|Please upload an image!|
|Release date||14 November 2016 (Update)|
|Removal date||11 March 2019 (Update)|
|Reward currency||Bounty Hunter points|
|In spotlight rotation||No|
Bounty Hunter was a dangerous player-versus-player minigame that took place in the Wilderness. In it, players fought assigned targets (bounty kills) or other players (rogue kills). A minimum combat level of 20 was required to participate in this minigame.
Bounty Hunter could be played on two dedicated worlds. World 106 was for Evolution of Combat mode, and World 97 was for Legacy Mode. On those worlds, players were restricted to only being able to enter Edgeville, the Varrock Grand Exchange, and the Wilderness. Trying to quick hop to a Bounty Hunter world would warn the player that they would be teleported to Edgeville and would give the player a confirmation message. In a Bounty Hunter world, players couldn't teleport, trade, deposit or withdraw from their Money pouch, drop items, or duel.
When logging into a Bounty Hunter world, players would gain the option to join or leave the queue for being assigned a target. Players could set Target Auto-Queue in the Bounty Hunter Options to instantly be queued for a target when they logged in or after a bounty kill/death. After being assigned a target, a hint arrow showing the target's location was shown to help the player find their target. Upon unlocking Bounty Teleport, the player could teleport directly to their target. The player's objective was to kill their target. If the player didn't have a target assigned, they were still able to gain rating and upgrade Bounty emblems by killing other players, but rating and Bounty emblem upgrades were earned at a lower rate in this way.
Players' bounty targets were assigned based on having similar Matchmaking Ratings. Players' Matchmaking Ratings would place them inside brackets of players with similar skills who they were most likely to be matched against. The difference between bounty targets' ratings depended on how long the players had been waiting - with a larger difference being used the longer the players had been waiting for a target. It took a minimum of 5 minutes to be assigned a target, and if a player hadn't been assigned a target after 30 minutes, the player would force a target. In the Bounty Hunter Options, players could set a Combat Difference (1-50) for their targets. The number could be above or below the player's current combat level. For example, a player with a combat level of 100 and a Combat Difference of 10 would receive targets with a combat level of 90-110.
Matchmaking Rating (MMR) was an ELO-based system, rewarding players for fighting others closer to their skill level. Players started with a MMR of 1,500 and would have to go through 5 Placement Bounties. Those Placement Bounties would set the player's rating based on the player's performance. More rating was gained for defeating a stronger opponent, and more rating was lost when being defeated by a weaker opponent. Fighting the same player continuously prevented the player from gaining rating for some time. MMR was used to match up players who want to fight. There was also a rating in which the player was ranked on the highscores.
To prevent players from stalling as much time as possible to make their target forfeit the fight, tight restrictions were set, and breaking those rules would cause the player a penalty. Each penalty counted as a loss, so the player would lose rating and could also be restricted to participate in Bounty Hunter for a period of time. This didn't count as a win for the other player though. Penalties only occurred when a player had been assigned a bounty target, so those rules didn't apply to rogue fights.
Players would be penalised for clearing their Bounty Target. This just resulted in a loss.
Players are not allowed to log out of a Bounty Hunter world for more than 6 minutes. When the player's target has logged out or switched worlds, the following message appears in the chat box: Your target has left this world, they have X minute(s) to return. You should remain logged in, otherwise you may be penalised for leaving if they return. When the player's target's logged out timer has run out, the following message appears in the chat box: Your target has left this world for more than 10 minutes so has been cancelled.
This results in an hour penalty from being assigned bounty targets.
Players were not allowed to stay in the safe zone for too long. This resulted in a 30-minute penalty from being assigned bounty targets.
Ditch camping was when a player attacked their target and then instantly ran back to the safe zone repeatedly. This was unfair because the Ditch camper was safe from attacks. When leaving the Wilderness, the following message appeared in the chat box: You are joining/leaving the wilderness too often. Subsequent attempts may incur a penalty.
This resulted in a 30-minute penalty from being assigned bounty targets.
Players were placed in a league based on their rating. There were 14 leagues named after the different kinds of revenants:
Bounty Hunter points could be used to buy various rewards from the Reward Shop. Bounty Hunter points could be earned by converting Bounty emblems into points. Bounty emblems were received and upgraded by killing players. The player must have been holding the emblem in their inventory as a kill was made for a chance to upgrade it. The chance of an emblem upgrading was more likely when killing a bounty target with higher rating than the player and when the emblem had not upgraded on previous kills. Rogue kills could also upgrade emblems but less often than bounty kills. In the Wilderness, Bounty emblems were always lost on death to your opponent.
|Bounty emblem (t1)||10|
|Bounty emblem (t2)||25|
|Bounty emblem (t3)||60|
|Bounty emblem (t4)||150|
|Bounty emblem (t5)||400|
|Bounty emblem (t6)||1,000|
|Bounty emblem (t7)||2,500|
|Bounty emblem (t8)||6,000|
|Bounty emblem (t9)||15,000|
|Bounty emblem (t10)||40,000|
|Wilderness hilt||2,000||53,984||27||Used to upgrade a dragon claw, dagger, longsword, mace, or scimitar (or their off-hand versions) to tier 70.|
|Large rune pouch||4,000||19,023,985||4,756||Ammo slot item that can store up to 16,000 each of three unique runes.|
|Adrenaline crystal × 10||1,000||472,560||473||Used to upgrade an adrenaline potion (3) or replenishment potion (6) to increase the adrenaline (or special attack energy) to 30%.|
|Ancient warriors' equipment patch||4,000||10,968,928||2,742||Can be used to upgrade Ancient Warriors' equipment to tier 88 and makes them augmentable.|
|Revenant Pet||4,000||N/A||N/A||A pet which can become any revenant up to your current Bounty Hunter League.|
|Random brawling gloves||20,000||N/A||N/A||A random pair of brawling gloves.|
|Annihilation||30,000||34,261,936||1,142||An augmentable tier 87 two-handed melee weapon with a powerful special attack.|
|Decimation||30,000||65,339,204||2,178||An augmentable tier 87 two-handed ranged weapon with a powerful special attack.|
|Obliteration||30,000||61,297,046||2,043||An augmentable tier 87 two-handed magic weapon with a powerful special attack.|
|Amulet of the forsaken||2,000||7,526,215||3,763||Wearing this amulet increases the effects of the Barrows' armour sets.|