Slayer
Overview
Slayer is a combat skill trained through contracts. Each qualifying kill awards Slayer XP and Rank Points for that enemy. Kill milestones award shards. Higher Slayer levels increase shard rewards and maximum health, and unlock more enemies for personal contracts.
Personal, party and guild contracts use the same system. Each board has 3 contract slots in total. Generate up to 3 random contracts for free, pay to choose up to 3 targets, or mix free and paid contracts within those same 3 slots. Personal and party targets cost gold. Guild targets cost guild marks.
Each contract lasts 24 hours from acceptance, with its own timer. Personal, party and guild boards have separate limits and can be active at the same time, allowing 3 personal, 3 party and 3 guild contracts. Slayer has a maximum level of 100.
Each enemy also has a separate permanent rank. Rank damage applies only to that enemy, reaching +10% at rank 100.
Generation
Accept contracts from the Slayer page, then hunt and battle the assigned enemies at their locations.
- Open Slayer, select Personal, and accept a free or paid contract.
- Open a contract to check its location and Enemy Level.
- Travel there, hunt, and battle that enemy.
- Reach kill milestones to earn shards. Earn Slayer XP until the contract reaches its final kill target.
Accept contracts before starting your battles. Battles already started without a matching contract do not count retroactively.
Contract Prices
Random contracts are always free. For personal and party contracts, choosing a specific target costs gold, paid by the player who accepts the contract. The price depends on the contract's Enemy Level.
| Enemy Level | Personal | Party |
|---|---|---|
| 1 | 500 | 750 |
| 25 | 2,030 | 3,045 |
| 50 | 3,624 | 5,436 |
| 75 | 5,218 | 7,827 |
| 100 | 6,812 | 10,218 |
| 150 | 10,000 | 15,000 |
Guild contracts never cost gold. Choosing a specific target for a guild contract costs 1 guild mark at any Enemy Level, see Guild.
The contract window shows the exact price before you confirm.
Your combat level and Slayer level control which enemies you can access. They do not change the kill target. At Slayer levels 1–10, you can access enemies up to native level 10, but never above your combat level. After that, the native enemy limit follows your Slayer level, up to level 100. If you cannot accept a contract, check the requirement shown on the Slayer page. These limits apply to personal and party contracts. A guild can pick any enemy for its guild contracts, but your own levels still decide whether you earn shards from them.
Kill Requirements
The contract's Enemy Level sets the kill target.
- A higher Enemy Level requires more kills.
- A higher Slayer level does not add kills. It gives more shards for the same contract.
- Scaling only sets the contract's Enemy Level. A level 1 enemy scaled to level 100 uses the level 100 target.
- The same rule applies to native and scaled enemies.
The base target starts at 200 kills at Enemy Level 1. Each additional Enemy Level adds 18 kills. The game then applies one random variation of ±15%. That same variation is used for every milestone.
| Enemy Level | Base target | Possible contract target |
|---|---|---|
| 1 | 200 | 170–230 |
| 25 | 632 | 538–726 |
| 50 | 1,082 | 920–1,244 |
| 75 | 1,532 | 1,303–1,761 |
| 100 | 1,982 | 1,685–2,279 |
| 150 | 2,882 | 2,450–3,314 |
The contract saves its target when you accept it. Existing contracts keep their saved targets after balancing changes. Check the contract for the exact number you received.
Scaling
Scaling sets the contract's Enemy Level. A higher setting means more required kills and more shards. It also increases Slayer XP per kill.
| Combat level | Scaling |
|---|---|
| Below 80 | Not available |
| 80–99 | Set contracts to your combat level |
| 100+ | Choose a level from your combat level up to 150 |
At Slayer level 100, a contract set to Enemy Level 150 awards 44 shards, or 48 with membership, even if the enemy has a lower native level.
WARNING
You must also enable level scaling when battling. Fight at the contract's required level or higher. Lower-level kills give no Slayer XP or milestone progress for that contract.
Fighting above the contract's Enemy Level does not add more shards to its reward.
Expiry
Each contract lasts 24 hours from acceptance. Accepting another contract does not change existing deadlines. Only kills finished before that contract expires count. Starting a long battle before expiry does not make later kills count.
You keep earned XP, Rank Points, and shards. Unfinished milestones do not carry over. Once a contract expires, its slot becomes available for either a free or paid contract. Finishing all milestones early does not free the slot before expiry.
Rewards
Shards
Each contract awards shards at 5 milestones. Completing all milestones awards the full contract reward.
Shard rewards depend on both the contract's Enemy Level and your Slayer level. Rewards grow exponentially with Slayer level, so the increases are larger toward level 100. Because the generated reward budget is halved, some early milestones can award 0 shards after rounding.
The table below shows shards for completing one contract, without membership.
| Slayer level | Enemy level 50* | Enemy level 100* | Enemy level 150* |
|---|---|---|---|
| 1 | 4 shards | 6 shards | 8 shards |
| 25 | 6 shards | 9 shards | 12 shards |
| 50 | 10 shards | 14 shards | 19 shards |
| 75 | 15 shards | 22 shards | 29 shards |
| 90 | 19 shards | 28 shards | 37 shards |
| 100 | 22 shards | 33 shards | 44 shards |
* Enemy Level means the level assigned to the contract. If a level 1 enemy is scaled to level 100, it uses the level 100 target and reward.
For example, a level 150 contract pays 19 shards at Slayer level 50, rising to 44 shards at Slayer level 100. Combat level controls access to scaling. Slayer level controls the reward for the contract you accept.
Personal rewards use your Slayer level when the contract is accepted. Party and guild rewards also use your own Slayer level, not the highest level in the group. Levelling up does not increase the rewards on an existing contract.
Shard Progression
These tables show the shard rewards for completing all 5 milestones on one contract, grouped into level bands. Each range runs from the reward at the first level to the reward at the last level in that band. These are level-based increases, not random reward rolls. The member column includes the 10% bonus and cumulative whole-shard rounding.
Enemy Level is the contract's assigned level. Personal, party and guild rewards all use your own Slayer level when the contract is accepted.
Level 50 Enemy
| Slayer level | Shards | Member shards |
|---|---|---|
| 1–9 | 4–5 shards | 4–5 shards |
| 10–19 | 5–6 shards | 5–6 shards |
| 20–29 | 6–7 shards | 6–7 shards |
| 30–39 | 7–8 shards | 7–8 shards |
| 40–49 | 8–9 shards | 8–9 shards |
| 50–59 | 10–11 shards | 11–12 shards |
| 60–69 | 11–13 shards | 12–14 shards |
| 70–79 | 14–16 shards | 15–17 shards |
| 80–89 | 16–19 shards | 17–20 shards |
| 90–99 | 19–22 shards | 20–24 shards |
| 100 | 22 shards | 24 shards |
Level 100 Enemy
| Slayer level | Shards | Member shards |
|---|---|---|
| 1–9 | 6–7 shards | 6–7 shards |
| 10–19 | 7–8 shards | 7–8 shards |
| 20–29 | 9–10 shards | 9–11 shards |
| 30–39 | 10–12 shards | 11–13 shards |
| 40–49 | 12–14 shards | 13–15 shards |
| 50–59 | 14–17 shards | 15–18 shards |
| 60–69 | 17–20 shards | 18–22 shards |
| 70–79 | 20–23 shards | 22–25 shards |
| 80–89 | 24–27 shards | 26–29 shards |
| 90–99 | 28–32 shards | 30–35 shards |
| 100 | 33 shards | 36 shards |
Total Daily Rewards
The following totals cover 3 personal contracts and 3 party contracts, at Slayer level 100. Party shards are per player, and all milestones must be completed.
The kill estimates use the ranges in Kill Requirements, repeated across 3 enemies. At Enemy Level 100, each personal contract needs 1,685–2,279 kills. Each party contract needs 7,582–10,256 shared kills.
| Enemy level* | Tasks | Kills, approx. | Shards | Member shards |
|---|---|---|---|---|
| 100 | 3 personal | 5,055–6,837 | 99 | 108 |
| 100 | 3 party | 22,746–30,768 | 99 | 108 |
| 100 | Both sets | 27,801–37,605 | 198 | 216 |
| 150 | 3 personal | 7,350–9,942 | 132 | 144 |
| 150 | 3 party | 33,072–44,742 | 132 | 144 |
| 150 | Both sets | 40,422–54,684 | 264 | 288 |
Party kills are shared across the whole party, not required from each player. Combined kills add both sets' targets; when a kill qualifies for both sets, it counts toward both, reducing the number of separate kills needed. Actual kill targets depend on the assigned Enemy Level and random variation, so check your contracts for their exact requirements.
Membership adds 10% to shards, with cumulative whole-shard rounding. At Slayer level 100, a level 150 contract pays 44 shards normally or 48 with membership. Member totals assume membership applies to every milestone earned.
Milestones
Milestones award shards as the contract progresses. Earned shards are kept even if the contract expires before completion.
For example, at Slayer level 50, a personal contract set to Enemy Level 50 has these base milestones before the ±15% variation. This example shows rewards without membership.
| Kills | Shards | Total shards |
|---|---|---|
| 109 | 0 | 0 |
| 217 | 1 | 1 |
| 433 | 2 | 3 |
| 758 | 3 | 6 |
| 1,082 | 4 | 10 |
These are totals from the start of the contract. The accepted contract then scales all five kill milestones together. Its final target can be 920–1,244 kills.
Each contract displays its exact kill targets and rewards. A reward marked as pending is paid when the battle settles.
Experience
Every qualifying kill gives the enemy's base combat XP at the contract's Enemy Level, before combat XP buffs, until the contract reaches its final kill target. Check EXP Per Kill on your contract for the exact amount. A higher scaled Enemy Level therefore gives more Slayer XP per kill.
For example, if a target is worth 25 base combat XP:
| Activity | Slayer XP |
|---|---|
| 1 kill for a personal contract | 25 |
| 100 kills for a personal contract | 2,500 |
| 1 kill matching both personal and party contracts | 25 |
| 100 kills matching both contracts | 2,500 |
Combat XP buffs do not increase Slayer XP. Fighting above the contract's Enemy Level does not increase it either.
Slayer XP boosts do increase it. For example, guilds that rule a zone through Conquest give members who claim the rewards bonus Slayer XP while they fight in that zone. The EXP Per Kill on your contract includes the boost while you are in that zone.
TIP
Slayer XP stops as soon as the contract reaches its final kill target. You can continue fighting until the contract expires, but those later kills do not give more Slayer XP.
Health
Slayer increases maximum health, reaching +100% at level 100. This bonus applies even without active tasks.
The health percentage increases at every Slayer level. The table groups levels into bands and shows the lowest and highest bonuses in each band, using 1,000 maximum health before Slayer to show the extra HP gained. Percentages are shown to two decimal places; the game uses the full value and rounds final HP down. With a smaller base health value, some levels may not add a whole HP yet.
| Slayer level | Health bonus | Extra HP on 1,000 | Max HP |
|---|---|---|---|
| 1–9 | +1.00%–+1.45% | +10–+14 | 1,010–1,014 |
| 10–19 | +1.52%–+2.31% | +15–+23 | 1,015–1,023 |
| 20–29 | +2.42%–+3.68% | +24–+36 | 1,024–1,036 |
| 30–39 | +3.85%–+5.86% | +38–+58 | 1,038–1,058 |
| 40–49 | +6.14%–+9.33% | +61–+93 | 1,061–1,093 |
| 50–59 | +9.77%–+14.85% | +97–+148 | 1,097–1,148 |
| 60–69 | +15.56%–+23.64% | +155–+236 | 1,155–1,236 |
| 70–79 | +24.77%–+37.65% | +247–+376 | 1,247–1,376 |
| 80–89 | +39.44%–+59.95% | +394–+599 | 1,394–1,599 |
| 90–99 | +62.80%–+95.45% | +628–+954 | 1,628–1,954 |
| 100 | +100.00% | +1,000 | 2,000 |
A character with 2,000 base maximum health would reach 4,000 at Slayer level 100. The bonus increases faster at higher Slayer levels.
Enemy Rank
Each enemy has its own permanent rank. Eligible kills for that enemy give it Rank Points. The bonus damage applies only to that enemy, and remains after the contract ends.
Rank 100 requires 3,876,701 Rank Points. This is the same amount of progress as level 85 in a normal skill.
| Enemy rank | Extra damage against that enemy |
|---|---|
| 1–30 | +1% |
| 31–48 | +2% |
| 49–60 | +3% |
| 61–70 | +4% |
| 71–78 | +5% |
| 79–84 | +6% |
| 85–90 | +7% |
| 91–95 | +8% |
| 96–99 | +9% |
| 100 | +10% |
Each row begins at the enemy rank where the damage bonus increases. For example, the first increase from +1% to +2% occurs at enemy rank 31.
The first +1% bonus is active after you earn points for that enemy. A newly accepted enemy starts at rank 1 but has no damage bonus until it has earned Rank Points.
Personal, party, and guild kills can all contribute to the same enemy's rank. They do not create separate damage bonuses. Party and guild contracts share Rank Points with every member, see Party and Guild.
Party
Join a party and select Party on the Slayer page. The leader and officers accept the party's contracts. Whoever accepts a contract pays for any chosen target. Everyone fights in their own battles, and eligible kills count toward the same shared milestones.
- Shards go to every eligible participant, including those who did not contribute kills. Your own Slayer level determines your shard reward, and your membership determines the bonus. Members who leave the party miss out on milestones completed after they leave.
- Slayer EXP goes to the person making the kill, using the contract's Enemy Level, until that contract reaches its final kill target.
- Rank Points are shared. Every party kill gives every eligible participant, including the person making the kill, 25% of the contract's EXP per kill as Rank Points. A kill that also counts toward your personal contract still gives its personal Rank Points too.
- Party contracts require 4.5 times the kills of the equivalent personal contract before random variation.
- The highest eligible native enemy level in the party determines the available enemies. The highest combat level determines the party's scaling limit.
- Personal and party contracts can run together. If a kill meets both contracts' requirements, it counts toward both, but overlapping kills do not award Slayer XP twice.
At Enemy Level 100, a personal contract needs 1,685–2,279 kills. A party contract needs 7,582–10,256 kills shared across the whole party. The exact target is saved on each contract.
For example, completing all 3 party contracts set to Enemy Level 150 gives a Slayer level 100 player 132 shards, or 144 with membership. A Slayer level 50 player receives 57 shards, or 60 with membership, for those same contracts. Rewards are awarded separately to each eligible participant and are saved when the contracts are accepted.
Limitations
- Characters whose class prevents trading cannot take part in party Slayer contracts. If anyone in the party has such a class, generation is blocked before any contract is accepted.
- Accepting a party contract locks the party. New members cannot join, new invitations cannot be sent, and the leader cannot close the party while it is locked. Members can still leave.
- Each contract lasts 24 hours from acceptance. The party stays locked until its last contract expires, even if all milestones are completed early. Accepting another contract later can extend the lock.
- The party has 3 shared contract slots. Completing a contract early does not free its slot or unlock the party.
WARNING
Agree on your party before accepting contracts. The leader or officer generating a contract must confirm the party lock first.
Leaving During Contracts
Members can leave a locked party at any time. The leader cannot leave, and can only close the party once every contract has expired.
When you leave a party with active contracts:
- Battle kills are added to the party when the battle finishes. If you leave in the middle of a battle, the kills from that battle are lost and give no Slayer EXP from the party contract. Your personal contracts are not affected.
- You keep the shards and Rank Point assistance you have already earned.
- You miss out on any milestones the party completes after you leave.
- You cannot join, create, or be invited to another party until the party's contracts expire.
For example, if your party's last contract was accepted 2 hours ago, you will have to wait about 22 hours before joining another party. The leave confirmation shows exactly how long the wait will be.
Members who are still in a locked party cannot be invited to another party either.
Character and account deletion are still allowed. If the leader is deleted, leadership passes to a remaining member with an account that is not being deleted. Officers are chosen before Members, then the longest-standing member within that rank. If nobody is eligible, the party is deleted. A surviving party keeps its contract progress, kill targets, rewards already earned, and original expiry times. It remains locked until all contracts expire.
Guild
Join a guild and select Guild on the Slayer page. Guild contracts work like party contracts on a bigger scale. The members on a contract's roster hunt together, and every milestone pays shards to each of them.
- Only the Leader and Deputies can accept guild contracts.
- Random contracts are free. Choosing a specific enemy costs 1 guild mark, taken from the guild's marks. Guild contracts never cost gold.
- Everyone fights in their own battles. Kills from every roster member count toward the same kill target, as long as they fight the contract's enemy at its Enemy Level or higher.
- Shards go to every eligible roster member, including those who did not contribute kills. Your own Slayer level sets your reward, and your membership adds the usual 10% bonus. See Eligibility.
- Slayer XP goes to the person making the kill, using the contract's Enemy Level, until the contract reaches its final kill target.
- Rank Points are shared. Every guild kill gives every member a small share, 0.12% of the contract's EXP per kill. This includes the person making the kill. At Enemy Level 150 that is about 0.09 Rank Points per kill, for each member. Market-locked members do not receive it.
- Guild contracts never lock the guild. Members can join and leave as normal.
For example, at Slayer level 100 a guild contract set to Enemy Level 150 pays you 44 shards, or 48 with membership. That is the same as a party contract at the same level. A roster member at Slayer level 50 receives 19 shards, or 20 with membership, from that same contract.
Requirements
Guild Slayer unlocks once your guild meets both of these requirements.
- Guild level 50
- At least 8 members
Until then, the Guild tab shows the requirements and your guild's progress toward them. If your guild later drops below a requirement, its contracts are hidden and new ones cannot be accepted until it meets them again.
Roster
When a Leader or Deputy accepts a guild contract, it saves a roster. The roster is every guild member who can trade at that moment.
- Only roster members can add kills to the contract and earn its shards.
- Members who join the guild after a contract was accepted are not on its roster. They can help with the next contract instead.
- If you leave or are kicked from the guild, you lose your place on every roster. Rejoining does not bring it back.
- If you are not on a contract's roster, it shows a red warning.
Each contract has its own roster. A guild with 3 active contracts can have a slightly different roster on each one.
WARNING
Leaving or being kicked from a guild starts a 24 hour wait before you can join, apply to, or create another guild. You keep any shards you have already earned, but you miss every milestone reached after you leave.
Eligibility
Being on the roster is not quite enough. To earn shards, your combat level and your Slayer level's enemy unlock must both reach the enemy's native level when the contract is accepted. This is the same check as a personal contract.
- Eligible members earn shards based on their own Slayer level at acceptance. See Shards.
- Members who are not eligible earn 0 shards from that contract.
- Your kills only count once your Slayer level unlocks the enemy. If you unlock it during the contract, your kills start counting, but your reward stays at what was set when the contract was accepted.
For example, your guild accepts a contract for a native level 60 enemy. A member at Slayer level 70 and combat level 80 earns shards. A member at Slayer level 40 earns nothing from it, because their Slayer level only unlocks enemies up to level 40.
WARNING
The guild can still accept a contract that nobody on the roster is eligible for, including one rolled at random. It will not pay anyone, so check your members' levels before picking a high enemy level.
Contract Types
When accepting a guild contract, the Leader or a Deputy picks one of two options.
- Random enemy is free. Set a max enemy level from 50 to 100 and the contract rolls a random enemy between level 50 and that level. If the contract is scaled, the max enemy level follows the scaled level instead.
- Choose enemy lets you pick any enemy level 50 or higher. It costs 1 guild mark. The max enemy level does not apply.
The guild can pick any enemy in that range, whatever the accepting member's own levels. Just remember that members only earn shards when they are eligible.
Guild contracts need an Enemy Level of 50 or higher. Enemies below level 50 can still be hunted, but only in a scaled contract.
Guilds can scale a contract from level 80 up to 150, whatever the accepting member's own combat level. A scaled contract needs you to fight at that level or higher. For example, a Skeleton Warrior scaled to 150 counts as a level 150 contract, and only level 150 Skeleton Warrior kills count.
Kill Target
The kill target grows with the number of eligible roster members. Members who cannot earn shards from the contract do not add to it.
- Every contract counts at least 8 eligible members, even if fewer are eligible. Guild contracts are built for the whole guild to work on together, so they always start bigger than a party contract.
- Every eligible member beyond 8 raises the target, but each one adds a little less than the one before.
This means bigger guilds need more kills in total, but each member has less to do. A guild with 25 eligible members needs about 20% fewer kills per member than a guild with 8.
For example, a contract set to Enemy Level 100 has a personal base target of 1,982 kills. With 8 eligible members, the guild needs 15,529 kills, about 1,940 each. With 20 eligible members, it needs 32,322 kills, about 1,620 each.
| Eligible members | Enemy Level 100 | Possible target | Enemy Level 150 | Possible target |
|---|---|---|---|---|
| 8 or fewer | 15,529 | 13,200–17,858 | 22,581 | 19,194–25,968 |
| 12 | 21,479 | 18,258–24,700 | 31,233 | 26,549–35,917 |
| 16 | 27,038 | 22,983–31,093 | 39,315 | 33,418–45,212 |
| 20 | 32,322 | 27,474–37,170 | 46,999 | 39,950–54,048 |
| 25 | 38,639 | 32,844–44,434 | 56,184 | 47,757–64,611 |
The kills are shared across the whole roster, not required from each player. The contract saves its target when it is accepted, including the ±15% random variation. Check the contract for the exact number.
The milestones follow the same pattern as personal and party contracts, at 10%, 20%, 40%, 70% and 100% of the target. Shards already earned are kept even if the contract expires before its final target.
TIP
Only kills finished before a contract expires count. If you leave the guild, battles you already queued can still add kills to your old guild's contracts, but you earn nothing more from them.
Limitations
- Characters whose class prevents trading can view guild contracts, but they are never added to a roster and their kills do not count.
- If the guild disbands, its contracts stop paying shards.
