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[Feature] Zone-specific class quests

Posted: Wed Jul 29, 2026 6:00 pm
by Globly
Dear Octo team,

First off, thank you for all the incredible work you’ve put into rebuilding the server as well as maintaining a healthy playing environment. I would like to propose a new feature for consideration for when you decide to start implementing your own content.

“Zone-specific class quests” are quests that are located in all playable zones and can be picked up from any type of NPC/item (so, not only class trainers), but only by a specific class. For example, there is an NPC that needs something done, that only a rogue can do.

This does four things:

1) deepens immersion, as it is obvious that there are some jobs that require a specific toolset;
2) gives the player a chance to use more of his “utility” and less used abilities;
3) improves replayability;
4) makes the world feel more mysterious, big and alive;

I think this should be implemented adhering to the following principles:

1) All starting zones have one quests for each class, to introduce the concept to the player
2) Starting zone quests should be non-combative quests. I feel this lends itself to immersion, as in when you are starting your adventure, you start off with simpler tasks
3) Subsequent zones (so non-starting areas) don’t have quests for each class, but the quests are more spread out across zones. Which class gets a quest in a zone depends on the zone’s lore, monster type, geography, etc. For instance, EPL would have more paladin and priest quests, while Feralas would have more druid and hunter quests. When deciding which class gets a quest in a zone, it’s also important to think about “zone groups”, meaning that some zones are always done together (like the human areas, or Darkshore and Ashenvale), and these should be thought of as one area (meaning Darkshore-Ashenvale should have one quest for each class - one warrior quest in the whole Darkshore-Ashenvale group; Darkshore having a warrior quest, and then Ashenvale having a warrior quest as well is too much)
4) Quest givers should be spread out across the map, and not all bunched in one area. They should be little secrets you unlock on your travel.

Here is an example of class quests in Elwynn forest

Paladin: Quest starts at Westbrook Garrison (where you start the Hogger quest), you need to go heal a soldier around Hogger that has been badly wounded from trying to take out Hogger on his own (an arrogant reckless recruit who underestimated Hogger). I think it would be cool if the quest giver was inside the barracks, teaching players to always check the barracks (overall I think barracks are underutilized and very copy/paste throughout the world and this should be improved upon)
Rogue: Quest starts in Goldshire. One of the townsfolk or farmers asks you to retrieve a pocket watch that was stolen from him by gnolls. Player has to sneak into the camps of gnolls above West Cairn Lake and pickpocket a unique mob – this is not their leader, but like a rogue-ish type gnoll that stands out from the pack (a bit rougher and stronger) and has started to be recognized by farmers and guards.
Hunter: Quest start at Eastvale Logging camp, player needs to collect forest mushrooms and deer meet for a stew. Needs to one shot a few deer critters, they drop meat for this hunter quest.
Warrior: Quest starts at Stonefield farm, you have to help one of the farmers pull their cart out, it got stuck in the mud. Not sure how this would be done mechanically, if possible at all. Could be that there is a cart half stuck in the earth, and you have to do the “open” action on all four wheels; or it could be that you need to use your “Charge” ability from behind x3 to get the cart out
Mage: Quest at Tower of Azora. I think it should be an introduction to “mage society”, and show how lofty, elitist and hierarchical it is. The quest could start from one of the lesser mages downstairs whose anxious when you start talking to him, he’s afraid that you will go upstairs and disturb the master, who is far too busy and important. There is a party/dinner being prepared and everyone is busy with this, you need to help the lesser mages prepare food/drink by conjuring water and food. Once complete, the lesser mage ushers you out “off you go then”, and give you a sparkler for your troubles that lasts for only 1.5 minutes. You leave feeling a bad taste in your mouth.
Warlock: Like the mage quest, the goal of this quest is partly to show the player the place of warlocks in the world. Warlocks are not as accepted in regular society, they are looked upon with a bit of mistrust, disgust, and fear. It could be a super simple scouting quest of a non-dangerous open outdoor area and the NPC is like “oh, a warlock, ugh….well...I guess you’ll do…..listen, just go there, walk WITH YOUR FEET, one in front of the other, I don’t want any dark magic, no demons, no sacrifices, I don’t want to hear any scream in this part of Elwynn. Just walk to the area like everybody else and report back to me. Got it?”. So it’s a bit of a humiliating quest, explained in a fearful, patronizing, humiliating way. I'm not that great at writing, but I think it’s clear enough
Priest: Not sure about this one. I would avoid doing a healing/shield/fortitude quest as they already have a class quest from the trainer like this. Maybe it could be a quest to go to some unmarked graves and bless them? Or go to different farmers in Elwynn and talk about the light.

The next “area” for humans is Westfall-Redridge-Duskwood, with each class having one quest in this area. Paladins/Priests would obviously get a quest in Duskwood, Warlocks could get another humiliating quest with having to swim to the bottom of Lake Everstill in Redridge, etc.

I think this concept allows for a lot of creativity in the way the quests are designed/written. For example, in Duskwood, priests could be asked to go help escort a farmer with his wagon down the road, and shortly after starting to walk with the farmer, an undead starts coming after the farmer, the farmer starts running, undead starts chasing him, but it’s like an elite 60, no way to kill it, so the player has to figure out they need to us [Shackle Undead] to help the farmer escape, and run away themselves. Shamans could have a quest that requires water walking, mages need to [Slow Fall] to a specific location, etc.

I would just caution about going overboard with this. I think these should be added sparsely and with taste. Adding too much goes into Epoch-Ascension territory for me. I think small, gentle touches done with care are what made the way Turtle transformed the world work.

Anyway, I’m sure this has been proposed before in the 20+ years WoW has been out. I felt excited when I got the idea, so I wanted to sketch it out and share it here.

Peace

Re: [Feature] Zone-specific class quests

Posted: Fri Jul 31, 2026 2:48 am
by Grom
Cool idea, I would love to see this!