Your first hour in Aurenfall
You have just arrived in Twin City -- here is what to do in the first hour, in order, and who to talk to.
Read guide →46 guides — the single source of truth for our server. Where Aurenfall deliberately differs from classic Conquer Online, the guide says so.
| 1-20 | Your first hour, the Newbie Help packages, the Training Grounds | start here → |
|---|---|---|
| 20-45 | Daily hunts in Phoenix Castle and Ape Mountain, the level-40 promotion | start here → |
| 45-80 | Ganoderma and Titan, General Long's first trials, the Far Canyon | start here → |
| 70+ | The Moon Box, the Blue Mouse, the Labyrinth, the CelestialStone | start here → |
| 85-120 | Bird Island hunts, the Adventure Zone, the road to rebirth | start here → |
| 120-130 | Rebirth, the second rebirth, the Sky Maze | start here → |
The basics, in the order a newcomer meets them.
You have just arrived in Twin City -- here is what to do in the first hour, in order, and who to talk to.
Read guide →The Newbie Help NPC in Twin City blesses your hunting until level 70 (two hours of +50% attack as often as you like, two hours of double exp once a day) and hands out a free package of Unique gear every ten levels; cl...
Read guide →Where to talk, where to pin a note that stays up while you sleep, and how to reach a real person with /gm.
Read guide →Vote for the server on two lists once a day and get 20 CP per counted vote, straight to your character.
Read guide →Sunfer in Twin City gives you a pet for free if you earn it — five tasks that end with you catching a stray in the pheasant fields yourself.
Read guide →Levels, promotions, rebirths and the long game.
The whole climb from 1 to 130, band by band -- which map, which monsters, how you get there, and what unlocks on the way. Fight at your own level or above; four levels below you the experience collapses.
Read guide →Fight monsters at your own level or above -- anything four or more levels below you pays a fraction of the experience.
Read guide →A sparring yard of immortal targets, free of cost and risk, where skills and proficiencies are trained and every skill keeps casting on its own.
Read guide →Five class promotions at levels 15, 40, 70, 100 and 110 -- what each costs, what it pays, and the signature weapon the second one hands you.
Read guide →The first rebirth at level 120 (110 for a Water Taoist): the CelestialStone, Eternity on the Market, the stat lump, and what happens to your gear and skills.
Read guide →Exactly which skills survive each rebirth path, which are lost and which reborn skill you gain -- generated from the server's own table.
Read guide →The second rite at level 120 with an ExemptionToken: a second stat lump on top of the first, Bless, and the last class change you get.
Read guide →The Water Taoist's 40-second transformation into an armoured hare with its own health bar -- an escape, not an attack.
Read guide →Heaven Blessing (a Praying Stone: no exp loss to players, revive in place, a free double-exp hour) and Lucky Time (pray with Bless to bank a bonus drop stream).
Read guide →One number for how strong your gear makes you, how the client computes it, and how the gap between two players swings a PvP blow by at most 1.5x.
Read guide →Lead a team that levels lower players and heaven pays you Virtue Points, spent at Shelby on the Market for Meteors, exp and DragonBalls.
Read guide →Propose at the Love Stone (Market) or the Matchmaker (Desert City); a spouse earns double party exp, and a MeteorTear buys the divorce.
Read guide →The grounds worth the walk, and the bosses that stand on them.
Each major city has a giver with six hunting tasks that reset at midnight -- the fastest honest levelling in the game, if you are the level the city was written for.
Read guide →General Long in Twin City runs nine solo boss trials from level 50 to 130, three wins a day, and losing one costs you nothing.
Read guide →Ganoderma (south of Phoenix Castle, levels 45-60) and Titan (north-west Ape Mountain, 65-80): heralded when they appear, and they drop ExpPotions.
Read guide →The second world past the desert road -- a canyon, the fairy plains, the serpent zone and the Sky Maze -- laid out from level 42 to 130, with the way in and the way home.
Read guide →Buy a pickaxe from the Mine Admin in Twin City, swing in the Mine Cave, and ore comes out in ten grades along with the seven quest gems.
Read guide →Step-by-step walkthroughs of the realm's quests.
The CelestialStone every rebirth needs: seven mined gems plus CleanWater from the Water Lords on the Snail Islands, refined by Celestine in Twin City.
Read guide →CleanWater drops (30%) from the eleven Water Lords on the Snail Islands, past the Meteor Zone at the far end of the desert road; it is the gate to the CelestialStone every rebirth needs.
Read guide →The Eight-Diagram Tactics maze (level 70+): six tokens from six tactics, a Soul Jade, and the MoonBox the level-110 promotion asks for.
Read guide →General Judd (Twin City, level 70+) turns a normal gem into a needle; catch the Blue Mouse in the Mine Cave with it and Judd pays Meteors.
Read guide →Simon in Twin City sends you into four floors of Slingers; their diamonds and tokens buy scrolls, silver and a SunBox.
Read guide →A daily errand in Twin City for anyone: Sergeant Ma hands you the day's dispatch,
Read guide →Sockets, +N, drops, trading and the Market's services.
Artisan Wind in Twin City (420,351) opens the forge window -- a DragonBall raises an item's QUALITY a grade, a Meteor raises its LEVEL a tier, each with a chance and each spent win or lose. The Market's artisans sell ...
Read guide →Every way to open a socket -- the smiths, met spam at the Artisan, socketed drops, the Newbie Help weapon -- and the Gem Cutter who fuses fifteen gems into one.
Read guide →Composing +1 to +9 at the Wuxing Oven with two equal minors, and buying +10, +11 and +12 from the Cloud Saint for CPs.
Read guide →every day, a Meteor for every 500 monsters you kill (up to ten) and a
Read guide →five small things the realm hands you just for playing -- a kill streak bonus,
Read guide →exactly what falls, how often, and from what — every rate on this page is
Read guide →The Market is where the economy's services live -- the lottery, the dice, the exp rite, the material vault, the Gem Cutter, the +N ladder.
Read guide →Lock a piece of gear so it cannot be traded, sold, dropped, vended, composed or upgraded -- even by someone who has your password; unlocking takes five days. Trade partners are the one door a locked piece may still pa...
Read guide →Fighting other players, and the banners you fight under.
How player fights work here -- where they are allowed, what a death costs, how battle power and gear decide a duel -- plus the two places with their own rules: the Arena and the Prison.
Read guide →How the class balance was measured and tuned, blow by blow, for the curious -- the numbers behind the PvP guide.
Read guide →Founding at the Guild Director (level 90, a million silver), ranks, donations, allies and enemies, and the war banner you fight under.
Read guide →The Saturday siege of the guild map, 20:00-22:00: the pole, the gates, siege bombs, the prison, and the weekly prize.
Read guide →Staff-run happenings -- announced in game, gone when they end.
When the herald calls, the Tyrant of Dis rises on the night square and hunts everyone on it. Type /defend (level 40+), survive his growing powers with two lives, and kill him -- the faster he falls, the richer the rew...
Read guide →every Monday, Wednesday, Friday and Sunday at 20:00 the Lucky Boxes are scattered
Read guide →every three hours the server names a species — somewhere on Twin City, Phoenix
Read guide →every Monday at midnight (Warsaw time) the rankings crown the highest character
Read guide →every Tuesday and Thursday at 20:00, the old river sanctuary opens and guilds fight
Read guide →The weekend double-exp hour, the daily MeteorSanta shower, and the happenings the staff runs by hand -- Wally, Bounty Day, the Treasure Hunt, Last Man Standing and the Exp Boss -- announced in game, gone when they end.
Read guide →