against other human players of similar skill. Players can choose to play Casual friendly games, or , Arena A video explaining the Arena in Hearthstone made by the Curse Gamepedia YouTubeTechnology company Channel. The Arena is a game mode where players compete against each other using specially constructed decks to earn substantial rewards. It , Adventure mode and Friendly Challenge.
Two-class Victory and Dominance daily quests randomly select one of a number of pre-determined class pairings. Other class combinations are not offered. The list of possible combinations is the same for both Victory and Dominance quests.
Possible combinations are listed below. Note that each class may be paired with one of two other classes. For instance, a hunter may be paired with either a druid or a mage, while a druid may be paired with either a hunter or a rogue. For speculation about the system of pairings, see the Trivia section.
|Druid or Hunter|
|Druid or Rogue|
|Hunter or Mage|
|Mage or Shaman|
|Paladin or Priest|
|Paladin or Warrior|
|Priest or Warlock|
|Rogue or Warrior|
|Shaman or Warlock|
|IGR Login Reward (NNF)||NYI Rewarded for logging in from Internet Game Rooms, public gaming centres found in countries such as Korea||100 gold|
Unique quests are only available once to each account per region Hearthstone is divided into four geographical regions: Americas, Europe, Asia and China. Each country Hearthstone is available to play in is assigned to one of these regions. Each player by default uses their Battle.net account . Unique quests are also known as `hidden quests`, as most cannot be viewed by players until they have been completed, and do not take up space in the Quest Log The Quest Log The Quest Log lists the player s current quests, as well as the level of each of their heroes and their current rank, medal and number of wins for Play mode and Arena. .
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 instance, 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 The tutorial is the initial experience designed to introduce players to Hearthstone. It is composed of six missions , and must be completed before the player can play Hearthstone properly. The tutorial comprises a kind of . 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.
|Crafting Time||Disenchant a card.||95 arcane dust Crafting mode, in Standard format mode The crafting system is an element of Hearthstone that allows players to directly create new cards. It can be accessed through the My Collection screen. Crafting consumes Arcane Dust|
|Enter The Arena||Enter The Arena A video explaining the Arena in Hearthstone made by the Curse Gamepedia YouTube Channel. The Arena is a game mode where players compete against each other using specially constructed decks to earn substantial rewards. It .||1 Arena credit|
|Mount Up!|| Win 3 games in Arena A video explaining the Arena in Hearthstone made by the Curse Gamepedia YouTube Channel. The Arena is a game mode where players compete against each other using specially constructed decks to earn substantial rewards. It or Play mode Preparing for battle in Ranked play mode, in Standard format Play mode is a game mode that matches players against other human players of similar skill. Players can choose to play Casual friendly games, or . |
A special reward for your third win! Log in to World of Warcraft to claim it!
|"Hearthsteed" World of Warcraft mount|
|Chicken Dinner||Win 100 games in any mode.||300 gold|
|Big Winner||Win 1000 games in any mode.||300 gold|
|Easy Rider||A reward for your 100th win in Play Mode. Log in to Heroes of the Storm to claim it!||Hearthstone card back mount in Heroes of the Storm|
|Ready to Go!||Unlock every Hero.||100 gold|
|Crushed Them All!||Defeat every Expert AI Hero.||100 gold|
|Got the Basics!||Collect every card in the Basic Set.||100 gold|
|One of Everything!||Collect every card in the Classic Set. Only one of each card is required, and may be golden or non-golden.||100 gold|
|You are Legend|| Reach Legend rank in Ranked Play mode. |
Welcome to the Hearthstone Elite! Show it off with your Legendary Card Back!
|"Legends" card back|
|A Welcome from the Old Gods!|| Open your first Whispers of the Old Gods card pack. |
C`Thun would like to be the first to welcome you a tentacly embrace!
|Harbingers of DOOM!|| Open your first Whispers of the Old Gods card pack. |
A couple of servants to help you open Old Gods packs!
|Regular Beckoner of Evil x 2|
|Morgl the Oracle!||Your first recruit has earned you Morgl the Oracle!||Morgl the Oracle alternate hero|
|New Recruit!||Rewarded for being recruited by a friend!||1 Classic card pack|
|Recruits!||Your second recruit has earned you a card pack!||1 Classic card pack|
|Recruits!||Your third recruit has earned you a card pack!||1 Classic card pack|
|Recruits!||Your fourth recruit has earned you a card pack!||1 Classic card pack|
|Recruits!||Your fifth recruit has earned you a card pack!||1 Classic card pack|
|Golden Malfurion Stormrage||Win 500 Ranked games with Malfurion Stormrage or other druid heroes.||Golden hero portrait|
|Golden Rexxar||Win 500 Ranked games with Rexxar or other hunter heroes.||Golden hero portrait|
|Golden Jaina Proudmoore||Win 500 Ranked games with Jaina Proudmoore or other mage heroes.||Golden hero portrait|
|Golden Uther Lightbringer||Win 500 Ranked games with Uther Lightbringer or other paladin heroes.||Golden hero portrait|
|Golden Anduin Wrynn||Win 500 Ranked games with Anduin Wrynn or other priest heroes.||Golden hero portrait|
|Golden Valeera Sanguinar||Win 500 Ranked games with Valeera Sanguinar or other rogue heroes.||Golden hero portrait|
|Golden Thrall||Win 500 Ranked games with Thrall or other shaman heroes.||Golden hero portrait|
|Golden Gul`dan||Win 500 Ranked games with Gul`dan or other warlock heroes.||Golden hero portrait|
|Golden Garrosh Hellscream||Win 500 Ranked games with Garrosh Hellscream or other warrior heroes.||Golden hero portrait|
The following quests celebrated the releaseAnnounce of new content or special events, but have since been removed from the game.
- 2016 Hearthstone Championship Tour
The following quests involved the "Choose Your Champion!" promotion, revolving around the 2016 Hearthstone Championship Tour. Only one of these quests was awarded for each player, depending on how many packs they earned through the promotion.
|Hail, Champion!||Your chosen champion at BlizzCon 2016 has earned you a pack!||1 The Grand Tournament card pack|
|Hail, Champion!||Your chosen champion at BlizzCon 2016 has earned you 2 packs!||2 The Grand Tournament card packs|
|Hail, Champion!||Your chosen champion at BlizzCon 2016 has earned you 3 packs!||3 The Grand Tournament card packs|
|Hail, Champion!||Your chosen champion at BlizzCon 2016 has earned you 4 packs!||4 The Grand Tournament card packs|
|Hail, Champion!||Your chosen champion at BlizzCon 2016 has earned you 5 packs!||5 The Grand Tournament card packs|
|Hail, Champion!||Your chosen champion at BlizzCon 2016 has earned you 6 packs!||6 The Grand Tournament card packs|
- Whispers of the Old Gods
These quests were part of the Whispers of the Old Gods launch event, available from Apr. 26, 2016, until Jul. 5, 2016.
|The Old Gods Have Arrived!|| A gift for celebrating the release of the Old Gods with us! |
Logging in during the Whispers of the Old Gods launch event
|3x Whispers of the Old Gods card packs|
|5 Old Gods Packs!||Win 2 games in Standard format||5x Whispers of the Old Gods card packs|
|5 More Old Gods Packs!||Win 7 games in Standard format||5x Whispers of the Old Gods card packs|
The following quests are available within Hearthstone, but require completing objectives in other Blizzard games.
|Lady Liadrin||A special reward for leveling a new character to 20 in World of Warcraft!||Lady Liadrin alternate hero|
|Hero of the Storm|| Reach level 12 in Heroes of the Storm. |
Awarded for excellence in the Nexus!
|"Heroes of the Storm" card back|
The following quests can only be completed through specific factors, such as playing on a specific type of device, purchasing a copy of another Blizzard game, or participating in a Fireside Gathering.
|Fireside Friends|| Play 3 matches against other players on the same subnet, with at least 3 players total on that subnet (comprising a Fireside Gathering). |
Hearthstone is better with friends! Enjoy the company, and your new card back!
|"Fireside Friends" card back|
* 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.
|Return of the Hero||Defeat the 3 challengers!||3 card packs|
|Ready for Action||Play 30 cards in Play mode||3 card packs|
|Back in the Game!||Deal 100 damage to enemy heroes||3 card packs|
No longer attainable
These quests are no longer attainable, due to changes in the game or unavailability of real-world requirements. The golden Reward cards provided by these quests are also no longer attainable, although their regular versions can be crafted normally.
|Ready to Rock!|| Attained by purchasing a ticket for BlizzCon 2013. |
Thank you for attending BlizzCon 2013!
|Elite Tauren Chieftain (Golden)||As of Dec. 2013 these tickets are no longer for sale, but players who have already purchased one can obtain a single copy of this minion by logging into the game.|
|Beta Hero!|| Obtained by spending real money in the Shop during the game`s beta test. |
Thank you for helping to test our Store!
|Gelbin Mekkatorque (Golden)||No longer attainable following the game`s release, 2014-03-11.|
The following quests were removed from the game with Whispers of the Old Gods in Apr. 2016, in relation to the introduction of game formats. The reward cards are now craftable instead as part of the Hall of Fame card set.
|Arrrrrr!!!||Acquire every Pirate from the Classic set.||2x Captain`s Parrot|
|Golden Arrrrrr!!!||Acquire every Golden Pirate from the Classic set.||2x Captain`s Parrot (golden)|
|Mrglglglgl!||Acquire every Murloc from the Classic set.||Old Murk-Eye|
|Golden Mrglglglgl!||Acquire every Golden Murloc from the Basic and Classic sets.||Old Murk-Eye (golden)|
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. But obviously, 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.
Before selecting a quest to finish each day, players with this objective may want to abandon their lowest-reward quest in the hopes of getting a better one. It is generally worthwhile to try this with any 40 gold quest, since almost any replacement has at least as good a reward. Be that as it may, since quests worth more than 60 gold are very rare, if a player`s quests are all worth 60 and above, the chance of the replacement being an improvement is very low, and there is a good chance it would be replaced with a 40 gold quest. This generally makes it advisable not to re-roll 60 gold quests, class concerns aside.
It may be tempting for players to finish all available quests every day. Be that as it may, 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, it provides players less opportunity to try for new quests if one of their quests is low in value. Consider a 60 gold quest and two 40 gold ones in the quest log. A 40-gold quest is abandoned only to be replaced with another 40. Let us assume that the next few quests are 60s. A greedy player might complete the 60, 40, and 40 right away, then the 60s over the next two days, for a total of 260 gold in 3 days. A patient player, on the other hand, might complete only the 60. Over the next two days, the patient player receives the new 60s, and also rerolls the 40 gold quests into 60 gold ones, a total of 300. A quest completed in 3 days is worth just as much as the same quest completed immediately - completing one early (particularly a 40 gold one) only removes its potential to become more valuable later.
It should be noted that the gold-per-3-wins reward is a significant additional source of gold, potentially a maximum of 100 gold per day, in reward for winning a total of 30 games. Be that as it may, the 3-wins reward earns gold barely a quarter as fast as the 5-wins 60-gold daily quest, making the daily a significant contributor to earnings for most players.
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 A video explaining the Arena in Hearthstone made by the Curse Gamepedia YouTube Channel. The Arena is a game mode where players compete against each other using specially constructed decks to earn substantial rewards. It , 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". Be that as it may, 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 instance, 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). Be that as it may, 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.
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. A player who does not enjoy playing either hunter or druid will be unlikely to wish to complete "Druid or Hunter Dominance", despite the substantial amount of gold on offer. Be that as it may, multiple quests rewarding victories with the same class may persuade players to forgo their immediate enjoyment of play in exchange for future rewards.
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 instance, a player favouring aggro decks featuring only low-cost minions may not wish to switch decks in order to complete "Only the Mighty". Be that as it may, 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 "Watch and Learn!". Its value, when weighed against other quests, depends on the player`s collection and plans for any gold they will earn.
The basic rule is, if the player was planning on buying such a 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. This clearly applies to players wishing to build up their Classic card collection, but it also applies to anyone who maintains a complete collection when new sets come out - even if their Classic collection is already complete! The reason is that the rarer cards are unlikely to be found in packs, and must therefore be crafted. In other words, even packs for the newest set will likely have many that are simply disenchanted for dust. Since the dust value of old packs is just as high as newer packs, the quest reward once again saves the player the 100 gold. The only downside is losing the chance of directly opening the rare cards desired from the new set - a tiny probability anyway.
On the other hand, some players are uninterested in crafting cards or building collections, and never plan to buy card packs. For them, even 40 gold is clearly preferable to the pack, since that gold can be spent on new adventures and Arena runs, while cards and dust cannot.
Bypassing the daily limit
It is possible to receive more than one new quest and one re-roll per day by playing on multiple regions or multiple accounts. Each region acts as a separate account and receives its own, independent allotment of new and replacement quests per day. Be that as it may, gold and cards are not shared between regions or accounts, so the increased rate of questing is not useful for building up a single collection. It is more useful for funding runs in the Arena, since multiple sets of quests can be worked on independently of each other. This might mean that three different Arena runs can be in progress at once, each benefiting its own set of three quests - an increase in rate of play. It could also mean that, given a set of quests on one region that do not correspond with each other, a player may simply wait for the next day`s re-roll on that region and play a different region instead - an increase in questing efficiency.
The exact pattern of class pairings for Victory and Dominance daily quests may be based on mathematics, or the lore behind each class. Probably the best example is the paladin, commonly considered a combination of the priest and warrior classes, which can only be paired with the priest or warrior.
This explanation does not seem to fit the pairings precisely. Be that as it may, it would be reasonable to speculate that the designers used lore for as many of pairings as possible, but due to the mathematical constraints of the system (each class being matched with precisely two others) were forced to make the remaining pairings fairly randomly.
The below table lists specific and unique or nearly unique connections between the paired classes. Weak connections are marked with a *. More general connections common to more than three classes are not listed.
|Pairing||Connection between classes|
|Druid & Hunter||Wilderness adventurers comfortable with animals|
|Hunter & Mage||Ranged combatants known for firing projectiles to deal direct damage *|
|Mage & Shaman||The primary wielders of elemental magic|
|Shaman & Warlock||Employers of power from extraplanar creatures; many warlocks are former shamans *|
|Warlock & Priest||The only practitioners of Shadow magic|
|Priest & Paladin||Devoted servants of the Holy Light|
|Paladin & Warrior||Plate-wearing, heavily armed fighters at the forefront of battle|
|Warrior & Rogue||Non-magical melee combatants employing bloody attacks|
|Rogue & Druid||Stealthy classes well versed in agile melee combat (as shapeshifted cats, in the case of druids)|