A Bounty hunter is a character who is hired to find criminals, enemies or lost persons. What the bounty hunter does when they find their target depends on many factors, not the least of which being whether it is a legal practice or not.
Bounty Hunter is a player-killing minigame for both P2P and F2P players on specific worlds. Bounty Hunter was released as a replacement for the removal of old-style player killing. It has been revamped and modified a few times since its release back in 10 December 2007.
In the Bounty Hunter minigame, you are able to fight throughout the Wilderness (when you have crossed the ditch); you cannot attack someone if their combat level is out of range from yours, based on the Wilderness level band system (see Wilderness). For example, a level 40 player can attack players with a level of 39-41 in level 1 wilderness, and 10-70 in level 30. This is to prevent higher level players from taking advantage of lower levels.
Jagex: "After you have spent 30 minutes in a dangerous area on a Bounty World, the system will start looking for suitable ‘bounty targets’ for you. After 60 minutes, the chance of being assigned a target increases further. (Note: this doesn’t have to be all in one go, and isn’t reset by leaving.) Your target will always be a similar level to you, and you will also be your target's target. If you kill your target, it will add 1 to your ‘bounty kills’ hiscore, and you will receive a generous boost to your drop: the average size of these drops is boosted by an extra hour of drop potential (just as if you’d spent an hour in a hot zone), on top of the drop you would receive normally. "
Fact Untold by Jagex: There are only 2 ways to obtain a target.
1: Your target bar searches for a target
2: You are searched by someone elses target bar.
To qualify for 1:
To qualify for 2:
1: Close combat level priority (over rides 2,3)
2: Targ bar priority ( only applies for 4/8-8/8): If you have a higher targ bar you have a higher chance being targ when more than 1 person are searched. (overrides 3)
3: No previous targ priority (weakest priority)
Explanation: After 30 minutes you would have 1/2 target bar filled. From this point on, if someone else has a full bar, is around your level, and you have priority over others, you will get him/her as target. When you have 60 minutes (full target bar), as soon as you step in the hotzone, system will look for a target for you. Your target may or may not be in safe zone. The system will not look for target if you are in safe zone, however. Nonetheless you may still be "looked for" by other people's systems.
Priority of target is given as the closest combat level with half or more bar. If 2 or more people have the same bar, then the one with higher bar gets priority. Target levels may be +5 to -5 of your combat level. If no suitable targets are in the world then the system waits.
Note: Target Likelihood is not mathematical fractions.
Example: A level 50 just has 7/8 bar. a level 49 has 5/8 bar, and a level 52 has 6/8 bar.
Nothing will happen until the 50 reached 8/8.
Then if he goes in safe zone, nothing will happen, until the 52 gets 8/8 and stays in hot zone.
If he stays in hot zone, then the 52 will get him as target, instead of the 49.
The spell Bounty Locate was removed and thus you can not teleport to your target.
It is common to get a drop worth 50K+ even if you and your opponent are risking nothing, as long as they are your target.
If another player attacks your target and removes more than half of their health and they happen to die from the damage, it will not affect the fact that they are your target. They will remain your target until they die with most of the damage dealt by you.
The south side of the ditch is safe. On the north side of the ditch, there is a small safe area, but moving any further into the wilderness will mean you can attack or be attacked by someone within your combat range. If you have been attacked or have attacked someone, escaping to a safe spot will still allow your opponent to attack you for an additional 10 seconds if they have the same combat as you.
You can leave the dangerous area by jumping over the Wilderness Ditch or by going into a safe spot in the Wilderness, such as the Stealing Creation Lobby, the Wilderness Volcano lobby, the Mage Arena bank, and the Fist of Guthix Lobby (Please note: If you are attacked while you're heading to Fist of guthix you will have a 10 second wait when entering the place). You can also use Jennica's ring to teleport to the Spirit Realm using the Spirit Portals scattered around the Wilderness. The rules of teleblock applies when teleporting to the spirit realm and so you won't be able to use the portals if you have been teleblocked.
In a Bounty Hunter world, using any teleport will take you to Edgeville. In the Wilderness, you can only use a teleport up to level 20 Wilderness. Past level 20 wilderness you won't be able to teleport. However, a Ring of Life is capable of teleporting you until level 30 Wilderness, past level 30 Wilderness not even a ring of life can teleport you. Due to a recent update an amulet of glory can teleport you up to level 30 wilderness as well.
The only exceptions of teleporting in the Wilderness are safe zones. In Safe zones, you will be able to teleport regardless of where in the Wilderness you entered. You can teleport from the Wilderness Volcano Lobby, the Stealing Creations Lobby, the Fist of Guthix Lobby and the Mage Area bank and even the Spirit Realm.
Some Ancient Magick teleports will teleport you to a certain point IN the Wilderness.
If you have been teleblocked, you will not be able to teleport at all, even if you are within level 20 wilderness.
A recent update made it so that you will lose ep (earn potential) when teleporting out of a hot zone if you are in combat.
Players can bank in five places throughout Bounty Hunter worlds.
You will respawn in Edgeville upon death. If you die while you are skulled in Bounty Hunter you will lose all of your items, unless you are in a Bounty World (+1 Item) world, in which case you will keep your most valuable item upon death. You are not able to use the protection of item prayer in bounty worlds. You will become skulled if you enter a Bounty Hunter world.
Although, due to recent additions to certain worlds, there are now "Bounty World (+1 Item)" worlds. These will always let you keep your most valuable item, regardless of being skulled.
See Earned potential.
Bounty Hunter was formerly limited to the "Wilderness Volcano" craters north of Stealing Creation. As of the 6 May revamp, the game of Bounty Hunter was expanded to take place in the entire wilderness, and only on specific worlds. On other worlds, there are Revenants in the wilderness, and the ability to attack other players is no longer there. It was released on 10 December 2007.
On 25 March, Mod Mark posted a thread in the future updates forum stating that when Bounty Hunter returned, it would take place across the entire Wilderness and Edgeville, using the current Wilderness levels to restrict the players whom you can attack, which is like how the Wilderness used to be before it was changed on 10 December . In other words, the new "Bounty Hunter" is essentially an upgraded and modified version of the Old Wilderness before the December of 2007 updates, with the only difference being the drops. Bounty Hunter sparked PKing greatly and started a new era of pking.
On 6 May Jagex released the New Bounty Hunter.here
A few hours after the release of the New Bounty Hunter on 6 May, another update took place where more New Bounty Hunter worlds were added.
Originally, you could not use any teleports other than teleports based in the designated area. This included some of the spells in the Ancient Spellbook which teleport you to a certain point in the wilderness. However, this was changed on 16 June where teleports cast in the wilderness will take you to the safe area in Edgeville.
A new update on 16 June now means that Hellhounds, Lesser Demons, Greater Demons, Ankous, and a selection of Skeletons now reside in the Bounty Hunter volcanos. Player killing is now done in PvP Worlds and Bounty Worlds.
On 15 July, 2009, an update was made which prevented the use of Protect Item on Bounty Worlds and skulled all players for the duration of their stay. This meant that "one-iteming" with a powerful weapon like a whip, dragon claws, or godsword is no longer possible. This set off a massive negative reaction, and sparked massive riots on the Bounty Worlds, as players could no longer safely use their best weapons to fight in player-vs-player combat.
A 17 July update was put in place in response to the outcry of players regarding the previous update. Jagex introduced "Bounty+1" worlds, where there are skulls, but you always keep one item unless they are special items such as a Ring of visibility that is always lost on death. To counter the popularity of 1 Item-ers (people who carry only one piece of equipment to prevent any major loss in money) and the people named by Jagex as trickers (people who carry the exact amount of required value for an easy chance to receive high values of loot without the risk of losing a lot), Jagex stated that the player must risk at least 75k worth of equipment. This does not include his or her most valuable item, which is always protected. Those players who sold their Dragon Claws and/or Godswords due to the 15 July update suffered, as some struggled to buy them again (due to high demand).
These events spurred a market cataclysm, with people frantically selling things like barrows equipment, dragon items, whips and more as prices took a nosedive for not entirely understood reasons. However, when the +1 worlds were introduced shortly after, demand picked up as players tried to re-buy their items.
Barbarian Assault • Blast Furnace • Castle Wars • Clan Wars • Fishing Trawler • The Great Orb Project • Pest Control • Shades of Mort'ton • Soul Wars • Stealing Creation • Trouble Brewing • Vinesweeper
Archery competition • Barrows • Champions' Challenge • Creature Creation • Gnome Ball • Gnome Restaurant • Impetuous Impulses • Mage Arena • Mage Training Arena • Pyramid Plunder • Ranging Minigame • Rogue Trader • Sorceress's Garden • Tai Bwo Wannai Cleanup • Tears of Guthix • Temple Trekking • Treasure Trails • TzHaar Fight Cave
Agility Pyramid • Ape Atoll • Bandos agility course • Barbarian Outpost • Brimhaven • Dorgesh-Kaan • Gnome Stronghold • Penguin • Rogue's Den • Werewolf Agility Course • Werewolf Skullball • Wilderness
Bounty hunters were hireable mercenaries who tracked down and captured or killed anyone with a price on their head, although they were also known for doing nearly anything for the right price including the protection of clients. The best bounty hunters were very well armed and had very effective weapons, making them even more dangerous. There were, however, plenty of incompetent specimens throughout the galaxy, lacking any real skill but wishing to get rich quickly or simply seeking adventure.
Bounty hunters usually worked alone, although they sometimes did form partnerships. Partnering with a bounty hunter could be very dangerous business, though, as they typically valued their personal gain—and survival—above that of their companions. Despite their fierce independence, their reputation as "Jedi-killers" made them valuable tools of the Empire.
There were a number of guilds associated with bounty hunters, the largest and best-known being the Bounty Hunters Guild. However, it was often plagued with infighting and a general lack of cooperation between its members, climaxing with its virtual self-destruction during the Bounty Hunter Wars. There were other organizations, such as the House of Benelex, Qulok's Fist, the GenoHaradan, and the Granse Confederacy, that served a similar purpose.
Most bounties were presented to a guild, unless the presenter was able to contact the hunters directly. Posted bounties would then be sent to hunters affiliated with the guild and the hunt would be on. With the exception of powerful beings like Jabba the Hutt, Prince Xizor, Darth Vader, or intermediaries like Kud'ar Mub'at, most beings contracted hunters in this manner.
During the Jedi Civil War it was possible to merely walk into a bounty office and browse current bounties, as Revan did during his stay on Taris.
During the Imperial Era, the Empire issued Imperial Peace Keeping Certificate to bounty hunters. In some cases, bounty hunters were required to lodge a B23-1-14 permit in order to collect the maximum possible bounty.
Bounty hunters were almost always mistrusted and feared by locals around the galaxy. This was because their line of work was often very dangerous, and frightening. Many famous hunters earned reputations as fearsome as the most horrific Sith Lords and criminals. Hunters such as Calo Nord, Jango Fett, and Cad Bane became household names, though neither reached the unparalleled infamy of Boba Fett. However, there were occasional counter-examples to this viewpoint. Bounty hunters who followed government regulations and targeted dangerous criminals were often seen as on the side of law enforcement. On Haruun Kal, many Balawai children revered bounty hunters as larger than life figures.
Generally, bounty hunters remained neutral during times of galactic conflict. They were known to favor one side or another, although never officially joining any one group. For example, the aforementioned Calo Nord and Jango Fett worked with the Sith during the Jedi Civil War and prior to the Clone Wars, respectively. Cad Bane worked with the Separatists during the Clone Wars. Boba Fett often worked for the Empire and even had a professional relationship of mutual respect with Darth Vader. The Rebel Alliance rarely dealt with bounty hunters, lacking the credits and finding the hunters' methods contradictory to their ways of battle.
Most often, however, bounty hunters were hired by individuals—particularly criminals and crime lords. The Exchange, Black Sun, the Zann Consortium, and Jabba the Hutt were particularly fond of using them, both for their effectiveness and their availability.
Bounty hunters were hireable mercenaries who would track down to capture or kill a specific target for a price, although some were known to do nearly anything for the right price. Although bounty hunters were often very well armed and very dangerous, there were, exceptions, with some lacking any real skill at all; simply wishing to get rich quick or seeking an adventure.
Typically working alone, bounty hunters did sometimes form partnerships, whether it be through contract of mutual gain; however partnering with a bounty hunter could be very dangerous business, as each would often put the other into the line of fire if it secured their own survival. This mutual grasp for survival would often lead to intense rivalries between bounty hunters if both parties survived.
Bounty Hunter Base Statistics
Table of contents
Bounty Hunters chase the worst foes in the galaxy. You will learn to use whatever dirty tricks you must to bring your prey down.
When someone needs an enemy taken care of, they hire Bounty Hunters to do their dirty work. Tracking down and eliminating people are what Bounty Hunters do best. As a Bounty Hunter, you must learn the tricks of ambush and assault so your prey does not escape.
With Publish 27, innate Terrain Negotiation was introduced for Bounty Hunter. With certain levels, the Bounty Hunter gains greater ability to negotiate terrain. These are the levels and the amount of Terrain Negotiation granted to the Bounty Hunter:
At CL 22 (Bounty Hunter Essentials I), Bounty Hunters are given the ability to use Droids to track and capture their marks. As they progess in their profession, the Bounty Hunter gains better ability in using these droids. Here are the abilities that the Bounty Hunter learns:
Main Article: Bounter Hunter Missions Guide
In order to acquire missions a Bounty Hunter must visit a Bounty Hunter mission Terminal.
These terminals will list potential marks.
Marks listed by The Galactic Empire are contracts to kill Rebel players.
Marks listed by The Alliance are contracts to kill Imperial players.
Marks listed by Bounty Hunter's Guild are contracts to kill NPC's.
Once a mission has been selected the Bounty Hunter will be contacted, via Comm link, by an NPC representing the faction that is ordering the hit.
The Bounty Hunter will then receive the Bio-Signature for their mark and may begin tracking.
Bounty Hunter mission terminals are located across the galaxy. Waypoints are as follows:
Coronet, Corellia: -220 -4470 and -195 -4470
Doaba Guerfel, Corellia: 3166 5338
Tyrena, Corellia: -5130 -2300 and -5060 -2306
Imperial Prison, Dathomir: -6335 930
Smuggler Outpost, Endor: -905 1610
Kaadara, Naboo: 5190 6673 and 4928 6728
Keren, Naboo: 2085 2575
Dearic, Talus: 265 -3070
Bestine, Tatooine: -1445 -3658
Mos Eisley, Tatooine: 3375 -4845
As the Bounty Hunter progresses in their profession, their marks also become more difficult.
These skills and abilities are granted to all Bounty Hunters despite Expertise selections.
|A high powered attack that causes bonus damage.||Assault (Mark 1)||1|
|Assault (Mark 2)||10|
|Assault (Mark 3)||22|
|Assault (Mark 4)||30|
|Assault (Mark 5)||42|
|Assault (Mark 6)||54|
|Assault (Mark 7)||66|
|Assault (Mark 8)||78|
|A quick high powered attack that increases your target's vulnerability to critical hits.||Ambush (Mark 1)||4|
|Ambush (Mark 2)||14|
|An attack that causes bonus damage and lowers your target's movement speed.||Cripple (Mark 1)||7|
|Cripple (Mark 2)||18|
|Cripple (Mark 3)||26|
|The Bounty Hunter draws on their combat training to heal some wounds.||Heal (Mark 1)||7|
|Heal (Mark 2)||34|
|Heal (Mark 3)||58|
|Heal (Mark 4)||82|
|A trap that is used to lower the target's movement speed.||Tangle Bomb (Mark 1)||38|
|Tangle Bomb (Mark 2)||62|
|Tangle Bomb (Mark 3)||86|
|A powerful flame attack that envelops multiple opponents at once in a cone of fire.||Burn (Mark 1)||46|
|Burn (Mark 2)||74|
|An attack that lowers the target's movement speed while causing a bleeding wound.||Razor Net (Mark 1)||50|
|Razor Net (Mark 2)||70|
|Razor Net (Mark 3)||90|
|Determine whether a bounty has been issued on the target individual. If it has, payment will be delivered upon elimination of the target.||Bounty Check||86|
|Use Droids to track your mark||Droid Track||22|
|This level 90 ability allows you to hide concealable devices such as traps from view. No one will see the device but you.||Conceal Device||90|
|This level 90 ability allows you to make an attempt to detect concealed creatures or people in the area.||Detect Camouflage||90|
Introduced with Publish 30/Chapter 2, Bounty Hunters are now allowed the ability to choose their abilities/skills. Each Bounty Hunter are allocated "points" as they level. 5 points will be initially granted at CL 10, then 1 point every 2 CLs up to a total of 45 points at CL 90.
Most skills require a prerequisite, be it a minimum CL, or a prior skill.
|Carbine Efficiency||Rifle Efficiency||_||_|
|Carbine Accuracy||Rifle Marksmanship||Kinetic Armor||Energy Armor|
|Deadly Strikes||Sniper Shot||Melee Defense||Ranged Defense|
|Relentless Onslaught||Take Cover||Power Sprint||Duelist Stance|
|Assault Efficiency||_||Absorption||Ambush Efficiency||Lethality|
|Intense Assault||Return Fire||_||Ambush Intensity||Trap Extension|
|Rapid Assault||Antagonize||Deflection||Swift Ambush||Cruelty|
|_||Fumble||_||Advanced Ambush||Intimidating Strike|
|Innate Assault||Stun||Shields||Man Hunter||Dread Strike|
These skills and abilities are granted by choices made in the Expertise System.
|Return Fire||When activated this ability will automaticly execute a bonus attack agains any enemy that strikes you.||4 Points in Bounty Hunting & 3 Points in Intense Assault|
|Cruelty||Increases snare duration of Cripple, Razor Net, and Tangle Bomb effects||8 points in Bounty Hunting|
|Intimidating Strike (Mark I)||An attack that saps your opponent's will to fight and drains them of action.||12 Points in Bounty Hunting & 3 Points in Cruelty|
|Dread Strike||An attack that instills a sense of dread in your target and reduces their damage potential.||16 Points in Bounty Hunting & 1 Point in Intimidating Strike|
|Absorption||Increases Kinetic Protection||None|
|Deflection||Increases Energy Protection||8 points in Bounty Hunting, 4 points in Absorption|
|Shields||Surrounds you in a powerful energy shield that dramatically increases your mitigation versus Kinetic and Energy attacks for a short period of time. It takes quite a bit of time to recharge after the energy is depleted.||16 points in Bounty Hunting, 4 points in Deflection|
|Antagonize||This attack does little damage but makes your target extremely angry with you so they are more likely to attack you rather than your allies.||8 points in Bounty Hunting|
|Fumble||This attack does little damage but unnerves your target so much that their attacks are more likely to be glancing blows. This attack generates a large amount of hate and is likely to cause the target to attack you rather than your allies.||12 points in Bounty Hunting, 1 point in Antagonize|
|Stun||This attack does little damage but stuns the target rendering them unable to move or attack effectively for a short period of time. This ability generates a large amount of hate and may cause your target to focus on attacking you rather than your allies.||16 points in Bounty Hunting, 1 point in Fumble|
|Assault Efficiency||Reduces action cost of Assault special attacks||None|
|Intense Assault||Increases damage of Assault specials||4 points in Bounty Hunting|
|Rapid Assault||Reduces cooldown of Assault specials||8 points in Bounty Hunting|
|Innate Assault||Chance for a Free Shot, reducing Assault special action cost to zero.||16 points in Bounty Hunting, 2 points in Rapid Assault|