Slayer
Unreleased skill
Slayer is unreleased. All numbers and information below are subject to change. Nothing here is final.
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 and party contracts use the same system. Each board has 3 contract slots in total. Generate up to 3 random contracts for free, pay gold to choose up to 3 targets, or mix free and paid contracts within those same 3 slots.
Each contract lasts 24 hours from acceptance, with its own timer. Personal and party boards have separate limits and can be active at the same time, allowing 3 personal contracts and 3 party 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.
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.
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 rewards also use your own Slayer level, not the highest level in the party. 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 and party rewards both 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.
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 and party kills can both contribute to the same enemy's rank. They do not create two damage bonuses. In a party, Rank Point assistance is based on matching your kills with kills from other members and is capped at 25% of the matched kills.
Party
Join a party and select Party on the Slayer page. The leader accepts the party's contracts. 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.
- 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 come from your own qualifying kills. Party assistance adds 25% of the smaller of your kills or your teammates’ combined kills against that enemy. Without your own kills, you receive no assistance.
- 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. Members cannot join or leave, new invitations cannot be sent, and the leader cannot close the party while it is locked.
- 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.
!!banner Agree on your party before accepting contracts. The leader must confirm the party lock before generating a contract.
Character and account deletion are still allowed. If the leader is deleted, leadership passes to the longest-standing remaining member with an account that is not being deleted. 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.
