Ardent Mages | Quests Endless Legend Guide
Last update: 18 October 2016
01. Embers
Objective 1: Talk to, at least, two villages.
Objective 2: Explore the ruins marked on the map.
Reward: An army of 2 units of Ardent Mages.
The first objective is already problematic, because you lack the technology that would enable you to talk to neutral factions (Language Square, The first era). You can do either of two things - you start developing it and neglect the other matters, or do that later on and, as a result, you will receive more quests later on.
The talks themselves are not a problem. If, in the first village, you have received a quest that requires you to return to it, after you have met the requirements, both talks will be recognized and the first objective completed. If not, you will have to complete the first objective and then, talk to the other village afterwards. Even if you fail to complete the second objective, the main mission will still count as completed.
The problem, however, the quest that you receive in the first village. With your lookouts good, the quest is only going to be time-consuming. In a worse, scenario situation, you will have to face a situation, where you will not be able to complete the quest without meeting some requirements first. Consider saving the game before the talks start.
Objective 2 is going to require you to search through all the ruins. There are no enemies lurking there, and only an allied army. Explore the ruins and they will join you. This will complete the quest.
02. Ancient Paths
Objective 1: Explore the ruins on the map.
Objective 2: Defeat the opponent.
Objective 3: Talk to the indicated village.
Objective 4: Defeat the opponent.
Reward: Transcendent Rod of Verda, a two-handed scepter. +40 to attack, +33 to chance for a critical hit. It costs 220 Dust and 60 units of hyperium.
A piece of cake. The only problem here may be to defeat the two enemy armies but, they are only several units strong, each, and you still have the units left over from the previous quest. You only need to explore the ruins and talk to the village, with your support sufficiently high and the quest will be over quickly and without any major problems.
03. Prudence before Passion
Objective 1: Pacify, at least, 5 villages within the boundaries of your empire.
No commentary needed.
04. A Trail gone Cold
Objective 1: Build a city that is going to produce 10 science points from the very beginning.
Objective 2: Raise the production of science, in the newly-founded city, to 30 points.
Objective 3: Build Verda's Temple in the newly-founded city.
Reward: Verda's Temple, (The second era).
You receive the Temple for completing Objective 2 which, along with the other two, should be easy to accomplish. If necessary, use the pillars or assign more citizens to the production of science points.
05. The Secrets of Dust
Objective 1: Build your cities in such a way, so as to enclose 6 anomalies within them.
Objective 2: In one of your cities, produce 30 Influence Points, per turn, for the duration of 5 turns.
Reward: Cold Engineering (The third era).
At this stage, this should be easy. If you have not yet gained access to 6 anomalies, simply build/conquer new cities and build sufficient number of districts in them. Much depends on the map but, if the number of anomalies on a map has been set to very low, Objective 1 should not be a problem to you. Similar is the case with Objective 2. In case of any difficulties, assign citizens, of one of the cities, to production of Influence Points and the problem is solved.
06. The Taste of Fire
Objective 1: In your empire, there are to be four Pillars of Extraction (The third era) functioning simultaneously.
Objective 2: Explore the indicated ruins. You need to do that with a hero of the Ardent Mages with the Transcendent Rod of Verda. He must be accompanied by, at least, two units of Ateshi Zealots, both at the 6th level of experience.
Both objectives require you to reach, at least, the third era, because it is there that the technology of Pillars of Extraction is. The resources that you need, to create the item, are available in the fourth era, or in the market. Training the units will either require many battles, or progressing to the sixth era and producing them with immediate 6th level of experience. In other words, there are many paths that lead to the completion of this quest, but both require you to focus on research and production of some Dust for the expenses. That is not it, however, because the item requires 60 units of hyperium, and this is not the amount that you would find in the market.
07. Fratricide
Objective 1: Defend the capital against the incoming onslaught.
Objective 2: Maintain the capital's support at level "happy" (above 60%) for the duration of 10 turns.
Reward: Altar of Transcendence (The fourth era).
There are several armies, but not all of them appear in your regions. Just as well, that can appear on a neighboring isle, or several regions away. So, if the quest remains incomplete, after you have killed the opponent, do some reconnaissance and find one. This may either be easy or difficult, depending on the size of the map and on how far you can see. The battle itself should not pose a problem. Not at this stage of the game.
The second part of the quest is much easier. If contentment is low, try to boost it with luxury resources. Their bonuses accumulate so, you will reach the required level, most probably. If you have too few of them, use the market.
08. Transcendention
Objective 1: Build, at least, 1 adamantian mine and 1 mithrite mine.
Objective 2: Build the Altar of Transcendence somewhere in the empire.
Reward: Secrets of Virtuals (the fourth era).
An easy quest to end with. If there are no resources within your reach, build a new city, or seize the existing ones. At this point, you should have little problem doing that so, building the Altar is a pure formality.