Hunt
Characters
About this page
An account keeps 3 characters and plays one at a time, the one chosen last; a guest keeps one, in its browser. A new character is made in the game’s own new character window, with a gender, a face, a hair in its colour and a skin, and the top, bottom, shoes and weapon it starts in, out of the window’s own lists. It starts at level 1 on the same stats as every other, and takes a name of 4 to 12 letters and numbers that no other character has and no other account goes by, and that is not one of the game’s own forbidden names. Every character has one free name change of its own, held to the same rules, whenever it was made; the game sold one in its Cash Shop. A guest’s character goes by its number and has no name to change.
Your attack pace is yours, not a character’s: a character taken up starts from where the one you left stood. MP is each character’s own, and one waiting in its slot refills none of it until it is taken up again. An account makes up to 5 characters a day and deletes up to 5, the game’s own number; a deleted character goes at once, with everything it held, and one with something in the Free Market has to take it down first. Your own characters do not trade with each other, and one of them fights a boss for the account. They share one storage, where what one puts in another takes out.
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.
Hunt 3 hours on end without a 10-minute break, or faster than a hand can, and the Lie Detector asks you to type the code in its picture, as the game’s does against macros: 3 tries in 60 seconds, and a miss closes the hunt to you for 10 minutes. An auto clicker’s presses do nothing at all, before the test and after it, until the pointer moves. The window is the game’s; when it asks, and what a miss costs, are ours.
- For an account
- For an account
A guest keeps one character, in this browser.
A guest character goes by its number and has no name to change. A character on an account has a name of its own, and one free change of it.
