Player guide

Rewards While You Play

In short: five small things the realm hands you just for playing -- a kill streak bonus, a lucky kill windfall, gifts for time online, a Bounty of the Hour with double drops, and a welcome back when you return after days away. No NPC, no quest, no click: they find you.

Big rewards take hours. These take minutes, and they are meant to: while you hunt, something should keep arriving.

The kill streak

Kill monsters without a pause longer than ten seconds between them and a streak builds. At 10, 25, 50 and 100 kills (and every hundred after) a line tells you where it stands, and the streak pays bonus experience: one percent for every five kills of streak, up to +20% at a hundred. Stop for ten seconds, or die, and it starts again from one.

The bonus rides on top of your other experience bonuses (a potion, a blessing, Rainbow gems), which is exactly why it stops at a fifth.

The lucky kill

About one kill in five hundred is lucky: fireworks go up, a line crosses the screen, and the monster turns out to have been carrying something -- either a purse of silver (roughly ten kills' worth of that monster's own coin) or a pulse of experience worth half a minute of levelling at your level. It lands straight in your wallet or your bar; there is nothing to pick up.

Only ordinary monsters can be lucky -- not training targets, guards, pets or event creatures.

Gifts for time online

Once a day, simply for being in the world:

Minutes online todayGift
15a purse of silver (bigger at higher levels)
30a Meteor
60a second Meteor
120an ExpPotion (an hour of double experience)

The minutes add up across the day whether you hunt, trade or stand in town. The ladder is counted per household (every account from one home shares it, and two characters online at once do not count double) and starts again at midnight, Warsaw time. If your bag is full, the gift waits for room. /daily shows your minutes and the next gift alongside the daily hunt reward.

The Bounty of the Hour

Every hour at a quarter past, the server names a species and for the next ten minutes it drops double: its own loot table and the gear roll are rolled twice on every kill. The herald says which monster and where it roams; the Royal Herald's "what is happening" page and the website's live board carry it while it runs.

What doubles is the monster's own drops -- silver, potions, ores, quest items, gear. The rare stream (Meteors, DragonBalls, the gold items) is deliberately left as it is.

The species is drawn from everything numerous enough to farm anywhere in the world, so over a day every level band gets bounties of its own. Bosses, guards and rare variants are never picked.

Welcome back

Come back after three or more days away and the realm greets you with a window: a purse of silver and an hour of double experience, banked on the same timer an ExpPotion fills (it cannot push that timer past its two-hour cap). Once per absence, and never on a character's very first login.

How our version differs

None of these existed in classic Conquer Online; they are ours, built for a server where a player should never hunt for an hour with nothing to show for it but the drop table. Every number here is a tuning knob, and the rare-drop economy is deliberately untouched by all five.

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