Battle Power
In short: 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.
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:
Your weapon and the stats behind it do most of the work; battle power tilts the result.
- Every point you lead by adds 2% damage; every point you trail by takes 2% away.
- A 50-point lead is worth double, and the swing keeps climbing past it -- there is no upper limit, so someone far out of your league hits like someone far out of your league.
- It stops falling at 40% (a 50-point deficit): however outmatched you are, your blows still land for something.
- Equal scores means nothing changes -- exactly the fight you would have had without the system.
A worked example. Two level 130 players duel in the same class and the same gems, one at +12 and one at +8. That is 28 points of battle power, so the +12 hits for 156% and receives 64% -- and together with the attack, defence and health its gear also carries, that is the difference between three blows and one.
Changed on 2026-08-24. The whole player-versus-player balance was rebuilt: weapons now reach only as far as they say they do, a duel is fought at the weapon's own speed rather than the quicker hunting rhythm, and skills and buffs no longer multiply a blow by six. See Fighting other players.
How hard a blow lands on another player
The full picture is in Fighting other players -- how far your weapon reaches, how often it swings, and what a bow does against armour all matter as much as this number. In short, four things shape a player-versus-player blow, in this order:
- Defence reduces it by a percentage. Against monsters defence is subtracted; against players it divides. That keeps a fight the same shape at every level -- defence always matters, and it never reduces a blow to a rounding error.
- Only part of what is left lands -- 16%. Weapons and spells at the top of the game roll numbers several times a player's whole health bar.
- Battle power swings it: 2% per point of difference -- never below 40%, and with no ceiling.
- Your class adjusts it -- see the table below.
The enhancement ladder
Inside one class, with the same gems:
| vs +8 | vs +12 | |
|---|---|---|
| +12 attacking | 1 blow (a caster 2, an archer 3) | 2-4 |
| +6 attacking | — | 10-20 blows |
A fully enhanced fighter ends anything at +8 or below in a single blow. A +6 needs ten or more the other way: bringing lesser gear to that fight is not a fight. Every rung, and every gem tier, both hits harder and survives longer -- there is no step that is not worth buying.
Your class
| Class | What it is | Deals | Takes |
|---|---|---|---|
| Trojan | two weapons, the deepest health pool, the hardest blow in the game | 56% | 104% |
| Warrior | the wall: the highest defence, and a hand free for a shield | 94% | 88% |
| Fire Taoist | the longest reach in the game, and the fire to use it | 84% | 76% |
| Water Taoist | the same fire, a shorter reach, a kit built for keeping people alive | 96% | 88% |
| Archer | the weakest blow, fired twice as often, from further than anyone can answer | 100% | 100% |
Those adjustments are a correction, not the balance. Almost all of the difference between the classes comes from things you can see: how hard the gear hits, how much health the class carries, how often the weapon swings, and how far it strikes from. The Archer is not adjusted at all -- its balance is its bow, which does a third against another player and everything against a monster.
The result is the order this server is balanced around:
Trojan > Warrior > Fire Taoist ≈ Water Taoist > Archer in attack power -- with the Trojan only 1.2x ahead of the Warrior, and no fight between equals settled in a single blow.
How these numbers were chosen. Not by feel. A replica of the server's own statistics code was run over the live item catalog to build, for every class, the best gear it can actually wear at level 130 -- swept through every enhancement level and every gem tier, with the gems that class would really buy. The whole set of dials was then SOLVED against the rules above and re-scored across all 18 gear configurations and all 25 matchups. The server's tests hold that table, so a change that breaks the balance cannot ship quietly.
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. - Classic Conquer, and every private server we can read, floors a far weaker attacker at 10% of their damage. Ours floors them at 80%: a gear gap should tilt a duel, not end it.
- 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.