The Bounty System

Why there is no Slayer skill here — and why every big monster in the world pays you to kill it instead.

The design argument

In the original game, Slayer arrived years later as a members-only skill: a gatekeeper NPC told you what you were allowed to be rewarded for killing, and you paid a subscription for the privilege. We think that was backwards.

Killing dangerous monsters should have been rewarding from day one, natively, for everyone. Not the cows — but the hill giants you stumbled into under Edgeville? The lesser demons guarding the volcano? The dragons? Absolutely.

So on this server, slayer isn't a skill — it's just how monsters work. Every serious monster in the free world carries a bounty, tuned to what its drop table was actually worth. No slayer master, no task system, no membership. Walk into the dungeon and collect.

The bounty table

Bounties are paid in GP the moment you land the kill, and convert to RST like all other earnings. Your difficulty multiplier applies.

MonsterBounty (GP)
Chicken1
Goblin2
Cow10
Guard50
Al Kharid warrior75
Hill giant200
Moss giant350
Ice giant500
Lesser demon600
Fire giant800
Greater demon1,200
Green dragon1,500
Blue dragon2,500
Black demon2,500
Red dragon4,000
Black dragon6,000
King Black Dragon15,000

Reading the table

The numbers aren't arbitrary — each bounty approximates the real average value of that monster's drop table (big bones, hides, runes, coins). A green dragon bounty is mostly d'hide and dragon bones; the KBD bounty is the full drop table average. The economy is honest about what the kill was always worth.

Where this is going

This is the combat economy phase of the server — the big F2P monsters that were everywhere in the members' world are here, they're dangerous, and they pay. Higher tiers of the world (unlocked by RST balance — see World Tiers) hold the better bounties. The Wilderness holds the best ones.

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