The Hunt
The Howling Weald is a dark wood full of werewolf lairs. The beasts never come to you: nothing here spawns outside the Weald, so you only meet them if you choose to go hunting.
Getting there
Section titled “Getting there”Go to the Wilds Lodge (/warp lodge) and talk to Garrick Voss, or use /hunt there. You arrive at Hunter’s Rest, the camp at the edge of the wood, where Wystan Crake keeps watch. Lantern-lit trails lead out of camp to every lair, so follow the lanterns, even at night. Your action bar also points to the next sign by day and the nearest pack by night. The Weald is walked: flying and elytra don’t work here.
Day and night
Section titled “Day and night”The Weald keeps its own clock: 25 minutes of day, 3 of dusk, 45 of night and 2 of dawn.
- By day: walk up to spoor, the signs a pack leaves. Read every sign for a lair to track it. It stays tracked until the next dawn.
- At night: walk into a lair and its pack comes out. If you tracked it, they come at once. If you didn’t, you hear a warning howl and get 10 seconds to leave.
- Dawn: the beasts break and run, which ends any lair fight.
Kill the pack leader and the rest of the pack to clear the lair. If any stragglers are left, the lair clears 40 seconds after the leader falls. Deepwood packs are tougher than Outskirts packs, and their bites get through even the best armour. The bounty is split by damage dealt: 40,000 in the Outskirts and 80,000 in the Deepwood, plus 50% for each extra hunter who did at least 5% of the damage (up to 3x with five hunters). Bigger groups also bring out bigger packs. A cleared lair is retaken after 3 hours.
Some pack leaders have a trait, and pay 25% more and 5 extra merit: Frenzied leaders move faster, Ironhide leaders are tougher, Howling leaders keep calling wolves, and Bloodmarked leaders heal when they bite.
Blood Trail: each lair you clear in one night pays 10% more than the last, up to +60%. Clear all 7 in one night for $150,000, 60 merit, moonstone, a whetstone and a chance at the
Wolfsfang CharmWolfsfang CharmEpic · Talisman +10% Hunter Merit+1 Hears the Hunter's Moon anywhere Cut from the jaw of the Pale Alpha.It aches when the moon is close..
Feral hounds also roam the Outskirts at any hour, away from camp.
Silver and wolfsbane
Section titled “Silver and wolfsbane”| Item | What it does | Hunter Board price |
|---|---|---|
| Silver Whetstone | Weapon hits deal +40% to Hunt beasts, for 150 hits. Use /hunt whet | 40 merit, 25,000 coins |
| Wolfsbane Draught | Take 25% less from Hunt beasts for 6 minutes | 25 merit, 15,000 coins |
The Lodge Stores also sell hide-bound Hunter’s Books for merit and moonstone, the only source of these enchants. Level II needs Stalker and level III needs Moonbreaker.
| Enchant | Goes on | What it does |
|---|---|---|
| Silversmith I-III | Sword or axe | Whetstone silver lasts 200, 250 or 300 hits |
| Bitter Blood I-III | Chestplate | Wolfsbane lasts 8, 10 or 12 minutes |
| Keen Nose | Helmet | See spoor from further away, and how big a pack is at night |
Werewolves drop pelts and sometimes moonstone fragments. Pack beasts drop hides. Turn them in on the Hunter Board, which also has daily contracts.
The Pale Alpha
Section titled “The Pale Alpha”Every third night is the Hunter’s Moon. You get a chat heads-up 10 minutes before it rises if you are in the Frontier, the main world or the Weald. Nothing comes to your base: it is only a reminder. On that night, a Stalker or higher can use the call stone at the Den to summon the Pale Alpha, with 60 seconds for others to gather. It has 1,400 health, plus 35% for each extra hunter.
At the call stone you pick how hard a fight you want:
| Call | Cost | The Alpha | Reward |
|---|---|---|---|
| Plain | Free | As described here | Normal |
| The Blooded Moon | 5 moonstone | 1.5x health, 1.25x damage, leaps more | 1.5x bounty, 2 trinket rolls |
| Moonmad | 15 moonstone | 2.25x health, 1.5x damage, leaps far more | 2.25x bounty, 3 trinket rolls |
Watch for its pack calls and leaps. Below 70% health it resists weapons without silver, and below 30% it speeds up and heals as it hits.
The kill pays 400,000 split by damage, with the same 50% for each extra hunter (up to 3x), plus 100 merit, a Pale Alpha Fang and 3 moonstone fragments each. The first kill goes in the Hall of Firsts.
The Fang Dagger
Section titled “The Fang Dagger”Bring a Pale Alpha Fang to the Lodge Stores and they will make it into a Fang Dagger. It costs 400 merit, 1 Pale Alpha Fang and 6 moonstone fragments, and you need to be a Stalker. It hits for 6 at 2.4 attack speed, so it swings faster than a sword but hits a little lighter. You can whet it with silver like any weapon.
Moonbreakers can also trade a Pale Alpha Fang and 150 merit at the Lodge Stores for the Pale Alpha Claw Pattern. It puts the Alpha’s claw marks on any banner at a loom or the Sailmaker’s Loom, and it is never used up.
Pounce: right click in the Weald to throw yourself forward. Your next hit on a beast within about a second does +50%. Pounce takes 8 seconds to come back, but any beast you kill with the dagger in hand makes it ready again, so a good fight chains from wolf to wolf. It only works in the Weald.
Old Bloodletters: the werewolves that used to roam the world dropped the Bloodletter. Those blades have a new look now, and they do what they always claimed: each landed hit heals you for half a heart, once per swing. They no longer drop anywhere.
Trinkets
Section titled “Trinkets”| Trinket | Slot | How to get it | What it does |
|---|---|---|---|
| Talisman | Pale Alpha kill | +10% merit, and hear the Hunter’s Moon warning anywhere | |
| Ring | Lodge Stores, 300 merit and 12 moonstone | +15% moonstone and silver drops | |
| Gloves | Pack leader kill | +20% pelts and hides | |
| Amulet | Pale Alpha kill as a Moonbreaker | A soul aura, and a howl when you arrive in the Weald |
Ranks and rewards
Section titled “Ranks and rewards”Hunters rise from Tracker to Stalker to Moonbreaker. Stalker and Moonbreaker each come with a tag, and helping kill the Pale Alpha earns the [Alphabane] tag in the Captain’s Log.
Two cosmetics come with them, and both go on by themselves when you earn them. Helping kill the Pale Alpha unlocks the Howling chat bubble, and reaching Moonbreaker unlocks the Moonbreaker nameplate. See Nameplates.
Music and records
Section titled “Music and records”The Weald has its own music: a quiet tune at Hunter’s Rest by day, a darker one on Hunter’s Moon nights, and a fight track while the Pale Alpha is up. Each one is also a record you earn once:
| Record | How to get it |
|---|---|
| Hunter’s Rest | Clear your first lair |
| The Hunter’s Moon | Clear a lair as a Stalker or higher |
| Pale Alpha | Help kill the Pale Alpha |
Listen to them on the Music page.
