Hunts and bosses: how XPNotes turns tasks into battles

Part of the guide: How XPNotes works: the complete guide, from note to weekly boss

Where do hunts come from?

Only from quests. Sitting in the app earns nothing. Each of the first 5 quests you complete in a day gives +1 hunt, and your stock holds up to 100.

Today screen with the day’s quests and available huntsToday screen with the day’s quests and available hunts
Available hunts show up next to the quests that unlock them

Three details close the loopholes:

  • If you undo a quest and the hunt has not been used, it comes back. If it was already spent, it does not: you cannot manufacture hunts by completing, spending and undoing.
  • From the 6th completion of the day on, a quest still gives XP but no longer gives a hunt.
  • At the cap of 100, you do not gain more, and what you already hold stays.

How do you prepare a hunt?

You choose the region, then the monster. There are nine regions with six monsters each, opening up as you level. The screen shows the monster’s level and what it can drop.

Hunt preparation with monster, level and rewardsHunt preparation with monster, level and rewards
Before fighting, you see the monster and the possible rewards

If you want, bring up to 3 items (potions, shields, poisons). Using an item takes the hero’s turn.

How does combat work?

Turn by turn, and each fighter acts once per round, in speed order. Speed does not give extra turns.

  • Energy: you gain +1 per turn (up to 5) and start at 0. Skills cost 0 to 5.
  • Rotation: your list of up to 3 skills, by priority. Each turn, the first skill on the list that is off cooldown and affordable goes out. If you lack energy, the hero makes a basic attack.
  • Defenses: incoming hits can be dodged, parried (only with a blade in hand) or blocked (only with a shield).
  • Limit: a fight ends at 30 turns; past that it counts as a defeat.
A hunt in progress: turn-based combat between hero and monsterA hunt in progress: turn-based combat between hero and monster
You set the Rotation and watch the fight run turn by turn

Not in the mood to watch? You can skip the animation and go straight to the result, or fight up to 10 times in a row, each costing one hunt.

What do you win?

Combat gives no XP. XP comes from quests. Winning gives:

  • Gold;
  • materials from the monster, used to forge gear;
  • items and, sometimes, potions;
  • cores and gear, if you are lucky.
Hunt result showing gold, items and XP earnedHunt result showing gold, items and XP earned
The result screen shows everything that dropped in the fight

The core is the most memorable drop: one object per monster that you equip for bonuses and, in some cases, an active skill. The chance is 5% per encounter won. So nobody is stuck on bad luck, there is a guarantee: after a set number of wins without the core, it drops for sure (10 in the first region).

And in a party?

In a party you can fight alongside allies. Each fighter faces a monster, and an extra monster may show up. Only whoever started the fight spends the hunt and items and gets the rewards; allies get help credit.

The weekly boss

If the hunt is the day’s fight, the weekly boss is the week’s fight. From Monday to Sunday, a boss shows up on Today with a health bar.

Weekly boss with a health bar that drops as quests are completedWeekly boss with a health bar that drops as quests are completed
Every quest done this week takes health off the boss

The rule is direct:

  1. Boss health = 80% of the recurring quests scheduled for the week (minimum 10).
  2. Damage = quests completed during the week.
  3. Once defeated, you claim gold and materials. It gives no XP or hunts.

An example: five habits that repeat every day add up to 35 scheduled quests in the week. The boss’s health is 28. Completing 28 of them takes it down, even if you miss a few days.

The gold is 100 plus 15 per account level. At level 10, that is 250.

Why does this help consistency?

The boss turns "just another week" into a scoreboard you can see. The hunt turns a day of work into something you can spend. Neither one scolds you: if the week falls short, the boss does not fall and that is it. You lose no level, XP or items.

To see how this fits with notes, goals and classes, read How XPNotes works, the features page and, to make big goals routine, How to turn a life goal into daily quests.

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Frequently asked questions

How many hunts can I earn per day?

Your first 5 completed quests of the day give one hunt each. From the sixth on, a quest still gives XP but unlocks no hunt. Your stock holds up to 100.

Does combat give XP?

No. XP comes only from completed quests. Winning hunts pays gold, materials, items, cores and gear.

What is a monster core?

A rare drop from each monster that you equip for bonuses. The chance is 5% per encounter won, with a guarantee that makes it drop after a set number of wins without it.

How is the weekly boss’s health calculated?

It is 80% of the recurring quests scheduled for the week, with a minimum of 10. Each quest completed in the week deals one point of damage.

What if I do not defeat the boss?

Nothing is taken from you. You just do not get that week’s reward. Level, XP and items stay.

Written with AI assistance, reviewed and approved by Edcarlos Santos.

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