Bounty Hunter world

Bounty Hunter Worlds (Bounty Worlds, or BW for short) are themed worlds in which PvP combat is allowed in the Wilderness. They were released on 6 May 2009 as the re-work to Bounty Hunter, a minigame designed to replace Wilderness player-killing, which was removed as part of the 10 December 2007 updates. All parts of Runescape are blocked off to players on these servers, except for Edgeville and the Wilderness.

Requirements

 * Minimum of level 20 Combat (excluding Summoning)

Worlds

 * Free-to-play worlds
 * English - 32, 57, 136
 * German - 122
 * French - 72


 * Pay-to-play worlds
 * English - 18, 65, 124, 137
 * German - None
 * French - None

Getting started
When players log into a Bounty World, they will get a warning message that they may lose all their items if they die. There is an option to go back to the main screen and choose another world.

Please note: you will not be able to log into a Bounty Hunter World unless your account is stationed in Edgeville or Wilderness prior to trying to log into the world.

The first time players enter a Bounty World, they will receive a Bounty worlds manual, which outlines how a Bounty World works.



Limited area
In order to ensure that each world's player-versus-player zone is busy, only a small number of worlds are available at the moment. In addition, unlike other types of worlds, only Edgeville and the area north of the town are accessible. However, the Wilderness Agility Course can not be entered.

Teleportation

 * Within Bounty Worlds, most teleports redirect you to Edgeville. It was updated from not having any teleports leading out of the Wilderness or Edgeville to this on the June 16th 2009 update.
 * Upon death, players are returned to Edgeville rather than their normal respawn point.
 * The Ring of life teleports players to Edgeville.
 * Other forms of teleportation include the Ancient Magicks teleports, the Amulet of glory teleport to Edgeville, and the Ring of duelling teleport to the Fist of Guthix arena.
 * The Mage Arena bank and other areas in the Wilderness which are not Hot zones are considered as Safe Zones.

Wilderness level
Similar to the old Wilderness (before 10 December 2007), players that one can fight are determined by the level of the Wilderness that one is in.

Targets
As per the previous Bounty Hunter system, players are assigned targets. These are assigned after 30 minutes providing there are players of suitable Combat levels.

In the upper-right hand corner of the screen there is now a bulls-eye which has eight clicks, each click worth half of one part of the bulls-eye.

After 60 minutes without a target, the system uses a more wide searching method to find a target. Unlike the old system, players will become targets themselves. After players have killed their targets, they must wait another 30 minutes for a new target.

When you get a target and a yellow flashing arrow, telling you were your target is, you will become a target yourself. When you fight your "target", and win, you will receive a better reward (than rouges) as a drop, food, armor, weapons, and Ancient Artefacts.

If the player's target is in single-combat and already fighting someone else, the player can disrupt the battle and attack the target. In addition, if players do not do enough damage to gain the drop, but they die, they will remain a target.

If you are skulled, or attack another player without them attacking you first risking your items, you will fetch an even greater reward. "EP" also comes into your drop. It will increase your chances of a more rare drop, to raise this you have to either, stay in the bounty world for a long time risking a lot of coins, or die losing high amounts of coins, 25-75k. When you or your opponent defeats each other, with no one interrupting the battle, such as someone attacking either player and killing them, you will lose your target and have to wait another 30 minutes before you get another target.

Rewards
Bounty Hunter's drop system is based on that of PvP worlds, but if you kill your target, your reward will be increased by 1 hours worth of hot zone potential and is 3 times more likely to contain actual items from your targets inventory. A target kill scores 1 point on the "Bounty Hunter" hiscores.

Fighting and killing someone who is not the player's target means that they will be rewarded with a random drop from the PvP worlds system, as well as earning them one point on the "Bounty Hunter Rogues" hiscores, but the drops are unlikely to be as valuable.

It is also possible for a rogue to receive part of a player's drop, but this is less likely than if the player's target was killed.

Trivia

 * Players could run out of the Bounty World area by clicking on "House options" in the Options interface while they ran outside the area. This has since been fixed.
 * Players could run out of the Bounty World area by running outside the area while having a skill window opened. This has been fixed.
 * Players could run out of the Bounty World area by running outside the area while clicking on a Quest interface. This has been fixed.
 * Players could stand on a wall spot by running behind a specific bush and clicking on "House options" in the Options interface. If items were dropped there, they would appear to stick through the head of the player.
 * On Bounty Worlds, all teleport spells take you to Edgeville.
 * Many players frequently complain that there should be access to the Grand Exchange due to the fact that they have to switch to a non-Bounty World.
 * Using home teleport counts as using the Ancient Magicks home teleport. This can count as the Varrock Achievement Diary's Hard task: Teleport to Edgeville, regardless of membership status.