Player guide

Daily Hunts (the city quest chains)

What they are: a run of hunting tasks in every major city, each one longer and better paid than the last. Where: one giver per city, a few steps from where you arrive. When: every day. The whole run starts over at midnight.

Each of the five hub cities keeps a hunter who sets you work: six tasks, in order. The first asks for ten kills; the last asks for a hundred. You cannot skip ahead — finish one and the next one opens, harder and worth more.

CityGiver
Twin CityHunt Master
Phoenix CastleCastle Warden
Ape MountainApe Tracker
Desert CityDesert Scout
Bird IslandIsland Ranger

Every giver sets tasks against the monsters of their own city, and the ladder climbs as you go: the Twin City run starts you on Pheasants and finishes you on Poltergeists, by which point you are a different character than when you took the first task.

What it is worth

Quite a lot, and deliberately most at the start.

The Twin City run is worth a whole new character. Working through all six tasks — and killing what they ask for along the way — is enough experience to take a fresh player from level 1 to level 30. That is the point of it: your first skills should not be a grind you give up on.

The other cities pay well too, but their share shrinks as the levels get expensive: the Phoenix run is worth roughly half of levels 30-45, the Ape run about a fifth of 45-65, and by Bird Island it is a strong bonus on top of your hunting rather than a replacement for it. That is on purpose. The dailies are a hand up, not a ladder past the game.

The tasks pay silver as well, and the amount rises with the prey.

Doing them well

  • They reset at midnight, all five at once, and the whole run starts from task one. There is no way to bank a half-finished run for tomorrow, so start a chain when you have time for it.
  • Kills count while the task is active. Take the task first, then go hunting — anything you killed before speaking to the giver does not count.
  • Anything else you earn still counts. The task reward comes on top of the experience from the killing itself, so a busy chain day is worth far more than the reward line alone.
  • The evening double-exp hour stacks with them. Turn tasks in between 19:00 and 20:00 and the reward is doubled like everything else.
  • You do not have to do them in one sitting. Progress is kept until midnight, so you can take a task, go about your day, and come back.

How our version differs

Classic Conquer Online had no daily chains of this kind — these are an Aurenfall design, built to answer a plain problem: the first thirty levels are the hardest place to be a new player, and a world with nobody in it is not a world. The rewards are computed from the strength of the prey each task names, so they stay honest at every level rather than being guessed at.

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