RuneScape Wiki
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{{External|os}}
 
{{External|os}}
  +
{{Deleted content|update=Bounty Hunter Reward Redistribution}}
 
{{Otheruses|the minigame released in 2016|the historical minigame|Bounty Hunter (historical)}}
 
{{Otheruses|the minigame released in 2016|the historical minigame|Bounty Hunter (historical)}}
{{Otheruses|def=no|the crew type in player-owned ports|Player-owned port/Captains and Crew#Bounty Hunter{{!}}Bounty Hunter}}
+
{{Otheruses|def=no|the crew member in player-owned ports|Bounty Hunter (Player-owned port)}}
 
{{Redirect|BH|the quest|Broken Home}}
 
{{Redirect|BH|the quest|Broken Home}}
{{Dangerous minigame}}
 
 
{{Infobox minigame
 
{{Infobox minigame
 
|release = [[14 November]] [[2016]]
|image =
 
 
|update = Bounty Hunter Returns - Gemstone Golem & Rune Ethereal Outfits through Skilling‎
|release = [[14 November]] [[2016]]
 
  +
|removal = [[11 March]] [[2019]]
|update = Bounty Hunter Returns - Gemstone Golem & Rune Ethereal Outfits through Skilling‎
 
  +
|removalupdate = Bounty Hunter Reward Redistribution
 
|members = Yes
 
|members = Yes
 
|location = [[Wilderness]]
 
|location = [[Wilderness]]
|players =
+
|players = 2+
 
|skills = [[Combat]]
 
|skills = [[Combat]]
  +
|currency = [[File:Bounty Hunter points.png|link=]] Bounty Hunter points
|currency =
 
|thaler =
+
|thaler = No
|hiscores =
+
|hiscores = No
|tutorial =
+
|tutorial = No
|custodian =
+
|custodian = Mandrith
|music =
+
|music = No
|developer =
+
|developer = John P
 
}}
 
}}
'''Bounty Hunter''' is a '''dangerous''' [[PvP|player-versus-player]] [[minigame]] that takes place in the Wilderness. It was released on [[14 November]]. In it, players may fight assigned targets (bounty kills) or any player that they see (rogue kills).
+
'''Bounty Hunter''' was a '''dangerous''' [[PvP|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.
   
The re-released Bounty Hunter uses elements from the original [[Bounty Hunter (historical)|Bounty Hunter]] system, as well as [[Bounty Hunter world]]s.
+
The re-released Bounty Hunter used elements from the original [[Bounty Hunter (historical)|Bounty Hunter]] system, as well as [[Bounty Hunter world]]s.
   
 
==Gameplay==
 
==Gameplay==
Bounty Hunter can be played on two dedicated worlds. One world, 106, is for the [[Evolution of Combat]] combat mode and the other, 97, is for [[Legacy Mode]]. On these worlds players are restricted to only being able to enter [[Edgeville]], the [[Varrock]] [[Grand Exchange]], and the [[Wilderness]].
+
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 [[Duelling|duel]].
   
When logging into a Bounty world players gain the option to join or leave the queue for being assigned a target. After being assigned a target a hint arrow showing the target's direction is shown to help the player find them. Upon unlocking a spell, the player is able to teleport directly to their opponent. When the player doesn't have a target assigned they are able to gain rewards by fighting other players who are not a target, though reward points are earned at a lower rate in this way.
+
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 emblem]]s by killing other players, but rating and Bounty emblem upgrades were earned at a lower rate in this way.
   
  +
==Matchmaking==
Players' bounty targets are assigned based on having similar Matchmaking Ratings. Players' Matchmaking Ratings place them inside brackets of players with similar skills who they are most likely to be matched against. The difference between bounty targets' ratings depend on how long the players have been waiting - with a larger difference being used the longer the players have been waiting for a target.
+
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) is an ELO based system, rewarding players for fighting others closer to their skill level. Players start with a MMR of 1,500. More rating is gained for defeating a stronger opponent and more rating is lost when being defeated by a weaker opponent. Fighting the same player continuously prevents the player from gaining rating for some time. MMR is used to match up players who want to fight; there is also a rating which the player is ranked on the highscores.
+
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.
   
  +
==Penalties==
There are 14 leagues named after the different kinds of [[revenants]]: initially there will be only the Imp League, from 0-1,500 rating; the Goblin League, from 1,501-1,999 rating; the Icefiend League, from 2,000-2,999 rating; and the Pyrefiend League, with at least 3,000 rating. From then on one new league will be introduced each week until all 14 are live. The players' league is recalculated each week.
 
  +
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.
   
  +
===Clearing target===
==Rewards==
 
  +
Players would be penalised for clearing their Bounty Target. This just resulted in a loss.
{{Main|Bounty Hunter & Deathmatch Reward Shop}}
 
  +
  +
===Logging out===
  +
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.
  +
  +
===Safe zone===
  +
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===
  +
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.
   
  +
==League==
Rewards from Bounty Hunter come from upgrading and cashing in emblems. A tier 1 emblem is a guaranteed reward from the player's first bounty kill. Once obtaining the emblem the player must hold it in their inventory as a kill is made in order for it to upgrade. The emblems upgrade to a maximum of tier 10. Rogue kills may also upgrade emblems, but less often than bounty kills. The chance of an emblem upgrading is more likely when killing an opponent of a high rating and when the emblem has not upgrade on previous opportunities.
 
  +
Players were placed in a league based on their rating. There were 14 leagues named after the different kinds of [[revenants]]:
   
 
{| class="wikitable"
 
{| class="wikitable"
  +
! League
  +
! Rating
 
|-
 
|-
  +
| [[Revenant imp|Imp]]
! Tier of Bounty Emblem
 
  +
| 0-1,500
! Bounty points earned from exchanging
 
 
|-
 
|-
  +
| [[Revenant goblin|Goblin]]
| Tier 1
 
  +
| 1,501-1,999
 
|-
  +
| [[Revenant icefiend|Icefiend]]
 
| 2,000-2,999
 
|-
  +
| [[Revenant pyrefiend|Pyrefiend]]
 
| 3,000+
 
|-
  +
| [[Revenant hobgoblin|Hobgoblin]]
 
|
 
|-
  +
| [[Revenant vampyre|Vampyre]]
 
|
  +
|-
  +
| [[Revenant werewolf|Werewolf]]
  +
|
  +
|-
  +
| [[Revenant cyclops|Cyclops]]
  +
|
  +
|-
  +
| [[Revenant hellhound|Hellhound]]
  +
|
  +
|-
  +
| [[Revenant demon|Lesser Demon]]
  +
|
  +
|-
  +
| [[Revenant ork|Ork]]
  +
|
  +
|-
  +
| [[Revenant dark beast|Darkbeast]]
  +
|
  +
|-
  +
| [[Revenant knight|Knight]]
  +
|
  +
|-
  +
| [[Revenant dragon|Dragon]]
  +
|
  +
|}
  +
 
==Rewards==
 
{{Main|Bounty Hunter & Deathmatch Reward Shop}}
  +
  +
Bounty Hunter points could be used to buy various rewards from the Reward Shop. Bounty Hunter points could be earned by converting [[Bounty emblem]]s 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.
  +
 
{| class="wikitable align-center-1 align-right-3"
  +
! colspan="2" | Emblem
 
! Points
  +
|-
  +
| {{Plinkp|Bounty emblem (t1)}}
  +
| [[Bounty emblem (t1)]]
 
| 10
 
| 10
|-
+
|-
  +
| {{Plinkp|Bounty emblem (t2)}}
| Tier 2
 
  +
| [[Bounty emblem (t2)]]
 
| 25
 
| 25
|-
+
|-
  +
| {{Plinkp|Bounty emblem (t3)}}
| Tier 3
 
  +
| [[Bounty emblem (t3)]]
 
| 60
 
| 60
|-
+
|-
  +
| {{Plinkp|Bounty emblem (t4)}}
| Tier 4
 
  +
| [[Bounty emblem (t4)]]
 
| 150
 
| 150
|-
+
|-
  +
| {{Plinkp|Bounty emblem (t5)}}
| Tier 5
 
  +
| [[Bounty emblem (t5)]]
 
| 400
 
| 400
|-
+
|-
  +
| {{Plinkp|Bounty emblem (t6)}}
| Tier 6
 
  +
| [[Bounty emblem (t6)]]
 
| 1,000
 
| 1,000
|-
+
|-
  +
| {{Plinkp|Bounty emblem (t7)}}
| Tier 7
 
  +
| [[Bounty emblem (t7)]]
 
| 2,500
 
| 2,500
 
|-
 
|-
  +
| {{Plinkp|Bounty emblem (t8)}}
| Tier 8
 
  +
| [[Bounty emblem (t8)]]
 
| 6,000
 
| 6,000
 
|-
 
|-
  +
| {{Plinkp|Bounty emblem (t9)}}
| Tier 9
 
  +
| [[Bounty emblem (t9)]]
 
| 15,000
 
| 15,000
|-
+
|-
  +
| {{Plinkp|Bounty emblem (t10)}}
| Tier 10
 
  +
| [[Bounty emblem (t10)]]
 
| 40,000
 
| 40,000
 
|}
 
|}
   
  +
{| class="wikitable align-center-1 align-center-3"
A highscores table for ratings is planned for release around the same time that the highest, Dragon, bracket of ratings is introduced.
 
  +
! colspan="2" width="25%" | Reward
 
  +
! BH points
{| class="wikitable"
 
  +
!
|-
 
  +
GE price
! Reward
 
  +
!GP/BH point
! Points
 
 
! Description
 
! Description
 
|-
 
|-
  +
! colspan="6" | Miscellaneous
| [[Brawling gloves]] (random)
 
  +
|-
| 20,000
 
  +
| {{plinkp|Wilderness hilt}}
| Gain a random set of brawling gloves
 
|-
 
| [[Large rune pouch]]
 
| 4,000
 
| Tradeable - Holds up to 16k of 3 types of rune. Equipped to ammo slot.
 
|-
 
| [[Ancient Warriors' equipment patch]]
 
| 4,000
 
| Upgrades a piece of ancient warrior gear to tier 88. The patch is tradeable, gear is not.
 
|-
 
 
| [[Wilderness hilt]]
 
| [[Wilderness hilt]]
 
| 2,000
 
| 2,000
  +
| {{GEPrice|Wilderness hilt}}
| Upgrades a [[dragon dagger]]/[[dragon claw]]s/[[dragon longsword]]/[[dragon mace]]/[[dragon scimitar]] to tier 70. Degrades back to base after a short period or a set number of special attacks.
 
  +
| {{fe|{{GEPrice|Wilderness hilt}}/2000 round 0}}
|-
 
  +
| Used to upgrade a [[dragon claw]], [[Dragon dagger|dagger]], [[Dragon longsword|longsword]], [[Dragon mace|mace]], or [[Dragon scimitar|scimitar]] (or their off-hand versions) to tier 70.
| [[Adrenaline crystal]] (x10)
 
  +
|-
  +
| {{plinkp|Large rune pouch}}
 
| [[Large rune pouch]]
 
| 4,000
  +
| {{GEPrice|Sealed large rune pouch}}
  +
| {{fe|{{GEPrice|Sealed large rune pouch}}/4000 round 0}}
  +
| Ammo slot item that can store up to 16,000 each of three unique [[runes]].
  +
|-
  +
| {{plinkp|Adrenaline crystal}}
 
| [[Adrenaline crystal]] × 10
 
| 1,000
 
| 1,000
  +
| {{fe|{{GEPrice|Adrenaline crystal}}*10}}
| Tradeable - added to an adrenaline potion it upgrades it to a superior adrenaline potion. Also upgrades a Replenishment potion if added directly.
 
  +
| {{fe|({{GEPrice|Adrenaline crystal}}*10)/1000 round 0}}
Upgrades pots to provide 30% adrenaline
 
  +
| Used to upgrade an [[adrenaline potion (3)]] or [[replenishment potion (6)]] to increase the adrenaline (or special attack energy) to 30%.
|-
 
| [[Amulet of the Forsaken]]
 
| 2,000
 
|Tier 70 amulet stats
 
 
Buffs/add-ons to the effects of the original 6 Barrows armour sets:
 
* [[Dharok the Wretched]] – Dharok's scales from full health rather than half health
 
* [[Torag the Corrupted]] - Gain 2% adrenaline/spec on activation
 
* [[Guthan the Infested]] - Boost Guthan's healing by 10%
 
* [[Verac the Defiled]] - Resets attack swing/gcd on activation
 
* [[Ahrim the Blighted]] - Also debuffs the opponent's melee damage by 10% on activation
 
* [[Karil the Tainted]] - Also debuffs the opponents magic damage by 10% on activation
 
 
|-
 
|-
  +
| {{plinkp|Ancient warriors' equipment patch}}
| Crucible weapons
 
 
| [[Ancient warriors' equipment patch]]
| 30,000
 
  +
| 4,000
| Choose one of the three crucible weapons to take. Will have tier 87 stats with the following special attacks:
 
  +
| {{GEPrice|Ancient warriors' equipment patch}}
 
  +
|{{fe|{{GEPrice|Ancient warriors' equipment patch}}/4000 round 0}}
* Decimation – Bow:
 
  +
| Can be used to upgrade [[Ancient Warriors' equipment]] to tier 88 and makes them augmentable.
Locate - Your next attack/ability hits all enemies within 3 tiles of you
 
 
* Annihilation – Maul:
 
Gravitate - Each attack does 5% more damage until you miss, capping at 50%. Will have a time cap on it to stop this from being infinite.
 
 
* Obliteration – Staff:
 
Devour - Steal your opponent's buffs, including things like Vengeance and Stun Immunity and Overload.
 
 
|-
 
|-
| Revenant pet
+
| {{plinkp|Revenant Pet|pic=Revenant Pet icon}}
  +
| [[Revenant Pet]]
 
| 4,000
 
| 4,000
  +
| N/A
| The revenant you show off is the bounty hunter league you're in.
 
  +
| N/A
  +
| A pet which can become any revenant up to your current Bounty Hunter League.
  +
|-
  +
! colspan="6" | Gear
  +
|-
 
| {{plinkp|Brawling gloves (FM)}}
  +
| Random [[brawling gloves]]<ref name="Ironman">Cannot be bought by [[Ironman Mode|Ironmen]].</ref>
 
| 20,000
  +
| N/A
  +
| N/A
 
| A random pair of brawling gloves.
  +
|-
  +
| {{plinkp|Annihilation}}
  +
| [[Annihilation]]<ref name="Ironman" />
 
| 30,000
  +
| {{GEPrice|Annihilation}}
  +
| {{fe|{{GEPrice|Annihilation}}/30000 round 0}}
  +
| An augmentable tier 87 two-handed melee weapon with a powerful special attack.
  +
|-
  +
| {{plinkp|Decimation}}
  +
| [[Decimation]]<ref name="Ironman" />
  +
| 30,000
  +
| {{GEPrice|Decimation}}
  +
| {{fe|{{GEPrice|Decimation}}/30000 round 0}}
  +
| An augmentable tier 87 two-handed ranged weapon with a powerful special attack.
  +
|-
  +
| {{plinkp|Obliteration}}
  +
| [[Obliteration]]<ref name="Ironman" />
  +
| 30,000
  +
| {{GEPrice|Obliteration}}
  +
| {{fe|{{GEPrice|Obliteration}}/30000 round 0}}
  +
| An augmentable tier 87 two-handed magic weapon with a powerful special attack.
  +
|-
 
| {{plinkp|Amulet of the forsaken}}
  +
| [[Amulet of the forsaken]]<ref name="Ironman" />
  +
| 2,000
  +
| {{GEPrice|Amulet of the forsaken}}
  +
| {{fe|{{GEPrice|Amulet of the forsaken}}/2000 round 0}}
  +
| Wearing this amulet increases the effects of the [[Barrows equipment|Barrows' armour]] sets.
 
|}
 
|}
  +
  +
<references />
   
 
{{Bounty Hunter}}
 
{{Bounty Hunter}}
  +
{{Deathmatch}}
 
{{Minigames}}
 
{{Minigames}}

Latest revision as of 12:30, 8 June 2019

Hatchet head (dragon)
Bounty Hunter was removed after an update.
The contents of this page no longer exist in RuneScape, and this article is kept for historical purposes.
This article is about the minigame released in 2016. For the historical minigame, see Bounty Hunter (historical).
For the crew member in player-owned ports, see Bounty Hunter (Player-owned port).
"BH" redirects here. For the quest, see Broken Home.
Bounty Hunter
Please upload an image!
Release date 14 November 2016 (Update)
Removal date 11 March 2019 (Update)
Members Yes
Location Wilderness
Participants 2+
Skills involved Combat
Reward currency Bounty Hunter points Bounty Hunter points
In spotlight rotation No
Hiscores No
Tutorial No
Custodians Mandrith
Music unlocked No
Developers John P
[view][talk]

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.

The re-released Bounty Hunter used elements from the original Bounty Hunter system, as well as Bounty Hunter worlds.

Gameplay

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.

Matchmaking

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.

Penalties

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.

Clearing target

Players would be penalised for clearing their Bounty Target. This just resulted in a loss.

Logging out

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.

Safe zone

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

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.

League

Players were placed in a league based on their rating. There were 14 leagues named after the different kinds of revenants:

League Rating
Imp 0-1,500
Goblin 1,501-1,999
Icefiend 2,000-2,999
Pyrefiend 3,000+
Hobgoblin
Vampyre
Werewolf
Cyclops
Hellhound
Lesser Demon
Ork
Darkbeast
Knight
Dragon

Rewards

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.

Emblem Points
Bounty emblem (t1) Bounty emblem (t1) 10
Bounty emblem (t2) Bounty emblem (t2) 25
Bounty emblem (t3) Bounty emblem (t3) 60
Bounty emblem (t4) Bounty emblem (t4) 150
Bounty emblem (t5) Bounty emblem (t5) 400
Bounty emblem (t6) Bounty emblem (t6) 1,000
Bounty emblem (t7) Bounty emblem (t7) 2,500
Bounty emblem (t8) Bounty emblem (t8) 6,000
Bounty emblem (t9) Bounty emblem (t9) 15,000
Bounty emblem (t10) Bounty emblem (t10) 40,000
Reward BH points

GE price

GP/BH point Description
Miscellaneous
Wilderness hilt 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 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 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 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 icon Revenant Pet 4,000 N/A N/A A pet which can become any revenant up to your current Bounty Hunter League.
Gear
Brawling gloves (FM) Random brawling gloves[1] 20,000 N/A N/A A random pair of brawling gloves.
Annihilation Annihilation[1] 30,000 34,261,936 1,142 An augmentable tier 87 two-handed melee weapon with a powerful special attack.
Decimation Decimation[1] 30,000 65,339,204 2,178 An augmentable tier 87 two-handed ranged weapon with a powerful special attack.
Obliteration Obliteration[1] 30,000 61,297,046 2,043 An augmentable tier 87 two-handed magic weapon with a powerful special attack.
Amulet of the forsaken Amulet of the forsaken[1] 2,000 7,526,215 3,763 Wearing this amulet increases the effects of the Barrows' armour sets.
  1. ^ a b c d e Cannot be bought by Ironmen.