Quests

Quests

Quest walkthroughs for RuneScape: Dragonwilds in recommended order, covering Kuldra's Saga, side quests, rewards and the Scorned Wilderness raid unlock.

Kuldra's Saga
Main Storyline
Scorned Wilderness raid
Final Unlock
Quest journal
Tracked In

Introduction

Quests in RuneScape: Dragonwilds split into the main Kuldra's Saga storyline and a thinner layer of side quests that quietly hand out mounts, upgrades and recipes. Jagex has never published a numbered quest list, so almost every quest name in circulation - the tutorial questline, Cook's Assistant, Room With Garou, Animal Magnetism, The Wild Hunt, the Dragon Slayer chain and the Great Body Robbery - comes from community guides and announcement coverage rather than an in-game index. What matters for planning is order. The tutorial questline sets up your first crafting stations and Lodestone, side quests fill the gaps between regions, and the saga carries you toward the 1.0 finale that unlocks the Scorned Wilderness raid.

Quest Quick Reference

QuestHow To StartRewardCommon Pitfall
Kuldra's SagaFollow the main storyline on from the tutorial questlineUnlocks the Scorned Wilderness raid at 1.0Pushing into later regions out of order
Tutorial questlineTriggers automatically when you spawnCrafting table, cooking range and first LodestoneSkipping dialogue and missing tool basics
Cook's AssistantEarly side quest, reported by community guidesCooking and food-focused upgrades, per guidesTrusting guide reward lists over the journal
The Wild HuntMid-game quest, reported by community guidesMagic Carpet mount and mount variationsSetting out without food buffs or a Lodestone
Dragon Slayer chainLate-game chain, reported by community guidesLate-game gear and progression rewardsEntering dragon fights under-geared

Quest Cards

S

Kuldra's Saga

legendary

The main storyline that ends with the Scorned Wilderness raid.

How To StartBegin the tutorial questline at your spawn point and keep following the main storyline; community guides report it threads through every region up to the 1.0 finale.
RewardFinishing the saga is what unlocks the Scorned Wilderness raid, which makes it the single most important progression gate for anyone planning endgame group content.
Common PitfallSkipping ahead into higher tier regions breaks the intended order and leaves you under-levelled for the encounters the saga clearly expects you to have cleared first.
A

Tutorial questline

new

Opening questline that hands you the core crafting stations.

How To StartIt triggers automatically once you spawn, so follow the on-screen prompts instead of wandering off to gather, because the early steps assume an empty inventory.
RewardExpect the crafting table, cooking range and your first Lodestone attunement, the three unlocks that turn a spawn point into a working camp with storage and food.
Common PitfallRushing dialogue skips instructions on tools and Cooking, and new players then burn food, craft nothing useful, and meet the first night without a bed or shelter.
B

Cook's Assistant

common

Early cooking request reported by community guides.

How To StartCommunity guides place it among the first side quests available near the starting areas; Jagex does not publish an official quest list, so confirm the pickup in game.
RewardGuides describe cooking and food-focused rewards rather than unique gear, which is solid early value because a stocked pantry outperforms healing potions in the opening hours.
Common PitfallAssuming the exact reward items are confirmed. Because the name itself comes from community guides, check your journal rather than trusting a single walkthrough.
B

Room With Garou

rare

Side quest tied to the Garou, the game's werewolf-line enemies.

How To StartCommunity guides list it among the early side quests, usually picked up after you have a base, basic weapons and enough food to survive a fight away from home.
RewardReported rewards lean on early upgrades and resources rather than a signature item, so treat any reward table you find as player-tested information rather than official data.
Common PitfallWalking into Garou fights with starter gear. Stamina, Parry and Dodge timing decide those encounters more than raw damage, so practise the defensive tools first.
A

Animal Magnetism

rare

Mid-game side quest noted for utility unlocks rather than combat.

How To StartCommunity guides report it becomes available once you are established in the early regions and have explored past your first base, so it rewards players who scout ahead.
RewardGuides describe functional rewards that smooth out gathering and travel, which is exactly why it keeps appearing near the top of recommended quest order lists.
Common PitfallBurying it under a long grind. Because the payoff is convenience, players who delay it spend extra hours on manual travel and repeated storage runs back to base.
A

The Wild Hunt

epic

Mount quest that community guides credit with the Magic Carpet.

How To StartGuides place it in the mid-game quest chain, and you will want a working base plus travel supplies before the trek it asks for, since the distance is the real obstacle.
RewardThe Magic Carpet mount and customised mount variations, according to community guides, which makes it the biggest quality of life reward in the whole side quest pool.
Common PitfallAttempting the journey without food buffs or a nearby Lodestone. Attune travel nodes along the way first so a mistake does not send you back to the start on foot.

Core Mechanics

Quest tracking in Dragonwilds leans on an in-game journal rather than a public completion list. Community threads regularly ask how to see finished quests, whether the tracker can be re-pinned, and where a given objective actually sits on the map, which tells you the journal carries more weight than a traditional quest log. Dialogue choices matter in places, though the game rarely locks you out permanently; most branches change the flavour of a reward rather than removing it entirely. Side quests tend to gate convenience such as storage, mounts and cooking, while the main saga gates access, ending with the raid unlock. Because the quest names and reward tables in circulation are community-compiled, cross-check objectives against your own journal before trusting a walkthrough written for an older patch.

Advantages

Quests are the cheapest power spike in the game. The tutorial chain alone supplies a crafting table, cooking range and your first Lodestone, and food from Cooking restores health instantly and grants buffs, which matters far more than potions during the opening hours. Side quests keep paying off later: community guides credit The Wild Hunt with the Magic Carpet mount and its variations, and the functional rewards behind Animal Magnetism shorten travel and storage runs for the rest of the playthrough. The main saga doubles as a difficulty guide, because following it in order keeps your gear roughly level with each region's encounters. Finishing the saga also opens the Scorned Wilderness raid, so quest progress is your endgame key.

Challenges

The honest caveat is documentation. Jagex has not published a complete quest list, reward table or level requirement set, so community guides are the only practical reference and they drift out of date quickly, since several were written during Early Access patches and have not been re-verified since 1.0. Trackers can be fussy as well: players regularly report objectives that will not update, or journal entries that read unclearly about where to go next. Side quest value varies wildly, and a few are long treks for modest rewards. Because nothing in the quest layer is officially numbered, two guides can disagree on order without either being wrong.

Frequently Asked Questions

How many quests are there in RuneScape: Dragonwilds?+
There is no official count. Jagex has not published a numbered quest list, and community guides disagree on how to count the tutorial steps, the main saga chapters and the side quests separately. What is consistent across guides is the shape of the content: one tutorial questline, one main storyline in Kuldra's Saga, and a layer of side quests that hand out mounts, storage and cooking upgrades. Treat any precise total you see quoted as a community estimate rather than a fact from the developer.
Do I need to complete side quests in a particular order?+
Not strictly, but order still matters more than the game admits. Side quests gate convenience rather than power, so doing Animal Magnetism and The Wild Hunt early shortens every later journey, while leaving them until the endgame wastes hours of manual travel. The main saga does gate access, because finishing it unlocks the Scorned Wilderness raid. A sensible rule is to clear the tutorial chain, then sweep side quests whenever a region's story step stalls, rather than saving everything for a single completion pass.
What is the best early quest to do first?+
The tutorial questline, without question. It hands over the crafting table, cooking range and your first Lodestone, and those three unlocks decide how comfortable your first ten hours are. Once it is finished, early side quests such as Cook's Assistant are worth picking up because they reinforce Cooking, and food restores health instantly and grants buffs. Only after that should you push toward Fellhollow, since the difficulty step up there punishes players who skipped the basics.
How do I get the Magic Carpet mount?+
Community guides credit The Wild Hunt with the Magic Carpet mount and customised mount variations, placing the quest in the mid-game chain. No official documentation confirms the reward, so treat it as player-reported. Before you set out, finish your base, stock food buffs and attune every Lodestone on the route, because the journey itself is the hard part. If a guide written during Early Access sends you somewhere empty, assume the world changed rather than you misread it.

Quick Tips

💡

Do the tutorial questline before anything else, even if the world looks tempting. It hands over the crafting table, cooking range and your first Lodestone, and those unlocks decide how comfortable the next ten hours feel. Community guides all agree on this point, and players who ignore it usually end up rebuilding a base they placed badly, with no reliable way to fast travel back to it and no cooked food in storage.

💡

Follow Kuldra's Saga in order rather than region-hopping. The storyline is the game's own difficulty guide, so staying with it keeps your gear roughly matched to the enemies you meet. Pushing into Fellhollow or Dowdun Reach early mostly wastes consumables, and you will still have to come back and finish the saga anyway to unlock the Scorned Wilderness raid at the end.

💡

Verify rewards in your journal instead of trusting a walkthrough. Quest names and reward tables in circulation come from community guides and announcement coverage, not an official list, and several were compiled during Early Access. If a guide promises a specific item and the quest hands you something else, the patch notes moved on rather than you doing it wrong.

💡

Bank your inventory before a long quest trek, and make sure a Lodestone near the destination is already attuned. Quest routes cross hostile ground and the walk back after a death is often the worst part of the experience. Leave spare gear at base, carry food that grants buffs, and empty your bags into linked chests so nothing valuable rides along on a risky trip.

💡

Level Cooking alongside questing, because food is the cheapest sustain in the game. It restores health instantly and gives buffs, which outclasses healing potions during the early and mid game and keeps you out of trouble on quest fights that turn out harder than expected. A stocked pantry also makes vault runs and boss attempts far less expensive to repeat.

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