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Slayer
The Slayer system is a task-based progression and combat enhancement layer. Complete assigned hunts to gain XP, points, and rare materials, then use those materials to upgrade powerful Emblems that grant permanent combat passives.
Access it with /slayer.
Your Slayer profile tracks:
- Level & XP: Progresses independently. Higher levels unlock more emblem slots and better boss tasks.
- Points: Currency for skipping tasks and investing in the Mastery Tree.
- Materials: Violent Essence and Imbued Hearts (used for emblem upgrades and tree resets).
- Active Task: Current hunt target (species + quantity, or a boss task).
- Mastery Tree progress: Nodes owned across Taskmaster, Hunter, and Purveyor branches.
Slayer tasks tick automatically during normal combat when you have an active task. Kills of the assigned species (or specific boss) count toward progress. The Mastery Tree further modifies task generation, rewards, and your effectiveness against targets.
- Assigned by the Slayer Master.
- Target a monster species (pulled from the monster pool in a level-appropriate bracket).
- Quantity scales with the species' frequency in the bracket (typically 5–50).
- On completion: XP (800 per required kill + bonuses), Slayer Points (1 per required kill), and a chance at Violent Essence / Imbued Hearts (chance scales with monster level).
Unlocked progressively by your character level:
- Aphrodite (Level 20+)
- Lucifer (Level 30+)
- Gemini (Level 40+)
- NEET (Level 50+)
These are high-value hunts against Uber-tier bosses. They award significantly more XP (5,000 per kill + 20,000 completion bonus) and help with emblem materials and endgame progression.
You can only have one active task at a time. Completing or skipping clears it so you can request a new one.
Emblems are your main source of Slayer power. You have up to 5 slots (unlocked every 20 Slayer levels, max 5 at level 80+).
Each slot holds one emblem with:
- A type (passive effect)
- A tier (1–5, higher = stronger)
| Type | Effect (per tier) |
|---|---|
| Slayer Target Damage | +5% damage vs your assigned slayer species |
| Boss Damage | +5% damage vs bosses |
| Normal Monster Damage | +2% damage vs normal monsters |
| Gold Find | +3% gold from combat |
| XP Find | +3% XP from combat |
| Slayer Target Defense | +2% defence vs assigned slayer species |
| Critical Hit Damage | +5% crit damage multiplier |
| Accuracy | +2 flat accuracy roll |
| Double Task Progress | 5% chance for a task kill to count twice |
| Slayer Material Drops | +5% chance for extra Violent Essence / Imbued Hearts |
| Corrupted Attunement | +0.2% corrupted monster spawn chance |
Emblems are equipped in the Manage Emblem interface and apply automatically in combat.
Violent Essence and Imbued Hearts drop from completing slayer tasks (higher-level monsters = better chances).
These are used exclusively to upgrade emblems:
- Each upgrade attempt has a success chance that decreases with current tier (80% at T1 → 20% at T4).
- Success raises the tier by 1.
- Failure has a chance to downgrade the tier (risk increases with tier).
Upgrades are rolled from the emblem management screen. Higher-tier emblems are significantly stronger, especially the damage and drop-rate passives.
In addition to emblems, the Slayer system features a Mastery Tree (accessible from the main /slayer dashboard). This provides deep customization for tasks, points, materials, and combat power against your assigned targets.
How it works:
- Earn Slayer Points primarily through task completions (bonuses from tree nodes increase this).
- Spend points on nodes in three branches. Most nodes are straightforward unlocks; Hunter branch nodes involve meaningful choices.
- Tree progress is permanent until you reset (costs Violent Essence and refunds most points).
- Effects apply automatically to task generation, rewards, and combat vs. your current slayer task species (and sometimes bosses).
Branches:
-
Taskmaster (task quality & XP):
- Oversized Contract: Tasks are +20% larger (more kills = more rewards/XP).
- Favored Target: Much higher chance of receiving valuable boss tasks.
- Executioner's High: 50% chance to double the XP burst on task completion.
- Relentless: Flat +250 Slayer XP per kill while a task is active.
-
Hunter (direct combat power vs. your task species — choice nodes):
- Slayer's Edge: Choose +Accuracy, +Crit Chance, or +ATK vs target species.
- Hunter's Resolve: Choose +PDR%, +flat FDR, or +DEF vs target species.
- Killing Blow: Choose big damage bonus or damage reduction vs target.
- Apex Predator: 5% chance to instantly slay non-boss targets on hit, or chance for next encounter to spawn a powerful Zenith monster (high stats + guaranteed Imbued Heart drop).
-
Purveyor (economy & convenience):
- Black Contract: Task skips cost 30% fewer Slayer Points.
- Slayer's Fortune: +25% bonus Slayer Points on every task completion.
- Material Market: Unlock the ability to buy Violent Essence directly with points.
- Essence Exchange: Unlock the ability to buy Imbued Hearts directly with points.
The tree creates strong feedback loops: better tasks → more points and materials → stronger emblems and more tree investment.
Slayer levels are gained purely through task completion XP. The XP curve is steep at higher levels.
Benefits:
- More emblem slots (1 at L1–9, 2 at L10, 3 at L20, 4 at L50, 5 at L80+).
- Access to higher boss tasks.
- Bragging rights and leaderboard position.
- Always have an active task — free passive progress while doing normal combat.
- Prioritize boss tasks when available; they give massive XP and help with Uber content.
- Don't hoard points — skipping a bad task (e.g., a low-value species when you need materials) is often worth the cost (reduced further by tree nodes). Invest surplus points into the Mastery Tree early.
- Balance emblem upgrades with tree investment. Taskmaster and Purveyor accelerate your emblem progression; Hunter nodes give direct combat power vs. your current targets.
- Focus emblem upgrades on high-impact passives first (Slayer Damage, Boss Damage, Double Progress, Material Drops).
- The "Double Task Progress" and "Slayer Material Drops" passives create strong feedback loops for faster leveling and more upgrades.
- Corrupted Attunement is a long-term play for more corrupted encounters (which tie into Consume/Hematurgy and other endgame systems).
- Slayer synergizes heavily with combat passives, gear choices, and endgame bosses. Hunter tree choices let you specialize defenses or offenses against your current task species.
- Combat System — Where tasks progress, tree bonuses (Hunter branch) apply, and emblem passives shine.
- Uber Bosses — Boss tasks are direct preparation for pinnacle content.
- Quests — Slayer task completions can tick certain quest contracts.
- Modifiers & Passives — Emblem effects + tree nodes are another layer of combat customization.
- Gathering & Settlement — Indirect ties via materials and economy.
Slayer is a steady, combat-native progression path that rewards consistent play and smart emblem + tree investment.
Hunt. Upgrade. Dominate.
Last updated: June 2026 (updated with Mastery Tree details; sourced from cogs/slayer.py, core/slayer/mechanics.py (SLAYER_TREE_NODES), core/slayer/views.py, database/repositories/slayer.py, combat integration, and cross-referenced systems)