Flash! A-ah!
Author note: As part of the Kabam Creator Program (yes it was renamed) we were given the chance to preview the update before it went live which is where the below images were taken. They will be swapped out in time for ones from the live server this is just the obligatory disclaimer.
Introduction
Flash quests are a special type of quest introduced with update 12.0 and have a few unique features:
- They’re only available for a single day each month (we’ll get to the schedule later.)
- You only get a fixed amount of attempts at them – regardless if you pass or fail an attempt is consumed (so you really don’t want to fail.)
- They mainly offer rewards not normally found in quests (if it’s a reward that is normally found they offer it in a much larger quantity.)
Appearance and Schedule
When a flash quest is available it’ll appear in your quest menu at the front of your “all” tab (you can bookmark them as well if you feel so inclined. Please note there is also a minimum merchant level required for them as well.) Let’s take a look at one:

- In the upper-left corner you can see what kind of loot to expect from that specific flash quest (in this case it’s showing an equipment symbol.)
- The timer indicates how long is left before the flash quest will despawn and is no longer accessible (this will be counting down from 24 hours – it’s only showing longer here due to this image being from a beta build we’ll replace it at some point.)
- The circles next to Tries indicate how many attempts you have at that quest. Each time you pass or fail the battle an attempt is consumed – after using all attempts the quest can no longer be ran in that cycle (the amount of tries you get varies per flash quest, some will have only 2 attempts, others may have 4 or 5.)
- To clarify this means it’s possible to get the reward multiple times per cycle – if you were to pass the example quest above on the first try you can still take 2 more attempts to get even more loot.
As for the schedule, a flash quest will appear on the same date every month. This is a list of when they will appear, what merchant level is required and what they drop:

Battle Mechanics and Loot
Before we get into breaking down each fight and what kind of rewards you can expect to see/relevant defence breakpoints we’re going to touch on the universal rules – these apply to every flash quest on every difficulty:
- They count as a boss for the purpose of Ashley’s champion ability (so compare her to your Argon as she will be a better pick at high ranks) as well as the enchantment on Mundra’s items.
- They cannot appear with mini-boss modifiers.
- Each quest will 100% drop its listed reward and has a roughly 1/3 chance to drop a stack of items. They can also potentially drop more than 1 stack of their guaranteed reward (up to a maximum of 4 stacks.)
- The chance for extra stacks to drop is the same across all difficulties of a quest.
- The quantity that each stack can drop is based on difficulty – higher difficulties drop more.
- Loot Bugles are disabled for non-component quests as they would have no effect. Sia’s ability is the same – the component buff part will only work on quests that can have a bugle applied.
And with that covered let’s get into the details. For each quest we’ll be noting any special rules involved as well as showing the defence breakpoints and a sample of some of the drops.
Remember there’s a chance for the quest to drop extra stacks – if you see a picture that has 3 stacks on easy but 1 stack on hard that’s just cause luck happened on the easy one.
Scholarly Harpy
Special mechanics: none.
Loot: Research Scrolls

Stats and Defence breakpoints
Training Instructor
Special mechanics: none, but he’s the easiest of all the flash quests by far in terms of difficulty.
Loot: Lots of xp and hero-related items (boosters, compasses, seeds, blossoms, skill dice)

Stats and Defence breakpoints
Mushgoon Graverobber
Special mechanics: none.
Loot: Keys (higher difficulty drops higher tier keys.)

Stats and Defence breakpoints
Cyclops Merchant
Special mechanics: none.
Loot: Items (think standard quest item drops)

Stats and Defence breakpoints
Troublin Pirate
Special mechanics: none.
Loot: Chests

Stats and Defence breakpoints
Runestone Golem
Special mechanics: The Runestone Golem will frequently use their AoE attack instead of their single-target one (and by frequently we’re talking very frequent, we saw them spin 7 times in a row and stuff.)
Loot: Runestones (this can be increased with bugles/Sia.)

Stats and Defence breakpoints
Moonstone Golem
Special mechanics: The Moonstone Golem will never use an AoE attack (so it will always use a single-target one.)
Loot: Moonstones (this can be increased with bugles/Sia.)

Stats and Defence breakpoints
Gold Golem
Special mechanics: The Gold Golem is a 5-person encounter (mirrors what they’re like from Lost City of Gold.)
Loot: Golden Artifacts/Opulent Jewels (this can be increased with bugles/Sia.)

Stats and Defence breakpoints
Toad Sage
Special mechanics: none.
Loot: Enchantments (both elements and spirits.)

Stats and Defence breakpoints
Anubis Champion
Special mechanics: none.
Loot: Champion Coins.

Stats and Defence breakpoints
Troublin Blacksmith
Special mechanics: gear cannot break on this quest.
Loot: Repair Kits.

Stats and Defence breakpoints
Cyclops General
Special mechanics: none.
Loot: Items (similar to Cyclops Merchant but with a much bigger range – it can drop pack items, premium line items, chest items etc.)

Stats and Defence breakpoints
Sigil Ninja
Special mechanics: none.
Loot: Sigils (both normal and true. This can be increased with bugles/Sia.)

Stats and Defence breakpoints
Ancient Crushtacean
Special mechanics: none, but he hits hard.
Loot: Ascension Shards.

Stats and Defence breakpoints
Tl;dr: Who do I send/where can I bugle?


