Hunting: Difference between revisions
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== How hunting works == | == How hunting works == | ||
A location begins with its normal Zed. | 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. | |||
Only victories advance the cycle | |||
== Hunting locations == | == 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 | 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. | ||
{{#zed_list:job_hunting|city}} | {{#zed_list:job_hunting|city}} | ||
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== Mutations and NPC scaling == | == 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. | 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. | ||
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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 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 == | == Boss fights == | ||
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* An additional location-specific boss loot pool. | * An additional location-specific boss loot pool. | ||
Boss loot can include Boss Tokens and special armour with resistance traits | Boss loot can include Boss Tokens and special armour with resistance traits. | ||
== Costs and rewards == | == Costs and rewards == | ||
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=== Guaranteed Zed Juice === | === 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 | 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, 1,000 Mutations, and ×1.76 Hunting Skill Bonus, the guaranteed reward is 8 Zed Juice from a normal hunt or 17 from a boss hunt. | For example, with a Rad cost of 4, 1,000 Mutations, and ×1.76 Hunting Skill Bonus, the guaranteed reward is 8 Zed Juice from a normal hunt or 17 from a boss hunt. | ||
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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. | 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 | The normal and boss loot pools differ by location. | ||
== Preparing for a hunt == | == Preparing for a hunt == | ||
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* Match weapons to the Zed's weakness and prepare for its combat attacks. | * Match weapons to the Zed's weakness and prepare for its combat attacks. | ||
* Restore enough Health and carry medical items for repeated hunts. | * Restore enough Health and carry medical items for repeated hunts. | ||
* Prepare carefully | * 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. | 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. | ||
Revision as of 02:32, 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.
For example, one location progresses like this:
| Encounter | Zed scaling | Result |
|---|---|---|
| First normal fight | Base level | A win adds Mutation 1 |
| Tenth normal fight | +9 levels | A win adds Mutation 10 and unlocks the boss |
| First boss | +10 Mutation levels, plus 10 boss levels | A win resets the progress bar |
| Next normal fight | +10 levels | The second cycle begins |
| Second boss | +20 Mutation levels, plus 10 boss levels | The location continues scaling |
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, 1,000 Mutations, and ×1.76 Hunting Skill Bonus, the guaranteed reward is 8 Zed Juice from a normal hunt or 17 from a boss hunt.
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.