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'''Hunting''' is a repeatable combat activity where you fight increasingly powerful Zeds for Hunting skill XP, Zed Juice and location-specific loot.
'''Hunting''' is an escalating combat activity. Every hunting location has its own '''[[Zeds|normal Zed]]''', '''boss Zed''' and independent progress. The Zeds at a location become stronger each time you defeat its normal Zed.


The important part of Hunting is that '''every hunting location has its own normal NPC, boss NPC and progression'''. Progress at one location does not affect another location.
== How hunting works ==


== How a hunting location works ==
A location begins with its normal Zed. Each victory adds one permanent Mutation level at that location, making its next Zed one level stronger. After '''ten normal victories''', the next hunt is a boss fight.


Each location follows the same cycle:
Defeating the boss resets the ten-victory counter but does not remove any Mutation levels. The next cycle therefore begins against stronger normal Zeds. Only victories advance the cycle; losing or leaving keeps the same normal Zed or boss as the next encounter. Each location tracks its progress separately.


# Select '''Hunt''' to fight the location's normal NPC.
== Hunting locations ==
# Defeat the normal NPC to advance that location's progress by one fight.
# The next NPC at that location becomes stronger.
# After ten normal victories, the location's boss becomes available.
# Select '''Hunt Boss''' and defeat the boss to complete the cycle.
# The ten-fight progress bar resets, but the NPC scaling remains.


The cycle is therefore '''ten normal fights followed by one boss fight''', then it begins again with stronger enemies. Losing or leaving a fight does not advance the progress bar.
The table shows the useful differences between locations. '''Hunt cost''' is consumed on every attempt. '''Access required''' is an item you must own but which is not consumed.


== Normal NPCs and boss NPCs ==
{{#zed_list:job_hunting|city}}


Every location has two versions of its enemy:
== Mutations and NPC scaling ==


* The '''normal NPC''' appears during the ten regular fights.
A location's Mutation count is the permanent level bonus its Zeds have gained. One normal victory adds one Mutation. Each encounter recalculates Health, Strength, Defense, Speed, and Agility from that Zed's original configured stats and current encounter level; scaling is not compounded from the previous encounter. Strength, Defense, Speed, and Agility can then receive a small additional random increase, while Health does not receive this variance.
* The '''boss NPC''' appears after the tenth normal fight has been won.


The boss is a separate, more powerful NPC for that location. When a boss is ready, the final step of the progress bar is marked '''Boss''' and the green '''Hunt''' button changes to '''Hunt Boss'''. The boss receives the location's accumulated scaling and an additional ten NPC levels.
For example, a base Crawler has 100 Health, 4 Strength, 10 Defense, 6 Speed, and 5 Agility. At level 11, before random variance, it has 111 Health, 4 Strength, 11 Defense, 7 Speed, and 6 Agility.


Defeating the boss resets only the ten-fight boss progress. It does not return the enemies to their original strength. Another sequence of ten normal fights then leads to the next boss.
Boss victories do not add another Mutation. They reset only the ten-step boss progress, so the difficulty gained from normal victories is permanent.


== NPC scaling and Mutations ==
== Boss fights ==


NPCs at a location scale upward as you successfully hunt there. Each defeated normal NPC adds one '''Mutation''' and one level to that location's later NPCs. Their Health, Strength, Defense, Speed and Agility increase with their level.
Each location has a boss NPC distinct from its normal NPC. The boss inherits all Mutation levels accumulated at that location and receives a further '''10-level boss bonus'''. This creates a noticeable difficulty jump after every tenth normal victory.


For example:
Bosses also provide better rewards than normal hunts:


* The first normal hunt uses the NPC's starting level.
* Three times the location's normal Hunting skill XP.
* After one normal victory, the next normal NPC has +1 level.
* Double the mutation-scaled Zed Juice payout.
* After ten normal victories, the normal NPC has accumulated +10 levels and the boss becomes available.
* An additional location-specific boss loot pool.
* The boss uses that accumulated +10 scaling and receives a further +10 boss levels.
* After the boss is defeated, the next normal NPC still has the accumulated +10 levels.
* After another ten normal victories, normal NPCs have accumulated +20 levels and the next boss is stronger again.
 
Boss victories are not counted as extra Mutations. The '''Mutations ×N''' value on a location card shows the permanent level increase built up through its normal victories.
 
Select the NPC names on a hunting card to open the stats panel. It compares the NPC's original level and stats with its current mutated level and stats, making it possible to judge the next fight before paying its cost.
 
== Starting a hunt ==


A location card shows the hunt's Radiation cost and any required access or consumable items. Starting the hunt pays the displayed cost, reduces Morale by 4–5 and opens a turn-based fight.
Boss loot can include Boss Tokens and special armour with resistance traits.


Before hunting:
== Costs and rewards ==


* Equip suitable weapons and armour in your [[Inventory]].
Starting a hunt consumes the location's displayed cost, reduces Morale by 4–5, and begins a turn-based fight.
* Check your health and carry medical items when hunting repeatedly.
* Open the NPC stats panel and compare the mutated stats with your own.
* Prepare for the NPC's attacks and weapon weakness.


The NPC continues to scale even when your equipment does not, so a location that was once easy can eventually become dangerous.
=== Guaranteed Zed Juice ===
Every defeated hunting Zed awards guaranteed Zed Juice. Mutation count can gradually increase this amount, Hunting Skill Bonus increases the final quantity, and bosses double this guaranteed portion.


== Rewards ==
For example, with a Rad cost of 4 and 1,000 Mutations, mutation scaling produces 5 Zed Juice. A +76% Hunting Skill Bonus raises this to 8 after rounding down. For a boss, the 5 Zed Juice is doubled before the Skill Bonus is applied, producing 17 after rounding down.


Starting a hunt awards character XP and part of the hunt's Hunting skill XP. Defeating the NPC awards the remaining Hunting skill XP, advances the location and rolls its loot. A loss does not award the victory portion, progression or loot.
=== Bonus Zed Juice ===
Every hunt also has a separate approximately '''10%''' chance to award bonus Zed Juice. Hunting Skill Bonus increases its quantity, but Mutation count, Rad cost, and boss status do not increase this separate bonus.


Every successful hunt awards Zed Juice. Its base payout starts from the location's Radiation cost and gradually increases with the location's Mutation count. The Hunting skill bonus shown on the card increases that payout. There is also an independent 10% chance for an additional Zed Juice drop.
=== XP ===
Starting a hunt awards '''10–20 player XP'''; winning adds no further player XP. The hunt also awards 30% of its Hunting Skill XP when it begins, while the remaining 70% requires victory. Losing or leaving therefore awards only the initial 30%. For a boss, the ×3 Hunting Skill XP multiplier is applied before the reward is split into these portions.


Boss fights provide increased rewards:
The normal and boss loot pools differ by location.


* Three times the location's normal Hunting skill XP.
== Preparing for a hunt ==
* Double the mutation-scaled Zed Juice payout.
* The location's additional boss reward pool, which can contain Boss Tokens and special resistance armour.
 
The Zed Juice meter shows the current mutation-scaled payout, Hunting skill bonus, progress toward the next payout increase and the boss multiplier when a boss is ready.
 
== If you lose ==
 
Losing a fight does not remove Mutations, reset the boss progress or erase other character progress. The hunt's starting costs are not returned, and your health may need to recover before another attempt. The same normal NPC or boss remains next in that location's cycle.
 
== Current hunting locations ==
 
The following list comes directly from the current game definitions. Open a location to see its current costs, normal NPC, rewards and access requirements.
 
{{#zed_list:job_hunting|city}}


== Tips ==
* Equip weapons and armour from your [[Inventory]].
* Check the current mutated NPC stats rather than relying on its original difficulty.
* Match weapons to the Zed's weakness and prepare for its combat attacks.
* Restore enough Health and carry medical items for repeated hunts.
* Prepare carefully for a boss fight: it is substantially stronger than the preceding normal Zed.


* Treat each location as a separate difficulty ladder.
A loss does not remove Mutations or boss progress, but the starting cost is not returned and your Health may need to recover before another attempt.
* Check NPC stats regularly because they increase after every normal victory.
* Prepare for the sharp difficulty increase after the tenth fight, when the boss replaces the normal NPC.
* Improving equipment and combat stats is essential because Mutation scaling is permanent.
* Higher-cost locations award more Hunting XP and start with a larger Zed Juice payout, but risk more resources per attempt.
* Use the current values shown in-game if they differ from this guide, as balance values can change.

Latest revision as of 02:44, 21 September 2026

Hunting is an escalating combat activity. Every hunting location has its own normal Zed, boss Zed and independent progress. The Zeds at a location become stronger each time you defeat its normal Zed.

How hunting works

A location begins with its normal Zed. Each victory adds one permanent Mutation level at that location, making its next Zed one level stronger. After ten normal victories, the next hunt is a boss fight.

Defeating the boss resets the ten-victory counter but does not remove any Mutation levels. The next cycle therefore begins against stronger normal Zeds. Only victories advance the cycle; losing or leaving keeps the same normal Zed or boss as the next encounter. Each location tracks its progress separately.

Hunting locations

The table shows the useful differences between locations. Hunt cost is consumed on every attempt. Access required is an item you must own but which is not consumed.

Mutations and NPC scaling

A location's Mutation count is the permanent level bonus its Zeds have gained. One normal victory adds one Mutation. Each encounter recalculates Health, Strength, Defense, Speed, and Agility from that Zed's original configured stats and current encounter level; scaling is not compounded from the previous encounter. Strength, Defense, Speed, and Agility can then receive a small additional random increase, while Health does not receive this variance.

For example, a base Crawler has 100 Health, 4 Strength, 10 Defense, 6 Speed, and 5 Agility. At level 11, before random variance, it has 111 Health, 4 Strength, 11 Defense, 7 Speed, and 6 Agility.

Boss victories do not add another Mutation. They reset only the ten-step boss progress, so the difficulty gained from normal victories is permanent.

Boss fights

Each location has a boss NPC distinct from its normal NPC. The boss inherits all Mutation levels accumulated at that location and receives a further 10-level boss bonus. This creates a noticeable difficulty jump after every tenth normal victory.

Bosses also provide better rewards than normal hunts:

  • Three times the location's normal Hunting skill XP.
  • Double the mutation-scaled Zed Juice payout.
  • An additional location-specific boss loot pool.

Boss loot can include Boss Tokens and special armour with resistance traits.

Costs and rewards

Starting a hunt consumes the location's displayed cost, reduces Morale by 4–5, and begins a turn-based fight.

Guaranteed Zed Juice

Every defeated hunting Zed awards guaranteed Zed Juice. Mutation count can gradually increase this amount, Hunting Skill Bonus increases the final quantity, and bosses double this guaranteed portion.

For example, with a Rad cost of 4 and 1,000 Mutations, mutation scaling produces 5 Zed Juice. A +76% Hunting Skill Bonus raises this to 8 after rounding down. For a boss, the 5 Zed Juice is doubled before the Skill Bonus is applied, producing 17 after rounding down.

Bonus Zed Juice

Every hunt also has a separate approximately 10% chance to award bonus Zed Juice. Hunting Skill Bonus increases its quantity, but Mutation count, Rad cost, and boss status do not increase this separate bonus.

XP

Starting a hunt awards 10–20 player XP; winning adds no further player XP. The hunt also awards 30% of its Hunting Skill XP when it begins, while the remaining 70% requires victory. Losing or leaving therefore awards only the initial 30%. For a boss, the ×3 Hunting Skill XP multiplier is applied before the reward is split into these portions.

The normal and boss loot pools differ by location.

Preparing for a hunt

  • Equip weapons and armour from your Inventory.
  • Check the current mutated NPC stats rather than relying on its original difficulty.
  • Match weapons to the Zed's weakness and prepare for its combat attacks.
  • Restore enough Health and carry medical items for repeated hunts.
  • Prepare carefully for a boss fight: it is substantially stronger than the preceding normal Zed.

A loss does not remove Mutations or boss progress, but the starting cost is not returned and your Health may need to recover before another attempt.