Bounty Board
The forges say what they are short of, and pay you to bring it back.
Every morning the Bounty Board deals 12, 15, or 18 creatures for your level. Take three, and hunting them pays one fundamental bonus or a rarer two-bonus package. Hunt the same creature again on another day and its bonus climbs a rung. Crafting shortages lead at most one third of the hand; the current chapter and the wider level range fill the rest.
The loopfour steps, once a day
- 1 The forges run short The ledger is read at dawn and the worst shortages are posted.
- 2 You are dealt a hand Twelve to eighteen creatures, every one different, each with what hunting it pays.
- 3 You take three Three slots, three creatures, three bonuses running at once.
- 4 What it drops fills a bar You keep everything that falls. The drop counts on the bar where it lands, and the purse comes by mail when the bar closes.
Nothing on it is invented. The game keeps a ledger of every unit of every material made and destroyed, and each morning it weighs what the benches ate against what the grounds gave.
At a glance
- 1the level it opens at
- 12–18creatures dealt each day
- 3slots you may fill, per account
- 8orders open at once
- 7days an order stands
- 03:00UTC: re-read, and re-dealt
A card is a creature and a bonusa real one
- 1The creatureWhat you are hunting. Not the ground: a ground is named for its headline monster, which is usually not the one you came for.
- 2The placeWhere it lives, at a difficulty you have unlocked, inside your level bracket.
- 3The bonusWhat hunting it pays for the rest of the day. Usually one fundamental; sometimes a rarer two-bonus package.
- 4What it brings backThe material the forges wanted, when the forges are what put this creature in the deck. It is not what the card is about, and a card that says nothing here is a hunt of your own: the bonus, and no order behind it.
The four fundamental bonuses72% carry one; uncommon and rare cards combine two
Improved loot is solved per creature, from +50% to +100%. Experience and damage speed progress against the named creature. Guard starts at −25% and never rises past −35%. Uncommon cards appear 24% of the time and Rare cards 4%, each with a curated pair of reduced bonuses.
A handevery card a different creature
The same creature, againa rung a day, up to 10
- Improved loot
- +50%
- Experience
- +50%
- Damage
- +100%
- Guard
- −25%
- Improved loot
- +95%
- Experience
- +95%
- Damage
- +190%
- Guard
- −35%
Take a creature you have hunted before and its bonus climbs a rung. Star one is the printed value; at the top rung a loot card pays +95% instead of +50%, damage reaches +190%, and Guard stops at −35%. Rungs are per creature and per account, and they never go back down.
Almost always one creature
Of the 970 places the Bounty Board can post, 879 have exactly one creature on the ground that drops the material at all, across 194 different beasts. That is why a card can name one and be right.
A hand you do not likeonce a day, and only before you take
The bar belongs to everybodyan order for 500 units
Nothing is taken from you. A unit counts on the bar the moment it drops and stays in your bag: the bar is a tally of what the grounds gave, not a delivery you make.
You are never competing. The more people answer, the sooner it fills and the sooner everyone is paid. Anybody who brought anything gets at least one.
The purse is the only thing that changes hands. It arrives as a parcel in your mailbox when the order closes, and it is the whole payment for the bar.
So a bounty pays twice, and the purse is the smaller half. The card’s own bonus is paid on every kill for the whole day; the purse is paid once, at the close, for having answered.
A share is rounded down, so a purse is a ceiling rather than a pot that has to be emptied. Nobody who brought anything is ever paid less than one.
An order that has not filled after 7 days closes anyway and pays the same way, for the fraction of the bar that did fill.
The multiplier falls as the bar fillsan improved loot card, as the order it feeds fills
Only improved loot tapers, and only because it is the one bonus that is worth gold. Experience, damage, and guard pay the same on a full bar as on an empty one.
When a bounty endsthree ways, and the slot does not come back
A slot is spent by the take, not by the bounty: one that ends early does not hand the slot back. What you brought is always paid, and a rung is earned the moment you take the card, not when the bounty runs out.
What it pays in Temper
Temper buys one thing: a Grand brew. A standard oil answers one element and a Grand answers all six at once, and hits a boss ten times harder. 43 of them are written, and one costs 8 to 8 Temper.
Nothing else in the game makes Temper, no counter sells it and no counter buys it. That is why a purse is worth crossing a room for, and why it is a contribution rather than a payday: the three doors above are the only ways to hold any, and only one of them pays a hunter for hunting.