Live Events
In short: 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.
One prize a person: however many clients you run, only one of your characters can take a DragonBall from a hunt like this.
What they are: surprise events the staff runs by hand — no schedule, no warning. How you learn about one: a server-wide announcement in the middle of your screen the moment it starts. That is the whole invitation. Be logged in, or miss it. The one exception: the double-exp hour below, which runs every weekend evening.
Aurenfall's events happen IN the game, start to finish. No riddle threads, no sign-up forms — when something begins, the herald tells everyone at once and the race is on. Five events run today: MeteorSanta, Wally, the Bounty Day, the Treasure Hunt and Last Man Standing (the Exp Boss has its own guide). The biggest of them, the Night of Dis, has its own guide.
The Royal Herald in Twin City (448,350) is the one NPC every event goes through: click him and he tells you what is running right now and where -- which city MeteorSanta is walking, where Wally hides, the treasure riddle, the bounty standings, where the exp boss stands -- and for the events that live on another map (the Night of Dis, Last Man Standing) he is the door: he carries you onto the square or puts your name on the arena list. The chat commands still work for those who prefer typing.
Which hour is it? Type /time
Every event hour on this server -- and on the events page -- is Warsaw time (Central European: UTC+2 in summer, UTC+1 in winter). Your in-game clock is meant to show it too, but that clock is drawn by the 2008 client from what your Windows believes about daylight saving, and for players in a country without summer time it used to sit an hour behind. Type /time in chat: it prints the real server time, what is running right now and when the next Hunt and Lucky Boxes open. If your in-game clock disagrees with it, restart the launcher -- it re-reads your Windows time zone every time it starts the game.
The double-exp hour (Saturday and Sunday, 19:00-20:00)
One event you never have to wait for: every Saturday and Sunday from 19:00 to 20:00 server time, all experience is doubled. Nobody has to start it — the server announces the hour as it opens and again as it closes, so you cannot miss it; set your watch by it.
It doubles experience from everything: monsters you kill, quests you turn in, rites, Exp Balls. It also stacks with what you already carry, so an Exp Potion during that hour is four times normal, and Heaven Blessing and Rainbow gems add their share on top. If you have a long grind planned, plan it for the evening.
From time to time the staff also runs a boost of its own — extra experience, or a spell of more generous Meteor or DragonBall drops — for a set number of minutes. Those are announced when they start and when they end, and they multiply with the evening hour rather than replacing it.
MeteorSanta (the meteor shower)
A shower falls every day — Monday, Wednesday, Friday and Sunday in the afternoon at 15:30, and Tuesday, Thursday and Saturday in the evening at 19:30. A herald announces that MeteorSanta has appeared in one of the five cities — Twin City, Desert City, Phoenix Castle, Ape Mountain or Bird Island. You have one minute to find him before the fun starts: a stocky fellow in soldier's garb, standing still and waiting to be found.
Once the minute is up he stops waiting. He bounds away every two seconds, heading out of the city and into the open — so this is a chase, and it is meant to be a hard one. The city is drawn at random each day, so the herald naming it is your only warning. Keep running and you will stay with him; stand still and you will watch someone else pick up his trail.
He only ever lands where you can follow: each bound is walked, step by step, along ground a player could cross. He will not vanish onto a rooftop.
Every city has several routes he might take, and one is drawn when the shower begins. Learn them and you can guess where he is heading — but not which way he will go next time.
Then the shower begins. Roughly every six seconds — about three of his bounds — he drops something on the ground behind him:
- Meteors — up to 25 of them over the course of his walk.
- DragonBalls — one or two, hidden somewhere in the shower. Nobody knows which drop will be the big one, so nobody dares leave early.
He keeps the peace
A crowd all chasing the same drops is a crowd somebody will be tempted to thin out. MeteorSanta carries a town guard's authority, and he does not miss. Draw a weapon on another player anywhere near him and you are struck down on the spot — no roll, no damage number, nothing to survive. Fight somewhere else.
Everything he drops is free for all — no owner, no pickup priority, first click wins. A dropped item lies on the ground for the usual 45 seconds, but with a crowd on his heels nothing survives longer than a breath. When his sack is empty he waves goodbye and vanishes, and the herald says so.
You cannot attack, target or harm him — he is here to be followed, not farmed.
Wally (hide and seek)
A herald announces that Wally is hiding somewhere in a named city — and that the first five players to find him and CLICK him each win a DragonBall.
That is all the help you get. He looks like an ordinary storekeeper standing somewhere perfectly innocent: an alley, a rooftop-shadowed corner, behind a market stall. The city is named; the spot is yours to discover.
- Each finder can claim one prize. Clicking him twice gets you a wink, not a second ball.
- Every find is announced server-wide with the number of prizes left — so you always know whether the hunt is still on.
- Full bag? Your claim is not wasted: make room and click him again — but hurry, your prize goes back into the pool and someone else may take it first.
- When the last DragonBall goes, the herald names the final finder and Wally slips away.
Bounty Day
The herald names a monster and a deadline — from that moment, every one you kill counts on your personal tally. A scoreboard of the top three hunters is announced every half hour, and when the hunt closes, the podium takes prizes: 1st a DragonBall, 2nd five Meteors, 3rd two.
Two things worth knowing:
- The Golden Hour. Somewhere inside every hunt hides a 15-minute window when kills count DOUBLE. The herald announces the moment it opens — drop what you are doing and hunt.
- Be online at the finish. Prizes are handed out the second the hunt ends, to hunters who are in the game. The closing is announced five minutes ahead.
A hunt survives server restarts — your tally is safe.
The opening announcement tells you what to hunt, where to find it, and how long you have -- and it stays in your chat log, so you can read it again once the centre message fades. Pass 1,000, 10,000 or 100,000 kills and the whole server hears about it.
The Treasure Hunt
A herald speaks a riddle. Somewhere in the world, at the spot the riddle points to, a Treasure waits — the first player to work it out, walk there and click it takes a DragonBall. The riddle is repeated every five minutes until somebody cracks it, and the herald names the winner. No hints beyond the riddle itself: the answer is always a real, reachable place.
King of the Hill (Tuesday and Thursday, 20:00)
Guilds fight over one altar in the old river sanctuary. While one side stands in the circle it banks a second per second; the moment a second side steps in, nobody banks anything. Falling costs nothing at all — no experience, no gear, no PK points — you are simply set down on the ring and have to walk back while the other side banks. Longest hold wins: 150 CP to each member who held at least a minute, and a DragonBall to the single player who stood there longest. Type /hill to go. Full guide: King of the Hill.
The Hunt (every three hours)
The one that never stops: at 01:00, 04:00, 07:00 and every third hour after, the server names a random species on Twin City, Phoenix Castle, Ape Mountain or Bird Island, and the first player to kill 2,000 of them takes a DragonBall. Every 500 kills anyone reaches is announced by name, so the race can be followed from the chat log. No sign-up, no travel, no NPC -- your kills simply count. Only species several hundred strong are ever picked, never the sparse "upgraded" variants. Full guide: The Hunt.
The Bounty of the Hour (every hour, a quarter past)
Every hour at :15 a random species drops double for ten minutes -- its own loot table and the gear roll are rolled twice on every kill (the rare Meteor/DragonBall stream is not). The herald names the monster and where it roams; the Royal Herald and the website's live board carry it while it runs.
Full guide: Rewards While You Play.
Lucky Boxes (the chest hunt)
Chests are scattered through a heart-shaped maze and everyone is invited: type /boxes or take the Royal Herald's road. Every chest is a Conquer Point, one in fifty holds a Meteor, one in a hundred a DragonBall, one in fifteen hundred a Super Meteor -- and the whole server hears your name when you find one of the last two. There is no limit on how many you may open; instead the maze takes away everything that makes one player faster than another (no PK, no Cyclone, no flying, no transformations -- jumping is the same for everyone). A level-1 character has exactly the same chances as a level-130. It runs about twenty minutes, or until the chests run out. Full guide: Lucky Boxes.
Last Man Standing
The arena's crown jewel. When the herald opens registration, type /join in chat or enlist with the Royal Herald in Twin City — you have two minutes. Then everyone who entered is thrown onto the PvP Arena for a free-for-all:
- Switch to PK mode the moment you land, or you cannot swing (the client demands it).
- Death eliminates. Your revive puts you back in town; the herald counts the survivors down with every fall.
- Leaving the arena — or logging out — counts as fleeing. Eliminated.
- Spectators are safe. While the fight runs, only fighters can hit fighters — walk in and watch from the sand if you dare.
- The last one alive takes the pot of Conquer Points, announced to the whole server.
Deaths in the event cost nothing — the arena's no-loss rules apply, so you leave with your gear, your experience and (with luck) the pot.
Tips
- Stay logged in. Events are announced only in game, the moment they start.
- For MeteorSanta, the minute of head start is for TRAVELLING — a gate scroll to the named city is the best 200 silver you will spend that day.
- For Wally, think like someone hiding: NPCs stand out where no NPC should be.
The Exp Boss (triple experience)
What it is: an event boss -- a huge monster the staff raises somewhere in the world. What it pays: every hit against it gives TRIPLE experience -- character exp, skill exp and weapon proficiency exp, all x3. When: whenever the staff runs the event. A server-wide announcement names where it stands the moment it appears, and another when it falls.
How it works
From time to time the staff raises the Exp Boss -- an enormous devil with a health bar in the millions, far more than any ordinary monster carries. It stands still, it never fights back, and it belongs to nobody: any player may strike it, alone or in a crowd, with no PK flag and no consequences.
You fight it exactly like any other monster: click it and swing. You do not need to switch to PK mode -- that was true of the first version, which was built on the Guild War pole, and it punished melee players whose area skills fire on their own. The boss is a monster now, so nobody has to stand in PK mode to join in.
While it stands, every point of damage you deal to it pays three times the experience the same damage would earn on a monster of your own level:
- Character experience -- your level bar climbs x3 per hit. Your usual bonuses (Exp Potion, Heaven Blessing, Rainbow gems) stack on top, exactly as they do when hunting.
- Skill experience -- a spell cast at the boss trains that spell at x3.
- Weapon proficiency -- a melee or bow swing trains your weapon proficiency at x3.
Weapon proc skills (Phoenix, Rage, Boom and the rest) fire against the boss exactly as they do while hunting, and their damage pays the same tripled experience.
Its health bar drains as the crowd works on it, so you can see how close it is to falling -- though with a pool this deep, expect the bar to move slowly at first.
When it falls
The boss has a fixed pool of health for the whole server to chew through. When the last blow lands, a server-wide announcement names the player who felled it and the event ends. The experience everyone earned along the way is the reward -- there is no loot chest, so there is nothing to ninja: the more you hit, the more you got.
Tips
- Auto-attack works. Click the boss once and your character keeps swinging (or casting) like against any monster.
- Bring stamina and mana potions -- casters burn resources fast at x3 skill exp.
- A crowd is fine. Everyone's hits pay their own experience; other players take nothing away from yours. The boss falling faster only ends the party sooner.
- The announcement names the place. It gives the region and the exact spot, and it stays in your chat log -- so if the message faded while you were mid-fight, scroll back and read it.
- Come when it is announced. The boss does not respawn on its own -- when it falls, the event is over until the staff raises the next one.
- There is no loot. It drops nothing at all -- the experience along the way is the whole reward, so the killing blow is worth no more than any other hit.
How our version differs
Live events:
Classic Conquer Online had none of these — all five are Aurenfall originals, run by the staff whenever the mood strikes. Drop counts, prize tables and pots are event knobs that may change between runs.
The Exp Boss (triple experience):
Classic Conquer Online had no such event -- the Exp Boss is an Aurenfall original. The x3 multiplier and the boss's health are event knobs the staff may tune between runs.
Where to find them
| NPC | Where | Cell |
|---|---|---|
| Royal Herald | Twin City | 448, 350 |