Enchant World Play
ruenes

Activities and battles

Hunt

A seven-minute expedition for experience and loot, where stamina and survival both matter.

Hunt is the main way to gather resources. Your arena fighter enters a chosen location and battles monsters for XP, SP, DC, scrolls, and occasional high-rarity items.

Entering a hunt

Entry costs 25 stamina. It recovers at 1 point per minute while the fighter is not hunting and stops at 100 — regeneration never fills past that mark.

Stamina can be bought beyond that hundred, however: 10 points for 5 Lunar, in steps of 10, up to a reserve of 1,000. The purchased surplus does not expire — it simply sits above the normal cap until you spend it. Regeneration resumes only once the reserve drops below 100.

There are always six monsters on the field, with each defeated enemy replaced immediately. A run lasts up to 7 minutes. Leaving manually or reaching the time limit sends all gathered loot to your inventory. If the fighter reaches 0 HP, the only way to keep that loot is to revive.

Stamina does not affect access to the arena.

Risk and reward

The loot a monster drops depends not only on its rarity but on how much you risk. The lower your fighter's health when the blow lands, the larger the haul from that monster — the difference runs to several times over.

The game does not hide the maths: before an attack it names the risk level in words, from Safe through Risky, Dangerous, and Frightening up to Madness and Death. The higher the step, the higher both the reward multiplier and the chance of not surviving the blow.

That is the whole point of health potions: they let you stay in the dangerous zone longer rather than merely survive. Careful hunting at full health pays base rewards and nothing more.

After a defeat

Reviving costs Lunar. The price rises with the amount of gathered DC and the number of rare, mythic, and legendary monsters defeated, but it never falls below 5 Lunar. The fighter returns with the HP they had before the final hit. Another revive remains possible while the run is still active.

Without VIP, auto-hunt is available for 20 minutes per UTC day. VIP removes this limit.

The VIP Card helps hunting in other ways too: stamina recovers faster, DC and SP from monsters are 10% higher, and revival costs 20% less.

Where to go

Before level 80, a fighter can enter the location for their level range and every earlier one: Talking Island (1–19), Execution Grounds (20–39), Valley of Saints (40–59), Tower of Insolence (60–75), Giant's Cave (76–79), and Forge of the Gods (80+). From level 80 onward, all six locations are available.

Monster strength adjusts to the fighter's level, while loot depends on the monster's rarity.