Battle Power
What it is: one number for how strong your gear makes you. Where to see it: your own status window, or by inspecting another player -- the client shows it.
/bpin chat tells you the same number. What it does: it swings the damage you deal to, and take from, other players. Monsters are not affected at all.
Two characters of the same level are not equally dangerous. One of them wears refined, socketed, enhanced equipment; the other wears whatever dropped last. Battle power is the single number that says which is which -- and on Aurenfall it decides how a fight between them goes.
How your battle power is counted
Everything below adds up into one score:
- Your level -- 1 point per level.
- Every rebirth -- 5 points.
- Each piece you WEAR (nothing in your bag or warehouse counts):
- Quality -- Refined 1, Unique 2, Elite 3, Super 4 points. Ordinary gear pays nothing.
- Each socket -- 1 point, whether it is empty or filled, and 2 when the gem in it is a super gem.
- Each rung of +N -- 1 point. A +7 weapon is 7 points.
- A two-handed weapon counts double -- a bow, a glaive, a spear, or a Taoist backsword. It fills both hands, so it is worth both hands.
- When you hold one, your left hand counts for nothing. An archer's arrows, in particular, add no battle power -- the doubled bow already covers that side.
- Garment and talisman are ignored. They are appearance, not armour.
So the way to raise it is the way to get stronger anyway: better quality, more sockets, better gems, higher +N -- and the levels and rebirths you were going to earn regardless.
What it does in a fight
Player versus player only. When you strike another player, the two scores are compared:
- Every point you lead by adds 1% damage. Every point you trail by takes 1% away.
- The swing stops at double damage (a 100-point lead) and at a tenth (a 100-point deficit).
- Equal scores means nothing changes -- exactly the fight you would have had without the system.
A worked example. Two level 120 players duel. One has built super gear with super gems: 168 battle power. The other is in ordinary drops: 128. The gap is 40, so the geared one hits for 140% and receives 60% -- a heavy edge, but not an execution: the underdog who plays better, times their skills and keeps their potions up can still win. That is the intent.
What it does NOT do
- Monsters ignore it completely. Hunting, bosses, training goals, guards and the guild-war pole all behave exactly as before -- your damage there is unchanged.
- It gives no experience bonus.
- Nothing is closed to you. No monster and no zone requires a minimum battle power.
- A mentor lends you none of it. The mentor system is paused on Aurenfall, so nobody borrows battle power from anybody.
Where it applies
Everywhere players fight: the open world, cities, the guild war map and the PVP Arena. The arena stays consequence-free -- no PK points, no losses, revive on the spot -- but the blows inside it are scaled by battle power like anywhere else, so a duel there is an honest measure of two builds. See The PVP Arena.
How our version differs
- Classic Conquer Online used battle power for three things: this PvP damage swing, an experience bonus, and "star" monsters that a low-battle-power character could barely scratch (damage cut to 10%, 5%, or 1%). We built only the PvP part. Hunting on Aurenfall is deliberately never gated by your gear score.
- Classic battle power also counted clan bonuses, nobility ranks and lineage. We have none of those systems, so ours counts level, rebirths and the gear you wear -- nothing else.
- Nothing about the counting is ours: the client works your battle power out on its own screen, so the server counts it exactly the same way -- the number you read is the number that decides the fight.
/bpis open to every player as a second opinion. - Where classic servers dropped damage off a cliff the moment you were one point behind, ours moves point by point. One gem never decides a duel; a whole build does.