THE HOLLOW
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Hollow Jobs

Trader work runs to tier X, and some jobs come with rules of their own. A job can also carry a condition for the week: more danger for more pay. The job board shows all of it before you accept.

How it works

  1. Tiers VII to X open as your standing with a trader climbs past Veteran. They use the biggest places on the map with far more sleepers and a higher game stage, and pay Duskiron Ingots and Hollow Round bundles on top of the usual rewards.
  2. STRONGHOLD (tier III and up): something holds the place. One of the dead inside is a named threat, and it grows with the tier: a tougher strain at III and IV, a Reviver, Frostbound or Bloater at V, the Juggernaut from VI, alphas and bosses from VII. The job is not done until it is dead.
  3. STRAIN NEST (tier III and up): a good part of the sleepers are special infected. Early nests hold Leapers and Spitters; the heavier strains come with the higher tiers.
  4. RIFT BREACH (tier V and up): Rift demons stand among the sleepers. Tiers V and VI bring the swarm (Husks, Hunters, Gluttons, Bloaters); elites and elementals come from VII, casters from VIII. Pays demon parts.
  5. DREAD HOURS (tier II and up): the job can only be started between 22:00 and 04:00, and everything inside is tougher: a share of the sleepers is a step up the ladder (Feral, Radiated, Charged, Infernal), a third at tier II and all of them from tier VI. Once you are in, The Dread Hours cling to you: dread builds and your Nerve drains faster, but kills pay 25% more XP until you hand the job in.
  6. Conditions, shown in gold on the card: FERAL TIDE (+25% Dukes, tier III and up), PACKED HOUSE (+25%), STRAIN OUTBREAK (+30%, tier III and up), RIFT-TOUCHED (+50%, tier V and up), ALPHA SIGHTED (+40%, tier VII and up) and HAZARD PAY (double Dukes, no extra danger).
  7. Hollow job types also pay Hollow Marks when you hand them in. Finishing a whole tier past VI pays a skill point.
  8. STREAK: every paid job you hand in without dying adds 5% Dukes to the next ones, up to 50% after ten jobs. Dying ends the streak.
  9. In a Stronghold you are told the moment the named threat is in the building, and what it is.

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