Hunting and Dark Lair Guide
The daily bread of the hunting grounds and the depth run with the game's steepest reward curve, in one guide.
Kanveay's economy stands on two legs: hunting, which quietly fills your purse every day, and the Dark Lair, which pays in proportion to your courage. Hunting is the only hunt content that asks for no quest points and carries no risk to your health; the Dark Lair is a run that deepens room by room, growing its reward at every step but ending with a single defeat. It matters to understand the two together, because a healthy daily routine is born of the balance between them: part of your energy goes to the guaranteed hunt, part to the attempt at depth. If you are looking for tiered creature hunting, that is a world of its own — see the Raid guide.
🏹 Hunting: low risk, steady income
Each hunt costs 10 energy; it does not touch your quest points and carries no risk to your health. That trio makes hunting the most carefree content in the game: you have nothing to lose, only how much you gain varies. The prey escapes roughly 15% of the time; but even then you do not come back empty-handed — half the loot still goes into your pocket. So in hunting there is no such thing as a "bad result", only a "less good" one.
That profile makes hunting indispensable for two kinds of player. For a new player it is a safe learning ground: combined with the newcomer period's double gold and double experience (the first 72 hours or up to level 8), it becomes the fastest route to growth in the game. For an experienced player it is a wheel that turns surplus energy into value: when your quest points run out, when you do not feel ready for a dungeon run, or when you simply want to advance a counter, the hunting ground is always open.
💰 How is hunting loot calculated?
Hunting gold is calculated from an anchor value tied to your level: as your character grows, so does the anchor, which means hunting never "goes stale" at any level. Your earnings are set on a base of around 85%, taken from that anchor, plus a small slice of luck (give or take a tenth), and on top of that comes the contribution of your intelligence stat — bookish characters squeeze extra gold even out of a hunt. The result can then be multiplied by these three items:
- Newcomer support — for the first 72 hours or up to level 8, gold and experience both count double.
- Premium membership — adds 25% to hunting and dungeon gold.
- Escaped prey — with roughly 15% probability, half the total loot is paid.
The experience side is just as orderly: the XP of every piece of content in the game is tied to a single measure, the experience value of the energy spent. Hunting pays exactly that measure; so there is no such thing as "hunting XP is low" — hunting XP is precisely what the energy you spent is worth.
⏱️ Energy discipline: hunt without overflowing the cap
Energy refills 1 per 60 seconds and its cap grows with your level (starting at 200 and rising by 20 each level). Energy sitting at the cap does not keep accumulating — waiting with a full tank is letting a running tap spill. This is the efficient player's first habit: when you log in and your energy is near the cap, fire off a few hunts first to relieve the tank. With premium membership energy and quest points fill 50% quicker, so avoiding overflow demands even more frequent checking. For the finer details such as energy potions and daily refill allowances, see the resource section of the Economy guide.
On the quest side, hunting carries a heavy load: the weekly package has a target of 80 hunts and the monthly one 350. Those numbers may look daunting, but the maths is gentle — an average of twelve hunts a day closes the weekly target on its own. A player who makes hunting part of the routine usually does not even notice the counter filling.
🕳️ The Dark Lair: the run model
The Dark Lair is run content: every run starts in room 1, every room is a fight and the first defeat ends the run. The cost per room is a fixed 12 energy plus 1 quest point and it does not rise with depth. That fixed cost is the source of the Lair's whole appeal: in room 20 you pay the price of room 1, but the reward is another matter entirely.
Room gold grows by piling another 20% onto the level-based anchor value in every room — this is the steepest reward curve of any PvE content in the game. For comparison: in its sibling content, the Well, the increase is only 8% per floor. The Dark Lair pays a great deal in few rooms; the price is that the rooms are correspondingly harsh.
📈 The room reward curve: chests and bosses
The rhythm of depth is fixed: every 5th room is a chest room and doubles its reward; every 10th room a boss 1.6 times stronger awaits you. The table below shows how the curve opens up (the multipliers are applied to the level-based anchor value):
| Room | Gold multiplier | Item chance | Special case |
|---|---|---|---|
| 1 | ×1,0 | %11 | — |
| 5 | ×1,8 | %15 | Chest: reward ×2 |
| 10 | ×2,8 | %20 | Boss: ×1.6 power |
| 15 | ×3,8 | %25 | Chest: reward ×2 |
| 20 | ×4,8 | 30% (cap) | Boss: ×1.6 power |
The strategy the table teaches is clear: the real earnings of a run are hidden on the multiples of 5 and 10. A player who stops in room 4 has left a doubled chest on the table one room away; one who stops in room 9 turns back without seeing either the boss reward or the next slice. On the other hand, boss rooms are where runs most often end — walking into room 10 tired and without potions is the surest way to finish the run there.
🗓️ The weekly reward gate: everything refreshes on Monday
The least known but most decisive rule of the Dark Lair is this: a room pays a reward only once a week. The week refreshes on Monday. So if you descended 12 rooms on Tuesday, a second run in the same week will not pay you again for those first 12; the reward gate reopens only from room 13 onwards. This has two practical consequences:
- Gathering your depth in a single run is still the most profitable. Passing the same rooms again is no longer wasted — you receive a fraction of the full reward. But because the chest multiplier and the item drop chance only apply on the week's first pass, fitting your weekly depth into a few well-prepared runs still pays more.
- Monday is valuable. The moment the gates refresh, every room starts paying again; for a well-prepared player, Monday is the richest loot day of the week.
🎁 Item drops
Every room victory carries a chance of a gear drop: the chance starts at a base of 10%, rises by 1 point per room and caps at 30%. So deep rooms are bountiful not only in gold but in items. There is one firm limit: premium items never drop in the Dark Lair — their place is elsewhere. You can equip what drops and turn the surplus into gold on the player market; for selling and floor-price rules, the Economy guide shows the way.
🏆 The depth record and the loot ranking
The deepest room you reach is written as a permanent record and competes in the rankings in its own tab; that tab always consists of real players. The record never goes backwards under any circumstances — even through a bad week, your best run keeps representing you. Beyond that, all of your hunting and dungeon loot feeds the Loot list, the rankings' default tab. Note one detail: gold from a ritual burst does not count towards the loot ranking; the way up that list runs through actually hunting and actually going deeper.
🧪 Preparing for a run
The Dark Lair run is the content where preparation makes the biggest difference. An experienced player's pre-run list runs roughly like this:
- Set off your ritual. Your race's ritual power accumulates on its own; fire it with at least 20 power and every 5 power writes +1 to all your stats for 30 minutes. Overlapping that window with your run makes a visible difference in boss rooms.
- Prepare a potion. The shop's stat potions are percentage-based (for 30 minutes, +7%, with a total cap of +20% per attribute) and they stack with the ritual window. Health refills, on the other hand, are not in the shop but on the Energy & Health tab.
- Fill your health completely. Health drops only in battle and refills 1 every 12 seconds; starting a run at half health means walking into the first boss with a half-empty tank.
- Balance your stats. Every point of endurance enlarges your health pool, and intelligence brings first-strike priority. Long runs are built on those two.
- Count your resources. Do you have as many quest points as the number of rooms you are aiming for? A run targeting 15 rooms needs 15 quest points; running out halfway is breaking the reward gate for nothing.
The difference from the Well at a glance
The Dark Lair's sibling content, the Well, plays the same run model with a floor-by-floor theme: its cost per step is lower (10 energy plus 1 quest point), its reward curve is far gentler, and its first three floors are deliberately kept easy so new players feel at ease. Roughly speaking: the Well is long-breathed and forgiving, the Dark Lair short and harsh. For a detailed comparison of the two depth modes, see the Dungeons guide.
Once your hunting and depth routine has settled, the next steps are clear: the Raid guide for tiered creature hunting, the Arena and PvP guide for sweating against real opponents, the general game guide for a bird's-eye view of the whole game, and the FAQ always at hand for short answers.