Weekly ladder
Kills per wallet from Monday to Sunday, three prizes, paid once per week and never twice.
The ladder is the one reward you do not claim. It ranks wallets by kills over a week and the treasury pays the top three on its own.
The week
The window is Monday 00:00 UTC to Sunday 23:59:59 UTC, and a period is named like
2026-W41. Kills are counted per wallet from the same number the hunt quest writes, which
keeps rising past the quest target of five precisely so the ladder has real play to read.
GET /api/ladder/week is public, needs no session, and returns the current week, the three
prizes in NIM, and the top ten entries. Addresses are shortened to the first eight characters
and the last four: enough to recognise your own row, not enough to copy somebody else's.
Reading the ladder can never trigger a payment.
The prizes
| Place | Prize by default |
|---|---|
| First | 2 NIM |
| Second | 1 NIM |
| Third | 0.5 NIM |
The three amounts are one environment setting, so an operator can change them without a deploy. The API reports the prizes it will actually pay.
Paying it
At 00:05 UTC on Monday the treasury pays the previous week, once.
The safety is in the order of writes. The period row is inserted first, inside the same database transaction as the three prizes, so a second caller, a restart or a drifting clock is refused by the primary key rather than by a check it could race past. A week with nobody in it still writes its row, so it is never looked at again.
A ladder prize is a claim like any other, so it passes the same three caps. A prize that
crosses a cap is written as held and released later by the same minute-by-minute job that
releases a held quest claim. Being at the top of the ladder on a Monday when the pool is
tight means being paid later, not being skipped.
One more detail that only matters if you read the code: the pool lock is the very first statement of the ladder transaction, ahead of the wallet locks its three prizes take, which keeps the lock order identical to every single claim's. A week being paid and a player claiming a quest can never end up waiting on each other in a circle.