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. 1 The forges run short The ledger is read at dawn and the worst shortages are posted.
  2. 2 You are dealt a hand Twelve to eighteen creatures, every one different, each with what hunting it pays.
  3. 3 You take three Three slots, three creatures, three bonuses running at once.
  4. 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

A card is a creature and a bonusa real one

1 Blazer
2 Gargoyle Normal · level 45
3 +50% Improved loot
  1. 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.
  2. 2The placeWhere it lives, at a difficulty you have unlocked, inside your level bracket.
  3. 3The bonusWhat hunting it pays for the rest of the day. Usually one fundamental; sometimes a rarer two-bonus package.
  4. 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
+50–100%
Everything that creature drops falls more often. Not one material: the whole table, by +50% to +100%.
Experience
+50%
+50% experience from that creature. Nothing else on the ground changes.
Damage
+100%
+100% damage dealt to that creature, so it falls faster.
Guard
−25%
−25% damage received from that creature, capped at −35% as its star rises.

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

Improved loot
Blazer Gargoyle Normal · level 45
+50%
the forges want its White Herb
Experience
Evil Druid Leib Olmai Normal · level 53
+50%
the forges want its White Herb
Damage
Punk Choco Normal · level 44
+100%
the forges want its Witched Starsand
Guard
Wolf Wolf Normal · level 22
−25%
the forges want its Wolf Claw
Improved loot
Archer Skeleton Mummy Normal · level 35
+100%
no order behind it: yours for the bonus
Experience
Desert Wolf Desert Wolf Normal · level 37
+50%
no order behind it: yours for the bonus
Damage
False Angel Tengu Normal · level 54
+100%
no order behind it: yours for the bonus
Guard
Ghoul Stem Worm Normal · level 42
−25%
no order behind it: yours for the bonus
Improved loot
Giearth Giearth Normal · level 32
+100%
no order behind it: yours for the bonus
Experience
Hill Wind Bathory Normal · level 51
+50%
no order behind it: yours for the bonus
Damage
Mime Monkey Magmaring Normal · level 45
+100%
no order behind it: yours for the bonus
Guard
Myst Wild Rose Normal · level 45
−25%
no order behind it: yours for the bonus

The same creature, againa rung a day, up to 10

star 1
Improved loot
+50%
Experience
+50%
Damage
+100%
Guard
−25%
star 10
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

879 with one creature 91 with more than one

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

A fresh full handAll 12, 15, or 18 choices are dealt again from the same eligible pool. A redeal is different, not stronger.
Priced off your own wageThe row states the gold before it takes any. It is a slice of what your character earns in an hour of hunting, so it is small early and never nothing.
Deal first, choose secondTake a card and the offer is gone until tomorrow. There is no rerolling the two slots you have left.

The bar belongs to everybodyan order for 500 units

You 240 brought 14
Another hunter 150 brought 9
Another hunter 80 brought 4
Another hunter 30 brought 2
the purse this order carries: 29 paid to these four: 29

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

untouchedhow full the bar isfull

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

1The day turnsAt 03:00 UTC every bounty ends at once and a fresh hand is dealt.
2The order fillsThe bar is everybody’s. The moment it reaches the top the order closes, the purse goes out, and every bounty feeding it ends with it, yours included, whoever brought the last unit.
3The order runs out of daysAn order stands 7 days. If the bar never fills it closes anyway and pays for the part of it that did.

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

Bounty Board Answer an order. The purse is split when the bar fills.
The Breaker Break a spare piece of equipment down into it.
Another player Buy it on the market. No counter sells it and no counter buys it.

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.

Selling, and asking

Sell into a bidUnder each order sits the best standing offer another player has posted for that material, and what you are holding. One tap.
Post one yourselfWhen a recipe at your bench is short, the bench offers to post an offer at a price you can overtype. Your gold is held until somebody fills it.
What the forges are short of right now Every material the benches bill, ranked by how long its best ground needs to supply the book. Live.