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Short answer

Slayer pays shards for kills under a contract. You get three boards (Personal, Party, Guild) with three slots each, every contract lasts 24 hours, and shards drop at 10%, 20%, 40%, 70% and 100% of the kill target. Accept contracts before you fight, keep all slots busy every day, and level Slayer early: it raises your shards and gives up to +100% max HP.

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Art © Galahad Creative

Slayer turns ordinary combat into a second reward track. You were going to kill those enemies anyway; a contract means the same kills also pay shards, Slayer XP and enemy rank. The system has a lot of numbers, and most of them are on the official wiki. This guide pulls out the ones that change how you play.

The three boards

Slayer has three contract boards, each with three slots, so up to nine contracts can run at once:

Every contract runs 24 hours from acceptance on its own timer. The one rule that costs people the most: battles started without a matching contract don't count. Accept first, then start fighting.

What a contract costs

Random contracts are always free. Choosing your target costs gold that scales with enemy level:

Enemy levelPersonalParty
1500750
252,0303,045
503,6245,436
1006,81210,218
15010,00015,000

Paying is worth it when a random roll would give you an enemy you can't farm efficiently. Choosing an enemy you already fight, in a spot you can hunt quickly, often finishes the contract in a fraction of the time.

Kill targets

The base target is 200 kills at enemy level 1, plus 18 per extra level, then a random ±15%. That is 1,082 kills at level 50, 1,982 at level 100 and 2,882 at level 150. The target is fixed when you accept, and a higher Slayer level adds shards, not kills.

Because shards arrive at 10%, 20%, 40%, 70% and 100% of the target, a contract you can't finish isn't wasted. The wiki's example at Slayer 50 against a level 50 enemy: 109 kills earn nothing yet, 217 earn 1 shard, 433 earn 2, 758 earn 3 and 1,082 earn 4, for 10 in total. Earned shards stay with you when a contract expires.

Shards by Slayer level

Shards per contract depend on your Slayer level when you accept (levelling later doesn't raise an existing contract). Membership adds 10%.

Slayer levelEnemy lvl 50Enemy lvl 100Enemy lvl 150
1468
256912
50101419
75152229
100223344

At Slayer 100, three personal plus three party contracts a day come to 198 shards against level 100 enemies, or 264 against level 150 (216 and 288 with membership). The gap between level 1 and level 100 is more than fivefold, which is the strongest argument for starting Slayer early rather than "when you have time".

Enemy level, unlocks and scaling

From Slayer 1 to 10 you can take contracts on native enemies up to level 10, never above your combat level. Past Slayer 10 the native limit follows your Slayer level up to 100. At Combat 80-99 you can set contracts to your own combat level, and from Combat 100 anywhere up to 150. To count, you must turn on enemy scaling and fight at the contract's level or higher; kills below it give nothing, and fighting above it adds no extra shards. Scaling on its own also adds up to +40% Magic Find, per the battling rules, so it stacks nicely with a contract. The combat leveling guide covers scaling in more detail.

Slayer XP, HP and enemy rank

Each qualifying kill gives Slayer XP equal to the enemy's base combat XP at the contract level, until you reach the final target. Combat XP buffs don't apply, but Slayer XP boosts do, including the Conquest zone bonus (see Conquest and Meditation).

The quiet best part of Slayer is the max HP bonus: +1% at level 1 rising to +100% at level 100, active even with no contracts running. Around level 50-59 it is roughly +10-15%; the big gains come in the 90s (+63% to +95%). More HP means more dungeon runs chained and less food per hour; see the dungeon guide.

Each enemy also has its own permanent rank, built from Rank Points on eligible kills, worth +1% damage against that enemy from rank 1 up to +10% at rank 100. Personal, party and guild kills all feed the same rank, so specialise in a few enemies you fight often.

A daily routine

  1. Log in, fill every empty personal slot. Free random contracts first; pay for a chosen target only if a random roll is a poor fit.
  2. Hunt the contract enemies before starting the battle so the kills count. The enemy database shows where each one lives.
  3. If you are in an active party, coordinate party contracts so the 4.5x targets get done.
  4. Let expiring contracts go. Shards already earned are kept.

Frequently asked questions

How many Slayer contracts can I have at once?

Up to 9: three slots each on the Personal, Party and Guild boards. Each contract runs for 24 hours from acceptance.

Do kills count if I forget to accept a contract?

No. Accept the contract before you start the battle; battles started without a matching contract don't count.

What does Slayer level do?

It raises the shards each contract pays, unlocks higher-level native enemies, and gives a max HP bonus from +1% at level 1 to +100% at level 100, active even without contracts.

Sources

Game rules change between patches. If something here no longer matches the game, the wiki pages above are the reference we re-check against; the "last reviewed" date shows when we last did.