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How contracts work

Taking work

Taverns post work. Walk into one and it offers three notices — one melee, one ranged, one magic — each naming a monster and a number. Take one, go and kill them, come back to any tavern and hand it in for coin.

You carry one contract at a time, and the three on a board stand until you finish one. Walking out and back in shows you the same three, so there is nothing to be gained by shopping.

Where work is posted

A board carries work from every zone within 3 steps of the tavern it hangs in. Which means harder notices are posted further out, and the walk to a board is most of what decides what is on it.

Lucerna posts work from zones gated 1–20
Rushlight posts work from zones gated 1–42
Lastlight posts work from zones gated 1–68
Lanternfell posts work from zones gated 1–64
Tallowhearth posts work from zones gated 65–82
Wickmere posts work from zones gated 32–98

A board never offers a zone you cannot enter, nor anything more than 10 combat levels below you — three notices should be three real choices. Bosses are never posted.

How many it asks for

The count depends on how far the quarry is beneath you, because 20 of something at your own combat level and 20 of something well below it are not the same evening's work.

20 kills
Anything within 5 combat levels of you, or above you. About one bagful of potions, dressed for it.
50 kills
Anything 6 to 10 combat levels below you. Longer, because you are barely spending potions on it.

What it pays

A contract is worth 100% of the coins those kills already paid, on top of the coins themselves. Nothing is written down per contract:

reward = kills asked for × what the monster pays in coins × 100%

So a harder monster is worth more per kill for exactly the reason it is worth more to kill, and going back to something far beneath you pays what something far beneath you pays.

Every 5th contract you finish pays 2×. The board tells you when the next one is the one. Contracts pay coins and nothing else — no experience, in any skill.

Counting the kills

Any kill counts. The contract reads the same tally your profile does, so nothing has to be done differently while one is in hand — fight them however you were going to, queued or one at a time.

It counts from the moment you take the work. Things you killed beforehand do not go toward it, and killing more than was asked for is not worth more. Your progress is in the bar at the top of every page.

Walking away

You can abandon a contract at any tavern. Nothing is owed for the kills you made, and the board turns over — but it breaks your streak, which is the whole price. That is why declining a notice costs nothing and abandoning one costs something: until you take it, there is nothing to break.

Deliveries

Every board also posts a delivery notice: bring a pile of one material gathered or hunted within 3 steps of the tavern, and be paid 50% more than a vendor would pay for it. It is filled on the spot from your bag, so it is not your contract, it does not touch your streak, and it shows while you carry one.

pay = amount asked for × what a vendor pays for one × 150%

It asks only for what you could get yourself: from a node your gathering level works, or from a monster at or below your combat level, in a zone you can enter, and never more than 10 levels below you in that skill. The amount is a queue's worth, 50 tasks at the quickest of the board's sources, which the notice names. Only materials: never a trophy, a reagent, anything made, or anything a vendor sells. Coins are all it pays.

There is no skip. The notice is drawn from how many you have filled, at the levels you had when you filled the last one, so walking out and back in shows the same one, and the levels you gain making it never take it away. Filling one at any board turns every board over.

The reference How combat works

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