Hunt
Your character
About this page
Your character, as this browser keeps it: nothing is sent anywhere, and clearing the site’s data clears the hunt. Every level brings 5 AP; the AP and SP resets are free; every first job is at level 10 and comes with that job’s own weapon.
The monsters’ names and levels on the fields are a switch in the header’s hunt window, beside the one that turns the hunt off, so it is a press away on every page.
How the hunt works
Monsters walk around every page of the site, and you can hunt them. Click one to attack it, and click what it drops (or press Z) to pick it up.
All the game data is from our own datamine of the Closed Online Test 2 client. The rest of the site reads the Public Release, but the hunt stays on the test’s, so nobody loses a third job, a map or a monster they already have. Drop tables aren’t in the game files, so for now we use the old v83 ones. Where a quest or a recipe asks for something those don’t drop, we added a few drops of our own, like Leaf on the Dark Stump.
EXP is 3x and drops are 3x. Bosses spawn on a timer and everyone on the page fights them together. Playing as a guest? Register, or log in to an account with no character yet, so you don’t lose your character.
Bows, crossbows and claws use up an arrow or a throwing star with every shot, as in the game, and with none left they only hit up close. Luna sells both, and recharges throwing stars; arrows are bought again. The first job’s arrows or stars, like its weapon, are our gift, not the game’s.
Each tab of the bag starts with 48 slots. More are ours to sell, for mesos where the game sells them in the Cash Shop and for the whole bag where the game sells a tab at a time: 6 more in every tab at once, up to 192 a tab, from 80,000 mesos for the first; up to the 6th each is 8% dearer than the last, and from there each 16%.
An account has one storage, shared by its characters, with Mr. Lee in Henesys Park: the way to move items and mesos from one of your characters to another. Its 48 slots and the 200 mesos to put an item in are ours, since the game’s server sets both and not its files; taking out and mesos are free. What the game will not let be traded stays with its character.
The chat in the corner of every page is the game’s own window: General and Trade, which everybody reads, and a tab for each hunter you whisper with (type /w and a name, as in the game). A hunter’s name, there or on the ranking, opens the game’s menu for another player: a whisper, their Character info with what they wear, or a trade. Talking needs an account. Each line has the time it was said beside it, and the chat shows the last 6 hours. The two channels, a line of 100 characters at the most, one every a second from a character and the 6 hours are ours, since the game’s server sets its own.
A trade with another hunter is the game’s own trading room. An invitation is a mark on your level in the header, as AP to spend is, and not a window over the page; once it is accepted the trade window opens for both of you, with its own chat. Each side puts up to 9 things and mesos, and nothing moves until both press Trade on the same offer: a change to either side takes both presses back. An invitation that waits a minute, a trade left idle for 10 minutes and no fee on a trade (the game taxed a large one) are ours. Both sides need an account, and your own characters share things through the storage instead.
The Lie Detector, the game’s test against macros, is off for now: nothing asks you to type a code. An auto clicker’s presses still do nothing at all until the pointer moves.
Opening your hunt, saved in this browser...
