Personal dungeons
Take the Hub of Awakening portal in Holtburg square: thirteen doors, easiest to hardest — the Citadel Below at level 15, the Matron Hives, Creepy Canyons, the Egg Orchards, Dark Design, the Paths of the Blind — each your own copy, nobody else's spawns, nobody else's competition. Each awakening makes the monsters in your copy 5% tougher and the kills 5% more rewarding, set when you enter. The retail hive and the retail Facility Hub are untouched. Dying inside costs no items and no coins.
/instancewhich copy you're in, and its difficulty tier
Awakening
The repeatable enlightenment. At your level cap, go back to level 1 with skills, attributes and unassigned XP reset as enlightenment resets them — keeping society, luminance, auras, titles, Radiance and every raise you've bought. Every awakening makes your dungeon copies 5% harder and 5% richer and raises your level cap by one: 275, then 276, then 277. Retail enlightenment stays exactly retail beside it.
/awakenwhat it is and whether you may
/awaken confirmdo it — no undoing
Awakened rewards
Loot in your scaled dungeon copies rolls richer and hits harder with every tier, and needs five fewer awakenings than the tier to wear — tradeable a little way down the ladder. Attuned quest items grow with the awakenings of whoever first earns them, without ceiling — re-run the quest after awakening and it comes back better. Every such item says so in its name.
/arthe terms, your count, and what the item you last appraised carries
Raises past the cap
Every point of experience also earns a point of Radiance, banked account-wide. Once a skill is maxed, spend it on one more skill point — priced along the retail curve continued 1:1, so the first raise costs what rank 209 would have and the curve is its own ceiling. Raises survive enlightenment and awakening.
/x melee defensewhat the next raises cost
/raise melee defensebuy one
/byour Radiance
Town invasions
Monsters besiege towns. The server is warned ten minutes ahead; then for twelve minutes bands of attackers close in from every side, more of them the more defenders there are, until their leader comes. Kill it within five minutes and everyone who fought earns a defender's bonus of experience. Towns get attackers that match their players — Holtburg, the first, is raided by drudges. Warnings post to Discord's #invasions.
/invasionwhich town is under attack, and how the defence is going
A wider combat window
Retail decides every evade and resist inside about 73 skill points either way — past that a fight is over before it starts. Aelrynth's curve is gentler, and the chance to land is never below 5% or above 95%, for players and monsters alike.
/combatwindowthe curve against retail
The Aelrynth Wiki
The whole Asheron's Call Community Wiki — 29,000 articles and 55,000 images on every quest, item, creature, dungeon and town retail ever had — hosted here with no ads, plus pages on how Aelrynth itself differs. aelrynth.com/wiki.
/wiki/Holtburgany page, by its name
/wiki/Special:Searchsearch everything
Leaderboards
Sixteen boards — level, enlightenments, awakenings, lifetime experience, luminance, Radiance, mastery, kills, deaths, player kills, allegiances — rebuilt every five minutes. In game and on this site.
/topevery board and who leads it
/top killsone board, top ten
/top mewhere you stand on all of them