# Hunt Point System

## Hunt Point System – Overview

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The **Hunt Point System** rewards players for actively hunting monsters and participating in both **PvE and PvP combat**. By defeating monsters and engaging in player-versus-player battles, players earn **Hunt Points**, which are converted into **temporary and permanent bonuses** that enhance character performance.

This system is designed to encourage **active gameplay**, **competitive interaction**, and **long-term progression**, rewarding players who consistently farm, train, and fight other players.

Hunt Points improve various character attributes such as **HP recovery**, **defense**, **damage**, and **special combat bonuses**, depending on the player’s progress within the system.

Some bonuses are **always active**, while others depend on **weekly activity**, ensuring that active and competitive players gain the maximum benefits.\
\
**Hunt Point bonuses are active across all server channels.**\
Once unlocked, their effects apply everywhere, regardless of the channel you are playing on.

However, **Hunt Points can only be earned, lost, or ranked within the dedicated Hunt Server**.\
This means that **increasing or decreasing your Hunt Rank is exclusive to the Hunt Server**.

#### **PvP Rules Inside the Hunt Server**

Within the Hunt Server, **PvP is fully enabled**, but with specific rules depending on the type of encounter:

* **Player vs Player (PvP)** – fully enabled in all Hunt maps
* **Party vs Party** – fully enabled in all Hunt maps
* **Guild vs Guild** – restricted to **Hunt Arena Area only**
  * Guild members **cannot attack each other outside the Hunt Arena Area**

No player is immune to PvP within these rules.\
All combat follows the **Hunt Combat System**, ensuring fair engagement, proper combat resolution, and Hunt Point tracking.
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## Hunt Point UI Information:

<figure><img src="/files/Hjt8SSX9ImOlYneDSCFn" alt=""><figcaption></figcaption></figure>

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Next to your skill bar, you will identify a battle icon; just hover your mouse over it to get information about your current hunt point.
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<figure><img src="/files/QCCDXNBMPUlUCERXVLxf" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}

#### **1. \[Hunting Day]**

This represents **daily PvE hunting**, where players defeat monsters to earn **Hunt Points**.

* **Free Players:** can hunt up to **10,000 monsters per day**
* **VIP Players:** can hunt up to **15,000 monsters per day**

Once the daily limit is reached, no additional Hunt Points will be earned from PvE until the next day.

***

#### **2. \[Hunting Week]**

This represents the **weekly hunting activity requirement**.

Players must complete a **weekly PvE hunting quota** to prove they are active participants in the server.

* If a player becomes **inactive** and fails to complete the weekly hunting requirement, they will **lose 50% of their total Hunt Points**.
* Staying active throughout the week ensures that all Hunt Point bonuses remain fully effective.

***

#### **3. \[Hunt Last Reset]**

Displays information about the **last Hunt Point reset**, including the exact **date and time** when the reset occurred.

This helps players track their progression and weekly activity.

***

#### **4. Attribute Colors – What Do They Mean?**

The Hunt Point window uses **three different colors** to indicate attribute status:

* <mark style="color:$info;">**Gray Attributes:**</mark>\
  These attributes are **not currently being upgraded**.
* <mark style="color:green;">**Green Attributes:**</mark>\
  When an attribute is shown in **green**, it means its **bonus percentage is increasing** and will be applied when you **level up**.
* <mark style="color:red;">**Red Attributes:**</mark>\
  When an attribute appears in **red**, it means the **chance to upgrade this attribute is decreasing** and will continue to drop until it reaches **0%**.\
  Once it reaches 0%, **another attribute will be selected** to receive upgrades.

***

#### &#x20;5. Build Example

* Initially, you have 8 attributes distributed within a total cap of 100%, as shown in the example above, with 12.0% assigned to each attribute. As the game progresses, new attributes may be introduced, but the total will always remain within this 100% limit. For example, if you allocate 16.0% to Defense, the remaining 84% must be distributed among the other attributes or further invested in Defense.
* At the beginning, your main goal is to reach the highest level possible and accumulate hunt points. This will allow you to refine and optimize your build later on. Each map offers different scaling potential for specific attributes, as explained in Rule 4 (Attribute Colors – green and red attributes). With this in mind, even if you start with a balanced build (e.g., 12% in each attribute), you will eventually be able to specialize by investing up to 100% in a single attribute or redistributing your points according to your preferred playstyle.

***

<p align="center"><mark style="color:orange;">Inactive points can be converted into active points by killing monsters in spots.</mark></p>
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## Hunt Combat Mechanic – Player Interaction

<figure><img src="/files/ySyuxyJjkqCjyVc4Pqzh" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
The **Hunt Combat System** operates in a **dedicated Hunt channel**, created exclusively for Hunt activities and player interaction.

When a player approaches another player within a **short distance**, a **Combat Totem** will automatically activate between them. This totem indicates that **Hunt combat mode has been initiated**.

Once the Combat Totem is active:

* Both players are considered **engaged in Hunt combat**
* Combat can occur **without manual activation**
* Leaving the area or breaking the distance will **cancel the combat state**

This system encourages **dynamic encounters**, **strategic positioning**, and **fair PvP interaction** within Hunt zones, ensuring that combat only occurs when players are intentionally close to one another.

The Combat Totem acts as a **visual indicator**, making it clear when Hunt combat is active and preventing unexpected or unfair engagements.
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## Hunt Combat Activation & Safety Rules:

<figure><img src="/files/Z339B5YpAfv2PCbYoAPq" alt=""><figcaption></figcaption></figure>

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When you approach another player **outside a Safe Zone**, a **Combat Totem** will be initiated within the first **10 seconds**.

If **neither player attacks** during this period, the combat will automatically end, and **no Hunt Points will be lost**, as the system recognizes this as an **accidental combat initiation**.

After the Combat Totem is canceled, both players will enter **Invulnerability Mode for 10 seconds**, allowing them to safely move away and avoid re-engaging in combat.

This mechanic ensures **fair encounters**, prevents **forced PvP**, and protects players from unintended Hunt Point loss.
{% endhint %}

## Peace Seal – Combat Cancellation Mechanic:

<figure><img src="/files/oWFSKXAEliyM5NLXIq2O" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/1OK6aQnfQKO066i3q6M1" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
If combat has already started and both players **accidentally attacked** but decide **not to continue the battle**, they may activate the **Peace Seal** mechanic.

To seal the peace, **both players must remain stationary and avoid attacking each other for 30 seconds**.

During this time, a **countdown will appear on the screen**, clearly indicating that the combat is being terminated.

Once the countdown is completed:

* The combat will be **officially ended**
* No further penalties will be applied
* Players can safely disengage and move away

This system exists to prevent **unnecessary conflicts**, encourage **fair play**, and allow players to resolve unintended PvP encounters without losses.
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## How to Win a Battle:

<figure><img src="/files/y09cRqySGuV40utE4G4L" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
After the **Combat Totem** is activated, **Player A** must defeat **Player B** and then **interact with the Combat Totem** to claim the Hunt Points.\
Once the interaction begins, a **30-second countdown** will start.

**Player A will only be declared the winner if the full 30-second countdown is completed.**

**Battle Rules & Conditions:**

* If **Player B returns in time** and re-engages in combat, the countdown will be **interrupted**, extending the confrontation.
* If **Player A moves away from the Combat Totem** during the countdown, the timer will be **reset**.
* **Other players may join the battle at any time**, expanding the combat area.
  * The **more players involved**, the **larger the Combat Totem area becomes**.
* There is **no time limit** and **no player limit** for a Combat Totem, as long as combat continues under the system rules.

**Battle Resolution**

* If **no conflicts occur**, the **Peace Seal** will be activated and the combat will end automatically.
* If a player successfully maintains **30 uninterrupted seconds** on the Combat Totem, that player will be **declared the winner** and will receive the Hunt Points.

<mark style="color:$success;">**During combat, if the player is killed, they will lose 1% of their hunt points.**</mark>
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## Inactive Hunt Points – What Are They?

<div><figure><img src="/files/KqlClhdmColwctKXj3rf" alt=""><figcaption></figcaption></figure> <figure><img src="/files/TJ97b6Kvgkm3Donuhc5T" alt=""><figcaption></figcaption></figure></div>

{% hint style="info" %}
After a player is declared the **winner of a Hunt confrontation**, they will receive **Inactive Hunt Points**.

**Inactive Hunt Points** are a temporary state of Hunt Points that **cannot be used immediately**.\
They must first be **activated through PvE hunting**.

When the player starts hunting monsters (**Hunt PvE**):

* The system will **convert Inactive Hunt Points into Active Hunt Points first**
* Only after all Inactive Hunt Points are fully converted will the system begin counting the player’s **daily Hunt PvE progress**
  {% endhint %}

## Abandoning Combat:

<figure><img src="/files/qHbnuOcbMGvgynb4w5By" alt=""><figcaption></figcaption></figure>

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If a player **leaves the combat area**, a **countdown timer** will be initiated.

If the player **fails to return to the Combat Totem area before the countdown ends**, a **penalty will be applied**, reducing **X% of their Hunt Points**.

This rule exists to prevent **combat avoidance**, ensure **fair confrontation**, and maintain the integrity of the Hunt Combat System
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## Map Level Restrictions & Hunt Rules:

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Each map has **minimum and maximum Hunt Point level requirements**, preventing high-level players from overwhelming low-level players.\
This ensures **fair and balanced PvP** for all participants.

* **Players may enter maps below their Hunt Point level**, but their Hunt attributes will be **limited to the map’s maximum level**.
* This allows **high-level players to explore lower-level maps** without disrupting the progression of new players.

**Example:**

* **Player A** has **500 Hunt Points** and wants to enter the **Lorencia map**, which has a **maximum Hunt level of 40**.
* Player A **can enter Lorencia**, but their Hunt attributes will be **capped at 40**, maintaining the map’s intended balance for lower-level players.

This system ensures that **new and lower-level players are protected**, while still allowing **high-level players to explore freely**.
{% endhint %}

## More Information:

{% content-ref url="/pages/8NKZCEvB3KkuImvgXS1n" %}
[Hunt Battle Information](/game-system/hunt-point-system/hunt-battle-information.md)
{% endcontent-ref %}

{% content-ref url="/pages/lEMWQognwEo4OCi6mnEq" %}
[Hunt Maps Information](/game-system/hunt-point-system/hunt-maps-information.md)
{% endcontent-ref %}

{% content-ref url="/pages/n1IVKb1lCttlT2YgeJlD" %}
[Buff Information](/game-system/hunt-point-system/buff-information.md)
{% endcontent-ref %}


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