The Hunt
The Hunt is where you spend most of your time. Your gladiator walks the road, meets the stage's monsters and fights them on his own. You decide when to start, what he wears and which skills he brings.
The Hub and START HUNT
When the hunt is stopped, your gladiator sits at a campfire: this is the Hub. The current region's NPC stands across the fire and chats now and then, your pet perches beside it, and the Hunt event cards wait here. Press START HUNT to set off. STOP HUNT brings you back to the fire; the stage keeps its place, but its win count starts again from zero.
Opening the game always lands you at the Hub, so you press START HUNT once each session.
Stages and tiers
The Hunt is a ladder of 90 stages, from 0-1 to IX-10. The first part is the tier (0, I, II ... IX), the second the stage inside it. A tier is a level band: tier 0 is levels 1-10, tier IV is levels 41-50, and from Stage II-1 on a stage's label is its level (Stage III-6 fights level-36 monsters).
| Tiers | Stages per tier | Wins to clear a stage |
|---|---|---|
| 0 and I | 5 | 5 |
| II | 10 | 8 |
| III to IX | 10 | 10 |
Each tier is its own region with four monsters of its own.
Inside a stage
A stage's monsters stand on the road ahead of you, from easy to hard. The first ones are smaller and weaker, the last one is the toughest. Each win counts towards the stage (the chip reads e.g. "Stage IV-3 | 4/10").
Clearing a stage
- The win that fills the count clears the stage and you move on to the next one automatically.
- A clear refills your health.
- The first clear of each stage pays a one-time gold reward. Clearing it again later only pays its kills.
- The last stage of a region is a celebration: the region's NPC thanks you and hands over a reward, and the next region's NPC walks up to greet you.
Losing a fight
A defeat sends you back one stage, and the hunt goes on. You never fall out of the region you are in: a defeat on a region's first stage just starts that stage over. The first stage of each region is a wall on purpose. If you keep falling there, train at the LUDUS, wear better gear or equip combat skills.
"Repeat until Lv X"
From Stage II-1 on, a stage also needs a level: level L opens the stage of level L+1. If you clear a stage before your level opens the next one, the stage page says so (for example "Stage V-2 opens at level 51") and you simply hunt the same stage again until you level up. Stages in tiers 0 and I have no level gate.
Health: no potions
There are no health potions. Your health carries from fight to fight and heals while you walk the road between fights. Clearing a stage refills it completely. Skills in the LUDUS (Regeneration, Vitality) and some pets help you recover during and after fights.
Energy and the campfire
Every Hunt fight costs 1 Energy (2 at 2x speed). Energy refills over time,
also while the game is closed. When it runs out, your gladiator walks to a campfire and rests until he has
enough to go on ("OUT OF ENERGY - RESTING").
Tap the fire! While you sit at the Hub, tapping the campfire gives Energy. Quick taps build a combo that gives more per tap. The fire gives up to 120 Energy an hour (more with the Endurance web), then rests; the chip under it shows how much is left and when it lights again. It never fills you past your Energy cap.
The Endurance web in the LUDUS deepens your Energy pool, and the Energy Draught in the shop tops it up.
2x speed
Opens on the Stage II-1 clear. The 1x / 2x button on the fight view halves the waiting between blows. It is meant for short sessions:
- In the Hunt a fight at 2x costs double Energy.
- In dungeons and Expeditions you take 25% more damage at 2x.
- Arena duels are always 1x.
Loot
Monsters drop gear. A drop pops over your health bar, and the drop panel slides up from the bottom of the Hunt page while the hunt keeps going:
- EQUIP wears it (or swipe the card right). An upgrade glows and shows "Upgrade +N".
- SELL sells it for gold (or swipe left).
- BAG IT keeps it in the backpack (once the backpack is open, from Stage 0-3).
Tap the road or leave the page and the panel tucks away. Unanswered drops wait behind the LOOT button. The win that clears a stage always drops an item.
Auto sell (from Stage 0-3) sells Hunt drops for you. Set it on the drop panel: LOWER LEVEL (below the level of what you wear in that slot), LOWER POWER (would lower your POWER), and UP TO a rarity it never sells above. It is off until you turn it on.
Combat skills and your pet
Up to two equipped combat skills fire on their own timers in every fight. Their chips stand at the right edge of the fight view; tap one to read it. In the Hunt, skill cooldowns carry over from one fight to the next on the same stage. Your active pet flies beside your sword and joins in.
Hunt events
Open on the Stage I-5 clear. Two event cards wait at the Hub, fought apart from the auto hunt:
- The daily story: a traveller at the fire needs help (each region has ten stories). It is three fights in a row with your health carried between them. You get three tries a day, and a new story comes each day.
- The strong event: one hard fight that turns up every 6 hours and lasts until the next one, again with three tries. There are five kinds: Out of the Dungeons, the Warband, A Beast Stalks the Road, the Tax Caravan and the Defiled Shrine.
The gold and XP on each card are exactly what a win pays. Reaching a new region brings its events right away.
Offline earnings
While you are away, a hunt that was running (or resting) keeps earning gold and XP, up to 8 hours. When you come back, the "Welcome back" window lets you CLAIM it. Offline time fights nothing: no items, no stage changes, no Energy spent. The XP from one claim is capped, gold is not.
Tip: a hunt left stopped at the Hub earns nothing offline. Press START HUNT before you put the phone away.