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.
| City | Giver |
|---|---|
| Twin City | Hunt Master |
| Phoenix Castle | Castle Warden |
| Ape Mountain | Ape Tracker |
| Desert City | Desert Scout |
| Bird Island | Island 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.