Expeditions · Guide 1 of 4

Hunting League

A 99-rank solo encounter ladder with level-scaled targets, published entry rules, and predictable rewards.

Mechanics in this guide

  • Entry and retry rules
  • Target scaling by rank
  • Marks, Renown, and clear rewards
Ranks
1–99, sequential
Party
Solo; no Trusts
Time limit
10 minutes
Replay
Highest cleared rank

The Hunting League is a sequential solo ladder with one custom target for every level from 1 through 99. Each fight runs in a private Waughroon Shrine BCNM area, so players do not overlap.

Entry rules

  • Maximum players: 1
  • Trusts: not allowed
  • Subjobs: allowed
  • Time limit: 10 minutes
  • EXP loss: disabled
  • Required main-job level: at least the selected hunt level
  • Progression: complete the previous level before advancing
  • Arena capacity: three private areas may run simultaneously

The next uncompleted hunt is offered automatically. A player may replay their highest completed level.

Rank ladder

Highest clearLeague rank
0Initiate
1Recruit
10Bronze
20Iron
30Silver
40Gold
50Platinum
60Mythril
70Adamant
80Champion
90Legend
99Grandmaster

Target scaling

The target's level matches the hunt level. Each ten-level band rotates through three documented monster families, while levels 10, 20, and each later ten-level checkpoint use that band's boss family. Level 99 is the final Shadow Dragon trial.

Every ten-level band adds:

  • 25 percentage points of HP
  • 4 percentage points of Attack
  • 3 percentage points of Defense
  • 5 Accuracy
  • 4 Evasion
  • 3 Magic Defense
  • 10 Regain
  • 1 Regen

Checkpoint levels divisible by 10 receive an additional 50% HP, 10% Attack, 8% Defense, 10 Accuracy, 8 Evasion, 10 Magic Defense, 50 Regain, and 5 Regen. Level 99 is also treated as a checkpoint.

Rewards

Targets give no normal drops, EXP, or kill gil. Rewards are awarded directly after the clear.

  • Score: hunt level x 10
  • Checkpoint score bonus: 500
  • Level 99 score bonus: an additional 1,000
  • Base Hunt Marks: 5 + 2 x reward tier, where the tier is hunt level divided into ten-level bands and rounded up
  • Checkpoint Hunt Marks: +5
  • First-clear Renown: 5 + 2 x reward tier
  • Replay Renown: the reward tier, minimum 1
  • Checkpoint Renown: +10

The server tracks highest clear, total score, and sanctioned kills separately.

Strategy

The League rewards a complete solo kit rather than only peak damage. Carry food, medicine, and alternate gear sets. Checkpoint fights have notably higher durability, accuracy, TP pressure, and regeneration. Jobs with setup time should use the first seconds efficiently; jobs that depend on Trusts must prepare a true solo plan.

A loss prints a presentation-only debrief with bounded attempt duration, the single-target phase reached, and the Field Instructor's League-preparation route. It changes no reward, score, highest-clear, or registration state beyond the normal loss cleanup. Manual exits remain quiet.

Endgame continuation

Grandmasters can now use the Affix Adjudicator for three fixed level-99 rematches. Each pairs one announced HP mechanic with one supporting stat theme, uses the same three private Waughroon arenas, and offers rewarded or exact-mechanics practice entry. Affix rewards are limited to three clears per Earth week; practice grants no state or currency. See Affix Contracts and Chronicle Raid.

Hard, Extreme, and Mythic difficulty remain a separate, Trust-enabled path through isolated Apex Expeditions, with announced reinforcement phases, boss fury, and soft-enrage mechanics.

Where next

Keep the route moving.