Before you jump into combat, you'll first need to locate a group of enemies by going on a hunt. How long your hunt lasts depends on two things: your Movement Speed
and your Hunting Mastery
. The faster you move and the more skilled you are at hunting, the longer you'll be able to keep up the chase.
The longest you can hunt is tied to your character’s maximum idle time. For example, if your character is marked as the "main character" and has an active membership, they can stay in action for up to 8 hours.
You can increase your Movement Speed
with the help of Pets and you can increase your Hunting Mastery
by completing hunts.
If you need to stop a hunt, just click Cancel Hunt
. You'll still receive part of the rewards, based on how long you spent hunting.
For example, if you were hunting 200 enemies over 100 minutes and canceled after 50 minutes, you’d get rewards for 100 enemies since you completed 50% of the hunt.
You can restart a hunt at any time, and it will continue from where you left off. Any new enemies you hunt will be added to what you’ve already hunted. So, if you’ve already hunted 50 Goblins
and start again, the new enemies will stack on top of those 50.
Enemies will flee over time if you're not fast enough to engage them in battle. The rate at which they run away depends entirely on your hunting level - the higher your hunting mastery, the fewer enemies will escape.
The scale ranges from 10% to 2.5%. At Hunting Mastery level 1, 10% of discovered enemies will flee every 4 hours. At Hunting Mastery level 100, only 2.5% will flee in the same timeframe.
The timer starts when the enemy is first discovered, and you’ll see a countdown in the enemy's dialog box to show you exactly when they are expected to flee.
Power hunting is an optional interactive twist to hunting that gives you the ability to hunt for more items by tapping on enemies that appear on the screen.
Base Spawn Rate: 0.03
Max Level: 100
Minimum Movement Speed: 1
Max Movement Speed: 50
Normalized Level: (Character Level - 1) / (Max Level - 1)
Normalized Movement Speed: (Movement Speed - Minimum Movement Speed) / (Max Movement Speed - Minimum Movement Speed)
Scaling Factor: 1 + Normalized Level + Normalized Movement Speed
Enemies Per second: Base Spawn Rate × Scaling Factor