Another member has recently opened a Best/Worst Quests thread on the Wynncraft section of the forum, and after writing my response there, I realized Wynncraft had too many bad quests. These, however, are particularly bad, thoroughly explained as to why. Keep in mind that as subjective as this may be, it is written with a few things in mind: Quests on this list are substandard as of 1.19. Some Quests on this list are at least 4 years old (Gavel update). Some of them are very dead simple fetch quests, which in general is a concept that should go extinct. CT is by no means required to rework all of them in one go. TL;DR: Loads and loads of Quests need a rework, or a change that makes them more enjoyable. Section I - Fetch Quests Fetch quests are a branch of quests that are getting old and bland. It basically involves getting the Quest NPCs an item they need, end of story. The most notorious example of this is The Ultimate Weapon, an alleged "parody" of fetch quests, that once required you to get up to 100 of a single item (it has been reduced recently). These quests need a rework, either total or partial, to make fetching an insignificant part of the quest rather than being the entire meat of it: Bob's Lost Soul: It's a fetch quest. Requires you to get a Bob's Tear (**), Rose (0) and all 4 of the Depressing Weapons (except Relik - Depressing Relik doesn't exist), bring them to their respective NPCs, done. That's literally the quest. Well, besides entering Bob's Tomb. Underwater/Underice: Both of them are Fetch quests. Underwater is understandable, but Underice has no excuse to be a fetch quest at that level. Either way, both quests need a rework, as they're a pair of very boring fetch quests. Mushroom Man: This quest is very old, ancient perhaps. It does force the player to do a bit of farming to get the mushrooms (or grind them, both work), but asking the player to get the bowl is basically "fetch me X, get Y". Arachnids' Ascent: For a Quest made in 1.17, this is going to leave a very bad taste. While the Mt. Wynn sequence is interesting, it's certainly not up to par with other quests. Lost Tower: Fetch quest a la Nemract. The titular structure is also very complex to navigate, making it hard for newcomers to find where they're supposed to go. Green Gloop Ice Nations: This one gets a special mention for having the player travel a long way across the sea (somewhat close to the shore of Dead Island, a LEVEL F***ING SEVENTY AREA), just to fetch a single item. P.S.: You're nowhere close to Dead Island when doing the quest at level, so rest easy Clearing the Camps: Very bad intro quest to the Llevigar Plains. Basically "kill 3 chiefs, fetch heads, get reward". Green Skinned Trouble: Ditto with this quest. The House of Twain: The sad thing is that a good chunk of this quest can be skipped due to Ghostly Cap being tradeable. And then it just boils down to being another fetch quest. A fetch quest with a hefty reward (1LE) for its level, but still a fetch quest. An Iron Heart, Part I: Dead simple fetch quest. Zhight Island: There's probably a reason why I don't bother doing this quest on other classes, but one part of it is because it's another fetch quest that takes place on Maro Peaks, the least popular area in the entire game. Beneath the Depths: To be fair, this is actually a good quest. Temple of the Legends: While a recap of everything the player has done up until now, it is, unfortunately, a prime candidate for a total rework, and here's why: It's basically a glorified fetch quest. In various parts of the Quest, you're asked to "fetch X, get Y". It requires access to Maro Peaks, which requires Ice Nations; and the Creeper hideout, which requires partial completion of Creeper Infiltration. This is actually good design, but the execution, due to Maro Peaks of all things, leaves much to be desired. Your tasks are by no means worthy of Legends, save for killing the boss - Corrupter of Worlds. One good thing about this quest is that CoW is an introductory Superboss - a high level (for players doing this quest at level) boss that can kill an unprepared player very quickly. Finding The Light: Unfortunately, this otherwise good quest somehow ended up in this list, due to the amount of fetching you have to do. Reincarnation: Requires Bob's Lost Soul, which itself is another fetch quest. Requires Maro Peaks access. The Ultimate Weapon: More like The Ultimate Fetch Quest. Recipe for Disaster: By no means anything except for Frank's "omelette" and the fact that this is a fetch quest is a disaster. Section II - Quest Helmets These quests are notable for having a weird design choice - Quest helmets. Anything that's on this list requires a Quest helmet, directly or indirectly, to complete it. While good examples (marked with green) exist, bad examples that has led to certain areas of the game being straight up skipped in a playthrough have also made it to this list (with a glowing red color). Underwater: Requires a Breathing Helmet I to complete. This one is understandable since you're doing the quest underwater. Underice: Requires Breathing Helmet I to start, II to complete. Breathing Helmet II is Untradeable, but it may as well be a Quest item due to being required for From the Mountains. An Iron Heart: Requires a Factory Helmet to complete. Why would you need a helmet specifically to protect you from the hazards of a factory is anybody's guess. You get to keep the helmet, unfortunately. Zhight Island/Temple of Legends/Reincarnation: All three require Climbing Helmet. Again, why would you need that is a source of infinite confusion and bewilderment, considering Maro Peaks is the single least popular area in the game. ToL also requires Purified Helm of Legends to complete, which is a good Rare helmet for level. Finding the Light: Requires Clearsight Spectacles to complete. You get to keep the helmet, and it is a good defensive Rainbow helmet for its level. Hollow Sirene: Requires Soundproof Earmuffs to complete. Forbidden Prison: Requires Guard Uniform (a helmet, natch) to complete. You get to keep the helmet, which is a Normal helmet of all things. Purple and Blue: Requires (?) Ancient Helmet to complete. You don't get to keep the helmet. This one is particularly interesting since it's possible to use another item entirely. The Hunger of Gerts: Requires a Gert Mask to complete. You get to keep the Gert Mask for both parts. A Fighting Species: Requires an Orc Mask to complete. You don't get to keep the Orc Mask. Royal Trials: Requires a Female Pirate Wig (merchant bought, fortunately) to complete. You get to keep the wig, and you only need to buy it once. Section III - Unfinished, Open Ended Quests Unfortunately, Gavel area is filled with those - unfinished quests that are either too ambiguous and open ended, or straight up failed to leave the WIP phase. This is a (partial?) list of quests that are simply too open ended and/or belonging to unfinished questlines and areas that leave the player at a cliffhanger. The Realm of Light: Massive cliffhanger. You reach Orphion's Seal, and... are greeted with a very crummy excuse of an ending that leaves everything you've done up until this point a mess of undone yarn of quests. Headless Hunt: Dullahan is still out there, but we don't know where - he's never made his explicit appearance, making a large part of this quest null and void once done, with just a speck of relevant information being given about him. Section IV - Bad Intro Quests Many members of this community want this game to be more engaging and enjoyable for newcomers, and in most cases, the game fails to deliver. This is a list of bad introductory quests that fail to accomplish their intended purpose. King's Recruit: Two reworks later and it's still not enough. Enzan's Brother: This quest should be cast into the Pit of Carkoon, where rests the mighty Sarlacc, who will devour this quest alive and whole, consuming it over the course of a thousand years. This quest serves LITERALLY NO PURPOSE WHATSOEVER. It just gives the player an Ingredient for their troubles. That's it. This quest fails to even properly introduce the players to the concept of Crafting. In fact, the only good thing this quest has is that it gives an Ingredient used for creating a very busted early-game set of armor. Elemental Exercise: Congratulations Wynncraft, you fail elemental interactions forever. It is a very bad intro to Elements. It only explores one side of the Elemental Pentagon. It fails to mention the rest. It is an exaggerated intro to Elements. Elemental strengths and weaknesses obviously depend on the player's build and the mob's elemental stats, but exaggeration is not the way to go. This is also an issue in Ice Barrows and its corrupted variant. It fails to mention the existence of the Powder Master, a very critical NPC that allows the player to powder their equipment, thus giving them access to some degree of elemental power, enhancing what already exists, and even applying Special attacks to them (2x T4 or better). This concludes the list of quests that (in my opinion) need either some tweaking to make them better, lots of tweaking to save them from their sorry state, or absolute annihilation - being replaced by other quests that do their job better. Updated.