Wolfage is a free-to-play, off-chain pet game on WolfSwap. Hatch a pup bound to your Wolfie NFT, train it, equip it, and fight other pups in a seasonal arena. The game runs entirely off-chain — no gas fees, no transactions, no smart-contract risk. Your Wolfie NFT stays in your wallet; the pup is just gameplay state on WolfSwap's servers.
This guide covers everything: hatching, stats, XP, training, food, arena combat, gear, the shop, seasons, and the full economy.
TL;DR — Hatch a pup → start free 2h training slots to level up → equip gear that drops in training → feed it daily so it doesn't starve → climb the arena leaderboard → collect season prizes.
To play, you need to hatch a pup against a Wolfie NFT you own. Hatching:
chain:collection:tokenId.A pup is bound to its Wolfie NFT — if you sell or transfer the Wolfie, the pup transfers with it. The new owner sees the pup automatically in their picker (no re-hatching needed).
Each supported NFT collection can hatch one pup per token. Your wallet's NFTs in a supported collection are snapshotted hourly so the picker stays fast; hatching itself re-checks ownership on-chain at submit time, so a token sold between snapshots can't be double-hatched and a token you just bought becomes hatchable as soon as the snapshot refreshes.
Default cap is 1 pup per account. The cap is enforced only at hatch time — buying an already-hatched Wolfie on the secondary market doesn't re-check the cap, so the buyer always gets to play their bought pup.
Don't have a Wolfie NFT yet? You can still play. Log in and pick Try for free to create a trial pup — name it (names are unique across all pups) and you're in.
A trial pup plays like any other pup: train, run Dungeons, feed, allocate stat points, equip gear, and earn Bones. The key differences:
These are the defaults at launch and may change.
One trial pup per account. You can have at most one active trial pup at a time.
When you own a supported NFT, the Upgrade button appears on your trial pup's page. Clicking it lets you pick one of your eligible NFTs and converts the trial pup into that NFT's bound pup. All progress carries over — level, stats, skill points, items, Bones, Shards, and equipped gear transfer intact. The level cap is removed, and PvP and Shards top-up unlock immediately.
Every pup has 6 stats, all visible on the Overview tab:
| Stat | Base → Each Point | What It Does |
|---|---|---|
| Vitality (VIT) | 50 HP → +5 HP per point | Grows the HP pool. 1 VIT = 5 max HP. |
| Power (PWR) | 10 → +1 per point | Damage dealt per strike |
| Defense (DEF) | 10 → +1 per point | Reduces incoming damage; chance to block |
| Speed (SPD) | 10 → +1 per point | First-strike priority + dodge chance + extra strikes |
| Crit Chance (CRIT) | 5% → +1% per point | % chance per strike to deal double damage (capped at 50% total — up to 45 points; gear and potions count toward the same 50%) |
| Stamina Cap | 10 → +1 per point | Max stamina pool size (capped at 50 — up to 40 points) |
HP vs VIT — VIT is the stat (what allocation points and gear add). HP is the realized life pool — the bar that ticks down in combat. Wherever you see "+1 VIT" on a piece of gear, that's +5 HP in your actual pool.
The 50% crit cap is a total, not a per-source limit. Your crit chance is 5% base + 1% per skill point + gear + potions, and the sum caps at 50%. Skill points can reach the cap on their own (45 points = 50%), which is why the allocate screen stops you there.
Crit past 50% is not wasted. Any crit from gear or potions that would push you over the cap converts into crit damage instead, at 1% crit → +2% crit damage. So a +12% crit amulet worn at the cap gives you +24% crit damage — your crits hit for ×2.24 instead of ×2. Skill points do not convert; only gear and potions do.
Defense reduces incoming damage with diminishing returns — stacking more defense always helps, but each additional point yields a smaller marginal reduction than the previous one. A pure-tank build never reaches damage immunity; some damage always lands. Crit doubles a strike's damage; block softens a strike significantly; dodge makes a strike miss outright.
You get 5 skill points per level. Spend them on whichever stats fit your playstyle. The Allocate dialog lets you preview the changes before confirming.
Got a build wrong? Buy a Respec Scroll in the shop (5,000 Shards) to refund every spent point — skill points and paragon points alike, back to their pools. You can re-allocate freely afterwards.
Cumulative XP needed for level L:
xpForLevel(L) = floor(50 × L^1.95)
This means:
Once at L100, normal leveling stops — but XP keeps mattering: it flows into Paragon Levels (see below), and all other rewards still flow (Bones, items, potions). Stage badges: Pup (L1–4), Young (L5–14), Adult (L15–29), Alpha (L30+).
Once your pup reaches L100, every XP grant that used to be refused at the cap accrues as Paragon XP instead — training, arena, dungeons, howls, pets, daily streaks: everything that grants XP.
Cumulative Paragon XP needed for paragon level P (default curve, admin-tunable):
paragonXpForLevel(P) = floor(5000 × P^1.2)
| Paragon level | Total Paragon XP |
|---|---|
| P1 | 5,000 |
| P10 | 79,244 |
| P25 | 237,956 |
| P50 | 546,681 |
| P100 (cap) | 1,255,943 |
Each paragon level grants 3 paragon points (default). Spend each point on +0.1% (default) to a stat of your choice — Power, Defense, or HP — from the same Allocate dialog you use for skill points. Points bank until you spend them, so there's no rush. At the P100 cap that's 300 points to spend — e.g. +30% to a single stat if you dump every point into it, or split across all three.
The bonuses apply ONLY in PvE: Dungeons, Pack Hunt boss fights, and the Endless Howl. They never apply in the Arena, Solo Shuffle, Last Man Standing, Pack Wars, or One-Time Events — PvP is always fought at normal L100 stats, so the competitive ladder stays balanced.
Notes:
✦ P{n} badge next to your level on your pup card, the Overview tab, and the Arena leaderboards. On PvP screens it's purely cosmetic bragging rights.✦ +N chip on arena fight results and history, 3v3 Recent Fights, dungeon run stats, Den Raid results, Last Man Standing placements, and the activity feed. At L100 the normal XP chip reads 0 because the grant went to paragon instead — the gold chip is the real number. If you're at the cap and a reward shows MAX instead, you've spent your daily XP cap for the day, so that grant banked nothing.· N pts unspent hint whenever you have some to spend. Spend them the same place you spend skill points.By default there is no daily XP cap — how fast you level is set by how much you actually play (stamina-gated arena / Solo Shuffle, dungeon runs, training) and softened by the rested-XP catch-up above. Every XP grant lands in full.
An optional rolling-24h ceiling can be in effect. When one is active, it blocks XP only — Bones, drops, and item rewards still apply — and there's no midnight reset: every individual XP grant has its own personal 24h timer, so capacity returns chunk by chunk as each grant ages past 24h. While a cap is active, the Overview portrait card shows the current 24h usage and a live countdown to the next chunk of headroom (e.g. "Next +120 XP unlocks in 2h 14m").
Leveling speed now reflects effort: the most active players reach L100 in a few months; lighter players take longer, and the rested-XP catch-up lifts the floor for anyone behind the pack.
If your pup is well below the active pack, it earns bonus XP so newcomers and low-level pups can catch up. The boost scales with how far behind you are — up to +100% XP at the biggest gap — and shrinks automatically as you climb, reaching the normal rate once you reach the pack. Players at or above the pack get no bonus (no inflation at the top), and trial pups are excluded. The "pack" is the level most active players have reached; it updates as the game grows.
| Source | XP per action | Notes |
|---|---|---|
| Training (2h) | ~25 base × location multiplier × collection multiplier | Independent of stats — same XP at L1 and L99. |
| Arena win | ~180 base × level-gap multiplier | Level multiplier rewards punching up and penalizes farming much lower-level opponents (zero rewards past a wide gap). |
| Arena loss | ~20% consolation XP scaled by the same level multiplier | Losing attacker also keeps 25% of a win's Bones (same multipliers; still zero past a wide punch-down gap). The defender never earns anything. |
| Pet (1× per UTC day) | 10 | Free, no cost. |
| Daily Streak | Day 1 = 5, then escalates over a 7-day streak cycle | Collecting a pup's daily reward (once per pup per UTC day). See Daily Login Streak. |
Stamina gates arena attacks. (Training is free — it no longer costs stamina.)
| Item | Effect | Price (Shards) |
|---|---|---|
| Stamina Potion | +5 stamina (clamped to cap) | 2,000 |
| Large Stamina Potion | Refills to full cap | 5,000 |
| Speed-up Potion | Instantly completes 1 training slot | 2,000 |
Drops: every training has a 5% chance (forest) of dropping a potion. The drop pool is weighted 80% Stamina Potion, 20% Speed-up.
Training is a free, passive idle layer. Each slot runs for 2 hours, costs no stamina, and pays out XP plus a chance at a tier-stamped Loot Box (Common / Rare / Epic). Because it's time-gated rather than stamina-gated, training is a steady background trickle of XP — the bulk of your daily XP now comes from the arena (which your stamina fuels), with training, dungeons, and login topping it up. The box itself is what drops the Bones, potions, and equipment when you open it — see the Loot Boxes section for what's inside.
Default cap is 3 concurrent slots per pup. The slot grid resizes to match the cap. Lowering the cap doesn't cancel in-flight trainings — they finish on schedule and stay collectable, but you can't start new ones until you drop back below the cap.
Each slot picks a location that skews XP. The Loot Box drop is rolled separately (see below) and isn't affected by location:
| Location | XP multiplier |
|---|---|
| Forest | 1.0× |
| Arena | 1.4× |
| Den | 0.7× |
Forest is the default, balanced choice. Arena maximizes XP. Den is for slower-leveling players who want to spread out daily-XP-cap consumption.
Each training rolls for a Loot Box at start time (snapshotted onto the slot, so you see the tier — if one dropped — the moment the timer hits zero).
Common is the everyday drop, Rare is a treat, and Epic is rare enough to be worth shouting about. Most trainings drop no box at all — they're an occasional bonus on top of the guaranteed XP, not something to count on.
Some special "training collections" (other NFT collections WolfSwap partners with) have an XP multiplier that stacks with location. Available collections show a per-token cooldown so you can't farm the same Wolfie endlessly.
No trainable NFT? Every pup can train against the Training Dummy — a free, infinite target. It has no per-token cooldown and no ownership check, so you can fill all your slots with it as many times as you like.
The trade-off is a reward multiplier (default 0.1×) applied to everything the training pays out — XP, Bones, the Loot Box drop chance, and equipment drops all scale down by the same factor. So the Dummy is the entry-level / last-resort option: it keeps you progressing when you have no eligible token, but owning a trainable collection always pays the full rate.
The slot cap (and the daily XP cap, if one is active) still applies, so the Dummy can't be used to farm around those limits. Quick Start prioritizes your owned, off-cooldown tokens and only falls back to the Dummy when none are available.
Pups need to eat. If you stop feeding, they starve, then they die.
Sold in the shop, stored in inventory, applied via the Feed action:
| Food | Fed buff duration | Price (Shards) |
|---|---|---|
| Kibble Bits | 4h | 100 |
| Meat Stew | 12h | 500 |
| Royal Feast | 24h | 1,000 |
While Fed, your pup has +10% HP and +10% Power in arena fights. Feeding stamps lastFedAt = now, resetting any starvation debuff.
Always-available Free Feed action — no inventory cost, 12h cooldown. It resets your feed timer so your pup doesn't starve, but it does not apply the +10% Fed buff (only paid food applies the buff). Free Feed exists so a player who's broke or AFK can keep their pup alive.
If your pup hasn't been fed in more than 24h, every passing day adds a 10% debuff to every combat stat (HP, Power, Defense, Speed, Crit) — capped at 90% just before death. The debuff is shown as a "Starving −X%" pill on the Overview tab.
Stamina is never debuffed by starvation — so a starving player can always Free Feed.
After 240h (10 days) without feeding, the pup dies. Every action except revive is blocked: no training, no arena, no shop, no allocations, no presets, nothing. The pup's combat stats are pinned at the 90% debuff visually but it doesn't matter — it can't fight anyway.
Two paths out:
Either way, the starvation timer resets (lastFedAt = now) so the pup walks out alive with a fresh 24h grace window.
Click the pencil icon next to your pup's name on the Overview tab. Costs 100 Shards by default. Same rules as hatching: 1–20 characters, letters / numbers / spaces only, profanity blocklist, and the name must be unique — no two pups can share a name (case and extra spaces don't count as different, so "CFLY" and "c fly" are the same name). The dialogs check availability live as you type. Saving the same name (post-trim) is a no-op and doesn't charge. If your Shards balance is short, the Save button flips to Get Shards so you can top up without leaving the dialog.
Pups that were auto-renamed when the uniqueness rule rolled out (duplicate names got a numeric suffix — earliest hatch kept the original) received one free rename credit: their next rename costs 0 Shards.
Two per-pup currencies. Shards is what you spend; Bones is what you earn from gameplay and convert to Shards.
| Currency | Where it comes from | What it buys |
|---|---|---|
| Shards | Bones conversion, DEX-points exchange, on-chain top-up (CRO / ETH / APE, or PACK on Cronos where enabled), gifts | Everything in the shop — food, potions, items, repair, revive, rename, cosmetics, extras |
| Bones | Training, arena wins, daily login, season prizes | Only convertible to Shards (default 1:1) |
| Source | Bones |
|---|---|
| Training (forest, per slot) | 7–18 |
| Training (arena, per slot) | ~4–9 |
| Training (den, per slot) | ~5–13 |
| Arena win | 20–60 × CR multiplier |
| Arena loss (attacker consolation) | 25% of a win — same CR & level-gap multipliers |
| Dungeon clear | per-kill Bones + a guaranteed prize (~15 at T0 → ~600 at T7, capped at ~650 from T8 up) |
| Endless Howl clear | guaranteed prize (~10 at Howl 1 → ~1500 at Howl 100); repeat clears the same day pay ×0.9 each, floored at 3% |
| Loot Box | Scales sharply by tier — Epic pays many times a Common |
| Disenchanting gear | 15 × the item's required level (an L100 piece pays 1,500); 10 flat for gear with no level requirement |
| Forging gear | Spends Bones — 75% of what the best possible outcome costs in Shards (see The Forge) |
| Forging Hammers | Spends Bones (Iron, 4,000) or Shards (Steel, 45); the Void Hammer costs 5 Steel + 25,000 Bones |
| Inscribing and fusing runes | Spends Bones at every rung (see Runes & Sockets) |
| Daily login | Day 1 = 25, escalating over a 7-day streak cycle (see below) |
| Season-end prizes | 50 / 250 / 1000 / 2500 (see Seasons) |
Each pup keeps its own daily streak. Come back each day and collect that pup's daily reward to advance its streak — the reward escalates over a repeating 7-day cycle, with later days paying progressively bigger bundles (more Bones and XP, and on some days a potion or a Loot Box), then the cycle repeats from Day 1. Because the streak advances when you collect, each pup climbs on its own: a pup you don't play doesn't rack up a streak in the background.
All streak values — the 7-day cycle, milestones, grace window, and freeze cap/price — are admin-tunable and can change without a new release.
Bones → Shards can carry a daily limit, measured in Shards minted per pup per UTC day. When one is set, the convert screen shows a progress bar with how much of today's budget you've used, how many Shards you can still convert, and when it resets — and the Max button stops at the limit rather than at your Bones balance.
Nothing else changes: your Bones don't expire, and anything you can't convert today is still there tomorrow.
The shop's Buy tab tops your pup up straight from your wallet. Pick a chain, pick a pack, confirm — the Shards land as soon as the transaction confirms.
What you pay with depends on the chain. Shards are normally priced in each chain's own coin — CRO on Cronos, ETH on Ethereum and Base, APE on ApeChain. On Cronos we're rolling out PACK pricing, so if it's enabled for you the shop will quote Shards in PACK instead; if it isn't, you'll see CRO exactly as before. The shop always shows which currency it's charging in before you sign. Whichever it is, the shop shows the exact price per Shard and the total before you sign, and your balance in that currency sits right above the button.
Paying in PACK takes one extra step the first time. A token payment needs your permission before the shop can take it, so your first PACK purchase asks for two signatures: an approval, then the purchase. The approval is a one-off — every PACK purchase after it is a single signature, exactly like paying in CRO.
Don't have enough PACK? The shop handles it. Instead of a dead button you get a short panel telling you exactly how much more you need, with two ways through:
Either way you pay in CRO, routed through WolfSwap's own aggregator — the same routing, the same price and the same slippage setting as the swap page, so an identical trade costs the same in both places. No approval step is needed, which keeps the top-up to a single signature. The panel shows the cost (fees included) plus the most you'll authorise — your wallet asks for a little headroom in case the price moves, and whatever isn't needed isn't spent. It re-prices itself while open; if the price can't be fetched for a moment it says so and you can still continue or retry. To pay with a different token, use the link to the full swap page.
The amount bought is exact: the shop asks the exchange for the precise PACK it needs, so you can't end up a few tokens short after paying. It buys 1% over the shortfall as a cushion against the price moving between the swap and the purchase — the panel shows the shortfall and the amount being bought on separate lines, so you can always see what the buffer costs. Anything unused stays in your wallet for next time.
A few things worth knowing:
Everything in the shop is priced in Shards:
Inside Den Raid, the village's Trading Post opens the same shop as a full-screen storefront rather than a panel. Same stock, same prices, same Shards — every category from the page shop is on its left rail, and Get Shards jumps straight to the conversion screen.
What it adds is a recommendation. The piece at the top is picked by a rule, not chosen for you as a promotion:
If nothing clears all three, it relaxes them in that order (first allowing a trade-off, then showing something to save for) and tells you which rule it had to drop. If nothing in stock beats your loadout at all, it says so instead of showing a filler item.
Every card shows the change a purchase makes rather than the item's raw stat line — "+8 POWER" against what you wear, not "+26 POWER" in a vacuum. The comparison uses your worn piece at its actual enchant level, so an enchanted item is not undersold.
Upgrade value is the number those recommendations are ranked by, and it is also a sort option. It is a weighted sum of the stat changes, not a raw total, because the stats are not worth the same: HP counts at ×0.2 (1 point of Vitality is worth 5 HP, so 5 item HP ≈ 1 point of anything else) and Crit counts at ×2 (it is a point against a shared cap, so it is scarcer). Every other stat counts at ×1.
The shop's left rail has a Send Gift entry (next to your Shards balance). Pick a recipient by pup name, choose an amount, confirm. Both sides see it in the activity feed (shards_gift_sent / shards_gift_received). Gifts are a Shards-only flow — no Bones, items, or buffs are giftable.
Don't want an item? Disenchant it from the shop for Bones that scale with the item's required level: 15 Bones per required level, so an L40 piece pays 600 and an L100 piece pays 1,500. Items with no level requirement refund a flat 10. Refund lands in your Bones balance — convert to Shards if you want to spend it.
Disenchanting is a way to clear junk, not a way to farm — the refund is deliberately a small fraction of what the same piece costs in the shop, so shredding gear is never better than using it.
Items are gear you equip on your pup to boost combat stats. They're bought in the shop, dropped from Loot Boxes, dungeon bosses and the Endless Howl, or awarded. Every level from 1 to 100 has gear made for it, in several tiers — so at any level you can pick a cheap option or save for a premium one.
rusty → iron → steel → tempered → gilded → dragonscale → voidforged → set
Higher tiers cost more and hit a little harder, but tier is mostly a price axis — the biggest driver of an item's power is its required level. A high-level Steel piece beats a low-level Dragonscale one. That's deliberate: it means there's an affordable option in every band, not just an aspirational one.
Set items belong to a named set and unlock additional bonuses when worn together (see below).
Set pieces carry stats comparable to the best same-slot gear at their level and grant escalating bonuses as you wear more of the set (2-piece, 3-piece, and for some sets 4-piece). Equipping the same ring-set piece in both ring slots counts as two pieces.
Sets are gated by level, so there's a set goal at each stage of the game:
| Set level | Sets available | Roughly |
|---|---|---|
| L25 | Packling's Pact (DPS) · Thicketguard (Tank) · Nightwhisper (Crit) | Your first set — an early build identity |
| L50 | Wolf Pack · Guardian's Vigil · Arcane Trickster · Emberfang Regalia · Bramble Warden | The mid-game spread |
| L75 | Stormcaller's Regalia (DPS) · Glacier Warden (Tank) · Ashen Reaver (Crit) | Late-game specialisation |
| L100 | Worldfang Sovereign (DPS) · Aegis of the Eternal Moon (Tank) · Voidstalker's Shroud (Crit) | Endgame chase |
Set bonuses scale with the set's level, so a full L100 set bonus is worth several times an L25 one. Weapons and shields are never part of a set — those slots stay free so you keep your damage and defence choices.
Each equipped item adds flat stat bonuses (VIT / Power / Defense / Speed / Crit) and may also carry special effects on the Weapon/Shield slots. VIT on gear works the same as VIT from skill allocation — 1 VIT = 5 max HP. Crit on gear counts toward the shared 50% crit cap — and once you're at the cap, it converts to crit damage instead of being wasted (1% crit → +2% crit damage).
Weapon effects (proc on landed hits):
Shield effects (proc when the wearer is hit):
Passive effects (any slot, no proc):
These don't fire on a trigger — they're always-on modifiers contributed by whatever piece carries them. Multiple pieces stack additively (engine-side cap on the stacked total where listed).
Some items have a minimum pup level. Buying is always allowed — you can stock up on gear before you've leveled into it — but the equip action is gated. Items below your level show a yellow "Lv X" pill; items at or above your level show a neutral pill. The picker dialog disables the Equip button on locked items and explains why.
When unset, an item has no level requirement.
An item can be hidden — it disappears from the shop, the training drop pool, the inventory panel, and the equipment picker in one go. A hidden item also stops contributing stats / effects in fights, even if it was previously equipped.
Set views still list the piece (so the set composition stays intact) but show "unavailable" instead of a buy button until the item is unhidden. Use this when you want to retire a piece of gear without leaving its stats live in the wild.
Every equipped item has durability that ticks down as you fight. Defending doesn't wear gear — only attacks roll for damage.
| Tier | Max durability |
|---|---|
| Rusty | 200 |
| Iron | 200 |
| Steel | 200 |
| Tempered | 200 |
| Gilded | 200 |
| Dragonscale | 200 |
| Voidforged | 200 |
| Set | 200 |
Average item lifespan at full gear is around 1,000 attacks per item — casual players barely notice, daily grinders still get a long runway between repair cycles.
When durability hits 0, the item is broken:
Tap the small wrench icon on a damaged equipment slot (paper-doll or list view) to repair it back to full durability.
Save up to 5 named loadouts ("Glass Cannon", "Tank", "Crit Build", etc.) and swap between them with one click. Presets reference items by id, so swapping doesn't require unequip/re-equip clicks.
Note: every owned copy of an item tracks its own durability. Unequipping a damaged item leaves it on the shelf at its current condition — re-equipping it later picks up exactly where it was. The inventory shows one row per copy so you can pick the freshest one when equipping (and disenchant the worst one when clearing junk).
Pour an Enchant Scroll into a piece of gear to push its enchant level from +0 up to +10. Each level scales that piece's stat bonuses up (compounding), so a high-enchant item is dramatically stronger than its base. Enchanting applies to every slot — weapons, all armor pieces, shields, and jewelry.
Enchant level lives on the specific copy of the item (each copy tracks its own, like durability), and the extra stats it grants show up in your displayed stats and in combat.
Sitting on five copies of the same helmet you'll never wear? Forge them. The Forge takes literal duplicates — five copies of one item — and turns them into one random item a tier higher in that same category.
It will not mix. Five copies of Straw Hat forge; a Straw Hat plus four Scrapling Caps do not, even though both are rusty helmets. Your inputs stay as recognisable as the output.
| Forge | Copies of one item | Bones fee (helmets, as an example) |
|---|---|---|
| Rusty → Iron | 5 | 1,800 |
| Iron → Steel | 5 | 14,400 |
| Steel → Tempered | 5 | 38,850 |
| Tempered → Gilded | 5 | 70,950 |
| Gilded → Dragonscale | 5 | 137,550 |
The fee is about 75% of the best thing you could get. It is priced off the top of the destination pool — near the dearest item, but not pinned to it exactly, so a single unusually expensive piece can't set the price for everyone chasing that category. The pitch is simple: if the jackpot lands, you got the best item on the rung for less than three quarters of its price.
It is a gamble, not a discount. Most pulls are worth less than the fee — that's the trade. Roughly 30% of the time you'll draw something worth more than you paid; the rest of the time you won't. The fee is the same for every item on a rung, because every item buys the same shot at the same pool, and you're already paying with the copies themselves.
The figures above are the helmet pools; other categories differ slightly because their pools do. The Forge always shows you the exact fee before you commit, and a hammer never changes it — the price is set by the full pool, so arming, banning or targeting leaves it exactly where it was.
The top two rungs (Dragonscale → Voidforged and Voidforged → Set) are off for now: some categories don't yet have enough gear at those tiers for the draw to be a real gamble.
Optional tools that buy control over the outcome — never a bigger outcome. Arm one before you forge and it is consumed with the strike.
| Hammer | What it does | How you get it |
|---|---|---|
| Iron Hammer | Removes items you already own from the pool | Buy in the Forge · 4,000 Bones · 10/day |
| Steel Hammer | Ban two outcomes before the roll | Buy in the Forge · 45 Shards · 1/day, 3/week |
| Void Hammer | Name your output — that outcome becomes certain | Not sold. Forge 5 Steel Hammers + 25,000 Bones |
The Forge has a second bench. The Crucible turns duplicates into a tier up — a priced gamble. The Rune Table does the opposite: it is the planned half, where nothing is left to luck and everything is left to what you have collected.
You reach it from the same place the Crucible lives: the Inventory in both Classic and the new UI, and the Den Raid altar.
Runedust is what the Rune Table runs on, and the only way to get it is to play. It cannot be bought with Bones or Shards at any price, and there is no price field for it anywhere in the game.
It is not a drop rate. It is a daily budget, and every mode pays less the more you repeat it that day:
| Where | First one of the day | Repeats | Most per day |
|---|---|---|---|
| Den Raid clear | 20 | ×0.75 each, never below 5 | 8 |
| Daily Den, depth 5+ | 25 | once | 25 |
| Dungeon clear | 15 | ×0.75 each, never below 4 | 3 |
| Endless Howl clear (tier 5+) | 8 | ×0.8 each, never below 2 | 8 |
| Arena attack won | 3 | flat | 8 |
| Pack Hunt attack | 8 | flat | 2 |
| 3v3 Solo Shuffle finish | 10 | flat | 1 |
| Last Man Standing finish | 10 | flat | 1 |
| Event finish (top 3) | 20 | flat | 1 |
| Disenchanting a duplicate | 2–6 by tier | flat | 20 |
Where to find it. Runedust sits in your Inventory, under Consumables → Crafting, alongside your potions and food. Open it and you get the full daily breakdown — what you have, how much of today's budget is left, and which modes still owe you some — plus a button straight to the Forge. It has no price and no Use button, because it is a material rather than something you drink; it is never sold in the Shop.
The same breakdown appears on the Rune Table itself, so the budget reads as a small, finishable daily job rather than another grind.
What your runes are doing shows up in two places you already read.
Every item's detail — Classic, the new UI and the Den Raid bag — lists that
copy's socket, what sits in it, and the highest grade the piece could hold,
both halves of a trade-off rune included. And your stat sheet carries a violet +N chip beside the
equipment and brew chips, which turns red and reads −N where a trade-off
rune is costing you something. A rune's cost is never hidden.
One socket per item. The tier decides how high it goes. Nothing to roll, nothing to reveal — you can look at a tier and know exactly what it holds.
| Tier | Socket | Highest grade it accepts |
|---|---|---|
| Rusty | — | — |
| Iron | 1 | I · Chipped |
| Steel | 1 | II · Cut |
| Tempered | 1 | III · Etched |
| Gilded | 1 | III · Etched |
| Dragonscale | 1 | IV · Radiant |
| Voidforged | 1 | V · Ascendant |
| Set | 1 | V · Ascendant |
Where you actually do it: tap a piece and its detail has a Set a rune button under the socket — that opens the Forge on the Rune Table's Sockets board with the piece already in front of you (it says Change rune when the socket is full). It is there on every surface: the New UI's item sheet, the worn-item card in Classic's equip window, and the item card in the Den Raid bag, which opens the altar's Runes bench. The board works on the gear you are wearing, so a copy sitting in your bag says Equip to set a rune instead. You can always get there the long way too: Forge ▸ Runes ▸ Sockets.
This table is what a tier can ever hold. During a staged rollout the bench may not be making the top grades yet — a socket screen that shows a ceiling above what is currently craftable says so underneath it, and holds back the "forge up a tier" prompt until the grade it would unlock actually exists. See the ladder.
With nine equipment slots that is nine sockets on a full loadout, and never more. That scarcity is deliberate, and it is what makes the grade ladder worth climbing: when a slot can only hold one rune, the only way to make it better is to fuse a better rune — or to forge a better item under it. If you could simply open more holes, three cheap Grade I runes would always beat one expensive Grade II, and nobody would ever fuse anything.
Rusty carrying nothing is the point: it gives the very first Crucible rung — the one every player can afford — something concrete to buy. And because the ceiling rises with the tier, every Crucible rung after that is a rune upgrade as well as a stat upgrade.
Tempered and Gilded share a ceiling. Seven tiers do not divide evenly into five grades, and the doubling-up sits in the middle on purpose: those are the tiers you pass through in weeks. The three at the top — where the chase actually lives — stay strictly distinct.
Socketing is free. A socketed item cannot be disenchanted (that destroys the copy), but it can be forged: the Crucible returns its runes to your bag at no cost. See Taking a rune back out.
They split three ways: five that never touch a fight, five that trade one combat stat for another, and four that give combat power with no downside at all.
Economy — PvE and economy only, never touches a fight.
| Rune | Effect | I | II | III | IV | V |
|---|---|---|---|---|---|---|
| Hearthstone | Bones from Den Raid | +4% | +8% | +12% | +18% | +25% |
| Whetstone | Gear wear | −10% | −18% | −26% | −34% | −45% |
| Emberward | Enchant safe zone | +0 | +1 | +1 | +2 | +2 |
| Houndseye | Second dungeon gear drop | +5% | +9% | +14% | +20% | +28% |
| Wayfarer | Stamina cap | +1 | +2 | +3 | +4 | +6 |
Trade-off — each gives one thing and takes another.
Each cell is gain / cost.
| Rune | Gains | Costs | I | II | III | IV | V |
|---|---|---|---|---|---|---|---|
| Bloodgorge | lifesteal | defense | 7 / 3 | 12 / 4 | 17 / 6 | 24 / 8 | 32 / 10 |
| Glasscut | crit damage | max HP | 12 / 1 | 19 / 2 | 28 / 3 | 39 / 4 | 52 / 5 |
| Ironbark | thorns | speed | 4 / 2 | 7 / 3 | 10 / 4 | 14 / 6 | 19 / 8 |
| Tempo | speed | power | 6 / 2 | 10 / 3 | 14 / 4 | 20 / 6 | 26 / 8 |
| Stillfang | CC reduction | crit chance | 7 / 1 | 12 / 2 | 17 / 3 | 24 / 4 | 32 / 6 |
A trade-off rune is an upgrade, not a sidegrade. The cost is real — you genuinely lose that defense, that HP, that power — but it is always smaller than the gain it buys, so socketing one makes your pup better rather than merely different. A higher grade is a better deal as well as a bigger one.
Your Combat Rating barely moves either way (under 1% at every grade), so matchmaking stays as honest as it was. What changes is how the fight goes.
The bench explains itself. Tap the ? beside the Rune Table's tabs for a walkthrough of the whole system — what Runedust is, how inscribing and fusing work, what a socket takes, and what a repeat costs you. It follows the stage the season is in, so it never describes a bench you cannot see, and it only ever opens when you tap it.
You are told this at the socket, not afterwards. The rune picker marks a family you already wear and sorts it below the ones you don't; the confirm names which copy this would be, what it will really pay, and the family's total before and after; and the socket board tags a diminished copy on the row. If the new rune outranks one you already wear it takes the full rate itself and pushes the worn copy down instead — the confirm says which.
Four families give something and take nothing. They are the chase of the whole system: no downside to weigh, just a straight upgrade you have to earn.
| Rune | Grants | I | II | III | IV | V |
|---|---|---|---|---|---|---|
| Unbroken | CC reduction | 6 | 10 | 15 | 21 | 28 |
| Warden's Rebuke | thorns (flat) | 2 | 4 | 6 | 9 | 12 |
| Bloodline | lifesteal | 3 | 5 | 8 | 11 | 15 |
| Duelist's Mark | crit damage | 5 | 8 | 12 | 17 | 23 |
They are deliberately restrained, because each grants power your Combat Rating cannot see — every one of them is a passive rather than a core stat. That is the point: two pups at the same rating can now fight very differently. It is also why the numbers start low.
| Step | Inputs | Bones | Deep Glyphs |
|---|---|---|---|
| Inscribe → I | 60 Runedust | 300 | — |
| I → II | 2 × Grade I | 1,200 | — |
| II → III | 2 × Grade II | 5,000 | — |
| III → IV | 3 × Grade III | 22,000 | 1 |
| IV → V | 3 × Grade IV | 90,000 | 3 |
Runes open in stages, and the bench always tells you which one you are in. Runedust starts dropping before the Rune Table opens, the Table opens before sockets do, and the top two rungs — the ones that need Deep Glyphs — open last. While a rung is still closed the bench says so out loud: a banner names the grades that are open, the grade ladder on each rune marks the higher ones Not open yet while still showing what they would give, and a stack sitting at the current ceiling stays on the Fuse bench, greyed, with the reason beside it. Your runes are never hidden or lost, and nothing on a socket screen will sell you a forge toward a grade that cannot be made yet — so if a grade is not marked, it is available. Check the Rune Table rather than this page for what is open today.
Which family you inscribe is always your choice — the dust never decides for you. Fusing is guaranteed: copies go in, one better one comes out. There is no failure state and no odds table at this bench, because the Crucible next door is already the gamble.
The lower rungs are cheaper than the higher ones on purpose. With one socket per item, depth is the only axis there is — you cannot buy power by opening more holes — so a flat 3-to-1 curve all the way up would have put a full set of Grade IV runes three months away and Grade V nearly a year. At 2 / 2 / 3 / 3 a rune costs 1, 2, 4, 12 or 36 Chipped, which makes filling all nine sockets a weekly goal at Grade II, a monthly one at Grade III, and a genuine season-long chase at the top.
What one rune costs from nothing:
| Grade | Runedust | Bones | Deep Glyphs |
|---|---|---|---|
| I · Chipped | 60 | 300 | — |
| II · Cut | 120 | 1,800 | — |
| III · Etched | 240 | 8,600 | — |
| IV · Radiant | 720 | 47,800 | 1 |
| V · Ascendant | 2,160 | 233,400 | 6 |
At the 150-a-day Runedust ceiling, that is roughly 4 days to fill all nine sockets with Grade II, two weeks at Grade III, six weeks at Grade IV and four months at Grade V — assuming you have the gear to hold them, which is the other half of the climb.
The material the top two grades need. Every source is a first clear — there is no re-clear anywhere on this list, so there is nothing to farm:
Capped at 4 a week. A Grade V needs six, so even with unlimited dust the top of the ladder is two weeks of apex play away.
| Action | Cost | What happens |
|---|---|---|
| Socket into an empty socket | Free | The rune goes in |
| Extract | 5 / 25 / 80 / 200 / 450 Shards by grade | The rune comes back to your bag, intact |
| Destroy | Free | The rune is gone, behind a confirm that names it |
| Forge the item | Free | Every rune in it returns to your bag automatically |
Extraction never fails. Sockets are free to fill, so Shards only ever buy the right to change your mind — never power, and never the material.
Forging never costs you a rune. Feed a socketed piece to the Crucible and its runes come straight back to your bag, at no charge — the reveal tells you how many. Extraction buys the right to change your mind while keeping the item, and the item is precisely what the Crucible is about to consume, so there is nothing left to charge for. It also means the natural upgrade path costs you nothing extra: forge the piece up a tier, then drop a higher-grade rune into the ceiling it just unlocked.
Disenchanting is still refused on a socketed copy. That path destroys the item outright and hands you Bones, so a mis-tap would take a month of Runedust with it. Extract first.
Broken gear goes quiet, but keeps its runes. A piece at 0 durability contributes no stats, no effects and no rune effects until you repair it — the runes themselves are never lost.
Loot Boxes are tier-stamped reward containers that replace the old direct potion / equipment drops from training and arena wins. Each box you open is an independent server-side roll: every box always grants Bones, plus a per-tier chance for a potion (drawn from a weighted pool), a smaller chance for a piece of drop-only equipment, and a small chance for an Enchant Scroll.
Box Bones stack on top of the direct Bones grant from training and arena — opening a box is its own meaningful payoff, not just a potion dispenser.
Each tier is a straight step up from the last — more Bones, better potions, and better odds on gear:
| Tier | Bones | Potion pool | Equipment |
|---|---|---|---|
| Common | A handful | Stamina · Speed-up | Long shot, weighted toward Rusty / Iron / Steel |
| Rare | Several times a Common | Stamina Small/Large · Speed-up · Respec Scroll · Vitality / Strength / Bulwark / Quickness Brews | Uncommon, weighted toward Steel / Tempered |
| Epic | The biggest payout | Stamina Small/Large · Speed-up · Respec Scroll · Wisdom Brew | The best shot in the game, weighted toward Gilded / Dragonscale |
An Epic box always contains a potion. Common and Rare usually do.
The Enchant Scroll is an independent roll on top of everything else — likeliest from Epic, rarest from Common — and only lands while enchanting is available for your pup (global Enchant feature on, or your pup has early-access).
Every box can drop equipment of any tier — the per-tier weights only shift the odds, they don't lock a box to a tier band. The hard filter is a level band: an item's required level must be ≤ your current level (you can equip it) AND ≥ 75% of your current level (it's not stuff you've outgrown). So a L100 pup only rolls items requiring level 75+; a L50 pup only rolls 37+; a L10 pup only rolls 7+. Items with no required level count as 0 and only drop for low-level pups. Rolls outside the band don't substitute — Bones (and maybe a potion) still drop, the equipment slot just stays empty.
Every level from 1 to 100 has droppable gear inside its band for every box tier, so no level is a dead zone where boxes can never pay out equipment. That said, equipment is by far the rarest thing in a box — expect most opens to pay out in Bones and potions, and treat a gear drop as a genuine event.
Boxes come from training (rolled per slot at start) and arena wins (rolled on settle). Both are occasional — most trainings and most wins drop nothing, and Common is much likelier than Rare, which is much likelier than Epic.
Training rates are scaled by the location's Loot Box × multiplier — Forest 1.0×, Arena 0.5× (trades box odds for raw XP), Den 1.5× (the loot-hunter pick). Defenders and losing arena attackers earn no box.
Loot Boxes aren't sold in the shop by default — they're earned through training, the arena, and dungeons.
Boxes show up as a third bag inside the Inventory card on the Overview tab, alongside Consumables and Equipment. Each tier shows a count and an Open button. Click Open to crack one, or Open all to crack everything in that tier (capped at 25 per click for performance — repeat the click for larger stacks).
The Open dialog reveals each box's contents in turn: the aggregate Bones first, then any potions, then any equipment drops. Bones land in your wallet immediately; potions land in your normal inventory; equipment lands as a fresh full-durability item in your inventory.
Boxes are not currently for sale — training, the arena and dungeons are the only way to earn one.
If a tier is put on sale it appears in the shop's Loot Boxes category and can be bought for Shards. Buying does NOT auto-open the boxes — they land in your Loot Boxes card on Overview to crack at your leisure.
Legendary is a fourth tier, and it works differently from the three above: alongside the usual Wolfage rewards, it carries a chance at a real crypto prize drawn from the same prize pool as WolfSwap's Mystery Boxes.
Legendary boxes are earned only in Den Raid — Den Trials, the Daily Den, and the Howl Gauntlet. They are never sold, and they never drop from training or the arena.
A finished Den Raid run has a published chance to drop one. Five things multiply together to set that chance, and all five are published:
| Factor | What it does |
|---|---|
| Base chance | The rate for level 1 of that mode. |
| Den level | Each level up the ladder multiplies the rate by a fixed step, up to a cap. |
| How deep you got | Every room past the qualifying floor raises the rate, up to a cap. |
| Which Key you used | A Key you bought counts for more than a free daily Key. |
| Repeat clears | Your first clear of a den each UTC day pays full; repeats are reduced. |
Two conditions have to be met or the chance is 0%, not merely reduced:
Depth is measured from checkpoints the server recorded during the run, not from what your client reports at the end — so the deeper you actually pushed, the more the run is worth. That is the trade: going deeper risks losing the run entirely, and it is precisely that risk the higher rate pays for.
Limits are per wolf, not per account — each of your wolves earns on its own Keys, so running more wolves is never penalised.
Every Legendary box pays a guaranteed floor — Bones, Shards, a potion, a chance at gear and at an Enchant Scroll — comfortably above an Epic box. That part always lands.
On top of that, and independently, is the crypto prize roll. It resolves in three steps, and each step is published separately:
A guaranteed prize — the one you get from bad-luck protection — always comes from the lowest band. The guarantee is a floor, not a jackpot.
When a prize wins, it is reserved to your account and appears in your profile's Mystery tab to claim to your wallet, exactly like a Mystery Box prize from a swap. When it doesn't win, the floor is your result and a small Shard consolation is added — a Legendary box never opens empty.
If you have no wallet linked, a won prize is held safely until you link one. Nothing expires.
Where a prize shows a range, the amount you receive is drawn evenly across that range. No specific amount is ever guaranteed, and the published table shows the range rather than a single figure for exactly that reason.
Some prizes are held in reserve so a band never empties completely, and there is a daily ceiling on total crypto payouts. If your roll wins but the pool can't serve it at that moment, the win is banked rather than lost: it is recorded against your account and paid out automatically as soon as stock returns. Nothing expires, and the published odds include the chance of this happening.
Every number that affects a payout is published in-product and versioned: the drop formula and every multiplier in it, the qualification rule, both bad-luck thresholds, the chance of a crypto prize, the explicit chance of no crypto prize, each rarity band's chance, every prize in the pool with its probability within its band, its amount range and its value range, the chance of a banked win, and the guaranteed floor itemised line by line.
You can read the full table from the Full odds link on the box dialog, from any Den Raid entry screen before you spend a Key, and from your inventory. The sheet also shows your position — your current rate, how close you are to each guarantee, and how many boxes you have left against your limits. Each box records the odds version it was earned under, so the table that applied to you stays available even after the odds are re-tuned.
Prizes are drawn from a pool shared with WolfSwap's Mystery Boxes. A prize that has sold out shows at 0% rather than disappearing, and remaining prizes' probabilities adjust within their own band.
Trainings started before the Loot Box deploy were rolled with the legacy reward shape (direct Bones + maybe a potion + maybe equipment, all baked in at start). Those trainings keep their original rewards on collect — the in-flight queue drains naturally over the ~1h training window. New trainings stamp a tier instead and grant a box on collect.
The shop has tabs for each item category:
Buff potions stack with the Fed buff (multiplicative). Drinking a second buff while one is active just resets the timer — it doesn't stack the bonus.
Fun pixel-art wolf expressions your pup pops above its head mid-fight. Purely cosmetic — no stats, no combat effect, just attitude. Buy them once with Shards in the shop's Emotes section (the same currency as avatar borders); once bought, your pup owns the emote forever.
Each pup has three equip slots, set right in the Emotes section:
Any owned emote can go in any slot (the same emote can fill several), and re-equipping or clearing a slot is free — swap as often as you like. Your opponent sees your emotes in the fight replay, snapshotted at fight time, so the emote you wore when the fight happened is the one the replay shows.
Emotes currently appear in the new arena fight screen (Quick Fight), the classic arena replay view, PvE battles, and Bracket (Last Man Standing) replays. 3v3 Solo Shuffle doesn't show them yet — support is coming later.
The starter catalog has 8 emotes. New ones appear in the Emotes section as the team enables them, so the catalog can grow beyond this set:
| Emote | Flavor | Price (Shards) |
|---|---|---|
| Howl Taunt | Throw your head back and let out a mocking victory howl. | 10 |
| Smug Grin | That insufferable "I've already won" smirk. | 10 |
| Sleepy | Curl up and pretend the fight's already boring. | 10 |
| Good Game | A respectful paw raise — GG, well played. | 25 |
| Rage Snarl | Fangs bared, eyes blazing — pure fury. | 25 |
| Cry Baby | Big watery puppy eyes and a trembling lip. | 25 |
| Heart Eyes | Your eyes turn to floating hearts — you adore the carnage. | 50 |
| Mind Blown | Jaw drops, eyes pop — utter disbelief. | 50 |
The shop's Extras tab holds QoL services priced in Shards. Today there's one entry; more will land here as the game grows.
Vacation insurance. Buying it sets a shield that lasts 7 days + 12h from purchase, during which:
Buying again while still active stacks — the new expiry is (current shield end) + 7d12h, not (now) + 7d12h. Top up before a long trip.
When the shield ends, the pup gets a fresh 24h grace before the starvation debuff kicks in (no "snap to tier-7 starving" cliff).
The summary bar shows an Auto-fed chip with "shield ends in X" while it's active.
You can send Shards from your pup to any other pup. The entry point is the Send gift button in the shop's left rail, just below the Shards balance pill.
Both sides see the gift in their activity feed: shards_gift_sent on the sender, shards_gift_received on the recipient. Either row carries the counterparty's pupId and name so the feed is self-contained.
Notes:
The arena is where pups fight other players' pups for rating, XP, and Bones.
Combat Rating (CR) is one number for how strong a pup is — HP, Power, Defense, Speed and Crit combined, plus a term for level. It's the comparison stat: it's the column on the leaderboard, the line on the Player Details sheet, part of what your Bones payout scales on when you punch up, and what decides your Daily Den tier.
What counts toward it:
| Counts | Doesn't count |
|---|---|
| Skill point allocations | Brews |
| Equipped gear + set bonuses | The fed buff |
| Enchant levels | Paragon bonuses (PvE-only) |
| Durability — broken pieces contribute nothing | |
| Starvation — a starving pup's CR drops with its stats |
Brews and food are left out on purpose. They make your pup stronger for the next fight, but Combat Rating is a number you're compared against others by — and everyone else's is shown un-buffed. If yours inflated while a Power Brew was running, you'd be measuring a buffed you against an unbuffed ladder, and your Daily Den would get harder as a punishment for buffing.
That doesn't mean the buff is hidden. While a brew or the fed buff is active, a small teal +N appears next to the rating showing exactly what it adds — the rating itself stays put, and the five stat rows move instead. Your five stats show effective values (what the fight actually swings with); your Combat Rating shows the baseline.
It's the same number everywhere it appears — the Arena header, your leaderboard row, the Player Details sheet, the Den Raid Arena and the Den Raid tier badge all show one figure. If two of them ever disagree, that's a bug.
You can attack the same opponent at most once per hour (ATTACK_COOLDOWN_MS = 1h). You can't attack yourself, dead pups, your own pups, or anyone outside ±200 rating from you.
Tapping any pup's portrait opens its Player Details sheet — ladder rank, trophies, combat rating, W/L record, past-season badge, your head-to-head history against it, and Follow / Attack. It opens from a leaderboard row, a Rivals row, your own pup on the Arena plinth, and your pup portrait in the Den Raid village HUD (in the village and the Keep — not mid-run inside a dungeon). Tapping another player's pup in the shared village opens a lighter card instead — name, level, guild, and Attack / Follow (see Meeting other wolves).
Pups at level 5 or below are shielded from being attacked by higher-level pups. The bracket is one-directional:
The shield drops automatically once the pup hits L6. Every new pup joins the ladder at the default 1000 rating, which would put them in matchmaking range of high-level farmers; the shield gives newcomers a low-stakes bracket to climb in. You'll see a small Shielded chip on protected rows; the Attack button is hidden for unprotected viewers.
The Quick Fight button at the top of the Arena tab finds an opponent for you and runs the standard attack against them. Same 2-stamina cost, same per-defender 1-hour cooldown — it's a shortcut, not a power boost.
Matchmaking rules (server-side):
Punching up via Quick Fight is intentionally disabled for shielded pups. If you're L1–L5 and want to fight an L6+ opponent, tap their row on the leaderboard directly — that path still works.
XP and rating are decoupled. XP scales with the level gap between attacker and defender; rating uses its own Elo-style math (see Rating). The two no longer cross-reference — chasing high-level fights for XP and chasing same-rating opponents for ladder climb are separate decisions.
Punching up pays more, punching down pays less. Attacking a higher-level pup boosts both XP and Bones; attacking a much lower-level pup drops them, all the way to zero rewards if the gap is wide enough. Bones never get a punch-up bonus (only a punch-down penalty) — that's intentional, to keep alt-account farming unviable (a low-level alt fed Bones by a high-level main). The exact curves are intentionally not published; the fight result dialog shows the multipliers that applied so you can read them off your own fights.
Starts at 1000. Floor is 500 (you can't drop below). Rating resets every season.
Rating changes use a standard Elo-style formula: an even matchup moves both pups a moderate amount, an underdog win pays a bigger gain (and a smaller loss on defeat). Punching way above your weight is intentionally cheap to try — the rating delta on a loss against a much higher-rated opponent is small, while a win pays a meaningful jump. The opposite holds for stomping a much lower-rated opponent: the win pays peanuts, the loss costs more.
Follow up to 50 pups to track them in your Rivals list. Useful for grudge matches, watching strong opponents, or just keeping tabs on friends. Following doesn't notify the other player.
If a followed pup is reset and re-hatched, the follow stays attached to the same Wolfie NFT — when the new pup hatches, your Rivals list shows it again. If they're reset and not re-hatched, the row appears in a "Pup deleted" section so you can unfollow.
Guilds are player-formed clans — a social layer where you recruit pups, manage a roster with roles, and build a shared identity. Guilds are the social foundation for future co-op and competitive guild gameplay.
Requirements:
minCreatorLevel; admin-tunable).During creation you set:
| Field | Rules |
|---|---|
| Name | Up to 24 characters; letters, numbers, and spaces; profanity-filtered |
| Description | Optional free-text blurb |
| Recruitment mode | Open, Apply, or Invite-only (see below) |
| Min join level | Optional minimum pup level to join |
Three roles control what each member can do:
| Role | Invite | Approve/Deny Applications | Kick | Change Roles | Disband | Transfer Leadership |
|---|---|---|---|---|---|---|
| Leader | ✓ | ✓ | ✓ (anyone) | ✓ | ✓ | ✓ |
| Officer | ✓ | ✓ | ✓ (members only) | — | — | — |
| Member | — | — | — | — | — | — |
Each guild can have up to 5 officers by default (admin-tunable). Officers can invite and remove regular members, but cannot kick other officers or the leader, and cannot change roles or disband.
| Mode | How joining works |
|---|---|
| Open | Any eligible pup who meets the min-join-level (if set) joins instantly — no approval needed |
| Apply | Players submit an application; a leader or officer must approve or deny it |
| Invite-only | No public applications; players can only join via a direct invite from a leader or officer |
If a leader leaves, resets their pup, or is otherwise removed without first transferring leadership, succession kicks in automatically:
The safest exit for a leader is to use Transfer Leadership before leaving.
The leader can disband the guild at any time from the guild management panel. All members are removed instantly. The creation fee is not refunded — it was burned when the guild was founded.
| Event | Effect on guild membership |
|---|---|
| Wolfie NFT sold or transferred | Guild membership and role travel with the pup to the new owner |
| Pup dies (starved) | Pup stays in the guild but can't perform any guild actions until revived |
| Pup reset | Pup is removed from the guild; leader succession applies if needed |
Every guild has a shared treasury fund. Any member can donate Shards into it, and a leader or officer spends the fund on extra member slots — growing the guild is a group effort that the whole roster can chip in on.
Guild-wide cosmetic unlocks bought from the fund (a shared banner, emblem frame, members' badge or aura) are coming later — the treasury panel shows them as Coming soon until they ship.
The min/max donation, and the perk catalog when it arrives, are admin-tunable and can change without an app update.
Guilds start at a base size (30 by default) and grow two ways: Guild Levels grant free capacity at milestone levels, and a Leader or Officer can buy member slots with Shards.
| Slot | Price |
|---|---|
| 1st purchased | 100 Shards |
| 5th | 200 Shards |
| 10th | 325 Shards |
| 20th | 575 Shards |
Prices, the price step, and the member ceiling are all admin-tunable and can change without an app update.
Guild Levels are the "play" side of guild progression — the complement to the treasury's "pay" side. Your guild gains XP only from Pack Wars and the Pack Hunts boss, and cumulative XP raises the guild's level.
All numbers — the XP per war/boss tier, the level curve, and each level's unlocks/bundles — are admin-tunable and ship dark until enabled.
Chat is available in three places — the desktop dock, the mobile bubble, and inside a Den Raid run — but it is all one conversation. Scroll position and unread badges follow you between them.
It ships behind a feature flag, so if you can't see it yet, it isn't enabled for your account.
| Tab | What it is | Who sees it |
|---|---|---|
| Global | One room for the whole game | Everyone eligible |
| Guild | Your guild only | Your guildmates |
| System | Announcements from the team | Everyone |
Type ! at the start of a message to send it to Global, or @ for Guild, without switching tabs.
System carries announcements from the team — maintenance notices, patch notes, event news. It is read-only: nothing you type is ever sent from that tab. Announcements show up there whether or not you can post anywhere, because a maintenance notice is exactly what someone who cannot post still needs to see.
Guild chat needs nothing beyond being in the guild — someone already approved you.
Global chat is readable by everyone, but posting requires:
| Requirement | Default |
|---|---|
| A full (non-trial) pup | required |
| Minimum pup level | 10 |
| Minimum account age | 7 days |
| Gap between messages (slow mode) | 10 seconds |
These exist because Global reaches everyone. Guild chat has your officers watching it; Global doesn't, so the bar to speak there is higher.
Links and wallet addresses are blocked. So are Discord invites, Telegram links, @handles, and anything shaped like a recovery phrase. This is the single biggest anti-scam measure in the game: almost every crypto chat scam depends on getting a link or an address in front of you.
The cost is real — your guild can't paste its Discord invite in chat. Put it on the guild profile instead, where an admin reviews it before it goes live.
Also not supported: images, GIFs, formatting, editing, reactions. Plain text and emoji.
Nobody from Wolfage will ever ask for your recovery phrase, ask you to "verify" your wallet, or DM you a link. There are no DMs in Wolfage at all. Anyone claiming otherwise is not us.
These are three different things and it's worth knowing which is which:
Block is your choice. Tap a name → Block, and you stop seeing that person. They're never told, they can still talk to everyone else, and you can unblock any time. It is not a punishment and it does not report them.
Report sends the message to human moderators, with the surrounding conversation for context. Pick a reason; add detail if it helps.
Mute stops someone posting. Guild leaders and officers can mute inside their own guild for up to 24 hours; staff can mute anywhere. If you're muted you'll be told, along with when it lifts — there's no silent muting. Repeatedly sending blocked content mutes you automatically, escalating from 15 minutes to an hour to a day.
Every mute is logged, including officer ones, and you can appeal through the same route as a ban appeal.
Some names carry a bright tag: [DEV] in pink for a developer, [MOD] in green for a moderator. Each role has its own colour so you can tell them apart at a glance. Added by us on our side, and it appears everywhere that pup speaks — Global, guild, Den Raid.
Nobody can fake one. Pup names allow only letters, numbers and spaces, so [ and ] simply can't be typed into a name.
The tag is the only thing that marks staff — and it still doesn't change the rules above. We will never DM you (there are no DMs in Wolfage), never ask for your recovery phrase, and never ask you to "verify" your wallet. Anyone doing that is not us, tag or no tag.
Notable moments are announced in Global by the game itself — a rare drop, a server-first clear, a record. The line says who, what, and where it came from, so the news is useful to everyone and not just the person who got lucky.
Which tiers are announced is tuned by us and can change. Only the top few results per interval are broadcast, ranked by how notable they are, so the feed can't drown out conversation no matter how many people are playing.
Drop lines are coloured by the item's rarity — the same palette your inventory uses, so a Gilded find reads purple and a Steel one green at a glance. The loudest lines (a full plate with a glow) are still reserved for the very top: Voidforged, Set pieces, and server-firsts.
The header shows roughly how many players are online, and exactly how many of your guildmates are. The global figure is approximate and rounded on purpose.
Global only ever shows a number — never a list of who's online. Your guild shows a roster, because that's your own team.
Prefer not to appear at all? Turn on Appear offline in appearance settings.
| Guild | Global | |
|---|---|---|
| Message length | 240 characters | 240 characters |
| Messages per minute | 15 | 6 |
| Messages per day | 500 | 200 |
Chat history is kept for 30 days, then deleted.
You can delete your own message within 5 minutes of sending it. Guild officers can delete anything in their guild's channel.
Pack Wars are weekly guild-vs-guild battles — the competitive layer on top of Guilds. Guilds opt in each week, get matched by war rating, and fight over five battle days for Guild Points, rating, and Bones.
| When | What |
|---|---|
| Saturday 00:00 | Previous war pays out; a new war week begins |
| Any time — locks Sunday 20:00 | Leaders/officers set or edit the ordered war roster |
| Sunday 20:00 | Rosters lock; matchmaking pairs guilds by war rating |
| Monday 00:00 – Saturday 00:00 | Five battle days |
The war roster is an ordered priority list. If your guild rosters 20 fighters and the enemy rosters 12, only your top 12 fight — the rest are benched. Benched members auto-promote (in roster order) if an active fighter leaves the guild mid-war. Trial pups and starved pups can't be rostered; a rostered pup that starves mid-war can't fight or be attacked until revived.
Each active fighter gets 3 attacks per battle day (reset 00:00 UTC). You pick any active enemy fighter — but each defender can only be attacked 3 times per day, and you can only fight the same opponent once per day. Unused attacks are lost at the reset.
The guild with the most Guild Points wins. Ties break by fewer attacks used; a full tie is a draw (no rating change). Guilds carry a persistent war rating (everyone starts at 1,000): the winner takes rating from the loser, with upsets moving more points. Disbanding mid-war forfeits — the opponent wins on the spot.
Rewards (Bones, admin-tuned): every active roster member of the winning guild gets a flat amount plus a bonus per Guild Point they personally scored; the losing side gets smaller amounts; draws pay a flat participation amount. Benched members earn nothing — roster order matters.
If an odd number of guilds signs up, the unmatched guild sits the week out and gets priority pairing next round.
Once a week a giant beast spawns for every pack. Each guild fights its own copy of the boss, but the whole pack shares one huge HP pool — every member's damage counts toward the same kill.
| When | What happens |
|---|---|
| Monday 00:00 | The hunt begins — the boss goes live for every guild |
| Mon–Fri | Battle days: every member attacks up to 3×/day |
| Saturday 00:00 | The hunt ends and results lock in |
| Sat–Sun | Prep window: next week's beast is revealed so you can plan |
Each attack is a real 1v1 survival fight using your pup's full combat stats and gear — the longer you survive, the more damage you deal, and every point comes off the guild's shared pool. Attacks are free (no stamina), capped at 3 per day (UTC). The pup that lands the killing blow gets the glory — their name is stamped on the kill.
One pack per week: your hunt participation belongs to the guild you first attacked — or first claimed — with. Switching guilds mid-week locks you out of that week's hunt.
Damage thresholds at 25% / 50% / 75% / 100% of the pool each unlock a reward tier — XP, Bones, and Loot Boxes. The tiers belong to the pack, not to your damage meter: every member of the guild can claim every reached tier, the moment it's reached, whether they landed the killing blow, one attack, or none at all. Claims never expire. Bringing the beast all the way down (100%) can also drop special items and bonus Loot Boxes from the beast's own loot table.
The one exception is late arrivals: if you joined the guild after that week's beast spawned, you have to attack it at least once to share in its rewards — otherwise hopping into whichever pack just felled its boss would be free loot every week. Join before the spawn and you're covered no matter how your week goes.
Damage still matters, just not for the tiers: it decides the guild damage leaderboard, who collects a Deep Glyph when the beast falls, and how much Guild XP the pack earns for the week.
When two or more tiers are ready at once — which is what happens the moment the beast falls — a Claim all button appears above the reward rail and sweeps them in one go, one after another.
Every claim is recorded in your pup's Activity feed with exactly what it paid — XP, Bones, Loot Boxes, and any items the 100% tier dropped — so you can always check what a tier actually gave you.
Daily XP cap (if set). Tier XP goes through the same daily XP cap as everything else, and that cap is a single rolling 24-hour budget shared by every tier you claim. So claiming all four tiers the moment the boss dies can pay less XP than claiming them across separate days — spreading them out gives each claim a fresh allowance. When the cap does clip a claim, the reward popup and the Activity row both say how much XP was held back. Bones, Loot Boxes, and item drops are never capped; they always pay in full. With no daily cap (the default), the full XP lands either way.
Inside your guild, a damage leaderboard ranks every hunter for the week — bragging rights included. It lists the members who actually attacked; claiming a tier without fighting doesn't put you on the board.
The arena runs in seasons. Each season has its own leaderboard, rating reset, and prize payout. Seasons advance manually (no auto-timer), so prize pools and timing stay aligned with WolfSwap events.
When a season advances, every leaderboard row gets finalized in place with a final rank, prize Bones, and badge:
| Rank | Bones | Badge |
|---|---|---|
| #1 Champion | 2,500 | Champion |
| #2–10 | 1,000 | Top 10 |
| #11–100 | 250 | Top 100 |
| #101+ | 50 | — |
The leaderboard then resets — fresh ratings of 1000 across the board, fresh win/loss records. Past seasons stay readable: a dropdown on the Leaderboard lets you browse historical results, and the preview dialog shows a "Past season" badge with the prize earned.
A scheduled, single-elimination PvP event that runs alongside the arena ladder. Default cadence: once daily at 19:00 UTC (open the Bracket tab to see the actual times).
Champion (fixed): 200 Bones + 300 XP + Epic Loot Box.
Prize pool (shared with non-champions): 10 Bones + 20 XP per entrant. So a 10-pup bracket has a 100 Bones / 200 XP pool, split among the 9 non-champions weighted by elimination round (R1 loser = weight 1, R2 = 2, runner-up = max). Concretely, a typical 10-pup bracket pays roughly:
| Result | Bones | XP |
|---|---|---|
| Champion | 200 | 300 (+ Epic box) |
| Runner-up (lost the final) | ~25 | ~50 |
| Semifinalist | ~18 | ~37 |
| Lost in round 2 | ~12 | ~25 |
| Lost in round 1 | ~6 | ~12 |
Numbers scale with the entrant count: more players = bigger pool = bigger non-champion shares.
The shared pool's split is driven by how deep you got (the round you were eliminated in), but the recap still lists everyone in rank order. Within the same elimination round (e.g. all four round-1 losers), order is decided by:
Pups eliminated in earlier rounds rank below pups eliminated later — runner-up always sits at rank 2.
Host your own elimination tournament with a custom start time. Events can be open (anyone can find and join them) or locked behind an invite code (private).
Hosting
Browsing & joining
Running & payouts
Eligibility & fairness
Events run on Shards. They may be temporarily disabled by the team.
Solo PvE: your pup vs randomly-generated monster waves and a boss. Each cleared Tier unlocks the next. Higher tiers stack more affixes on the enemies and pile on more waves — so build, gear, and potions all matter.
12 affixes can roll onto elite monsters and bosses, all reusing existing combat mechanics: Burning (DoT on hit), Frozen (slow on hit), Thorny (reflects damage), Vampiric (lifesteal), Shielded (absorb), Stunner (chance to stun), Enraged (+50% power), Swift (+30% speed), Fortified (+50% defense), Brutal (+20% crit), Piercing (ignores a portion of target defense — counters pure-tank builds), Grievous (on hit, cuts the healing you receive — lifesteal, health globes, and potions — for a few rounds; counters sustain builds). More affixes per monster at higher tiers.
Where elites spawn: on the themed ladder, elites appear in the apex tiers — 1 affix at T8 and T9, 2 at T10. On the Endless Howl they start at Howl 41.
Two apex-only affixes join the pool from T8 and never roll below it:
One of five is rolled per dungeon:
Each rewards a different build. Learn them by losing to them — the affix chips in the Boss approaches banner tell you what's coming.
The three apex dungeons don't roll a random boss — each has a fixed named boss with a purpose-built kit designed to break a specific strategy:
| Tier | Dungeon | Boss | Breaks |
|---|---|---|---|
| T8 | Gravemarch Catacombs | Carrion Sovereign | Sustain — heavy lifesteal plus Grievous, and it's immune to your lifesteal. Every wound you close, it pries back open. |
| T9 | Adamantine Forge-Deep | Varkoth the Sunderer | Armor — deep armor penetration with a high crit rate. It finds the seams in any plate. |
| T10 | The Apex Maw | Ulgrath the Worldfang | Everything — execute under low HP, Grievous, high crit, and immune to both stuns and your lifesteal. |
The top three tiers are endgame content, tuned against maxed pups with real gear and enchants:
| Tier | Dungeon | Recommended level | Waves | Bones per full clear |
|---|---|---|---|---|
| T8 | Gravemarch Catacombs | 90 | 6 | ~980 |
| T9 | Adamantine Forge-Deep | 95 | 7 | ~1,180 |
| T10 | The Apex Maw | 100 | 8 | ~1,390 |
(For comparison, a T7 clear pays ~800 Bones. The apex tiers are a gear upgrade, not a Bones upgrade — see Rewards.)
They are meant to be hard, and they are above all a gear check. Across the current endgame roster the clear rate averages about 25% at T8, 20% at T9 and 15% at T10 — but that average hides a sharp split: the handful of pups with deep gear and heavy enchanting clear T8 almost every run, while a merely max-level pup in ordinary gear won't clear it at all.
So level is not the bottleneck here — gear and enchants are. If you're bouncing off T8 at L100, the answer is better equipment and more enchant levels, not more XP. The recommended level is guidance, not a gate; there's nothing stopping you from trying earlier, and nothing is locked behind a T10 clear.
First clears are worth pushing for: T8 and T9 guarantee 1 gear drop, and T10 guarantees 2.
A separate, endless PvE ladder that lives alongside the themed T0–T10 dungeons. Instead of fixed themes, each run — a Howl — pulls a random gauntlet of monsters drawn from all dungeon themes, scales them up, and ends in a random boss. Tiers are numbered Howl 1, Howl 2, … with no upper limit shown (the hard ceiling is Howl 500). There's no death here — push as deep as you dare.
Every Howl is tougher than the last — monsters hit harder and soak more, and the gauntlet grows longer with depth: the number of waves tracks the Howl number (roughly +1 wave every 4 Howls, up to 14), so a Howl 18 is ~5 waves and a Howl 50 is well over a dozen — real gauntlets, not skirmishes. Mobs-per-wave and monster stats ramp more gently (on a stretched curve) so each wave stays winnable. There's no level gate and no posted "recommended" level: bring your strongest build, lean on your gear and potions, and see how far you can climb.
Every Howl you clear drops loot:
How Howl gear drops are matched to your depth. The pool a clear rolls from is level-matched to the Howl tier: only gear whose level sits within ±5 of the tier can drop (Howl 50 drops level-45-to-55 gear, and so on). Within that band the drop is rarity-weighted — common-tier pieces drop most often and the top-tier (dragonscale / set) pieces are the rare chase, landing on the order of ~1% of clears or less. Pushing deeper is therefore how you reach higher-level gear; farming a shallow tier only ever drops gear matched to that tier.
Re-clears pay less the same day. Every Howl you clear in a UTC day shrinks the next clear's rewards — your 1st clear pays 100%, the 2nd 90%, the 3rd 81%, the 4th 73%, the 5th 66%, and so on (×0.9 each time), bottoming out at 3% of full value. This applies to everything a clear drops — the Bones prize, HP potions, Keys, Enchant Scrolls and gear alike — and it's counted per pup, across all tiers, so hopping between Howls doesn't reset it. The counter resets at 00:00 UTC.
In practice a normal session is untouched: the decay only reaches its floor around your 23rd clear of the day, and grinding past roughly clear #22-31 costs more stamina than it pays back. Push a few deep Howls rather than farming a shallow one on repeat.
Certain Howl tiers are milestones — checkpoints the team sets up, each carrying a claimable reward. The first time you clear one it's celebrated. There's no fixed list: the team configures which Howl tiers are milestones and what each one grants, so the set can change over time (the default starting set is Howl 5, 10, 25, 50, 75, and 100).
Claimable milestone rewards. Once your pup first-clears a milestone Howl, that milestone's reward unlocks in the Milestone rewards panel on the Howl screen — a horizontally-scrolling rail that auto-scrolls to your next claim. Tap Claim to receive it. A reward is a bundle of any mix of Bones, Shards, Enchant Scrolls, Loot Boxes, and specific gear — whatever the team has assigned to that tier. Each reward is claimable once per pup (it survives season resets), and the milestone stays "reached" forever once hit. If a milestone has no reward assigned, there's simply nothing to claim.
Milestones are reward checkpoints only — they don't grant titles.
A per-season leaderboard ranks pups by the deepest Howl cleared (ties broken by who reached that tier first). Seasons share the same season cycle as the Arena.
The leaderboard is bragging rights — at season close each pup's final rank is recorded so past seasons stay browsable, but there's no currency payout (the Howl ladder rewards you with HP-potion drops as you climb, not an end-of-season prize).
Every other PvE mode in Wolfage resolves itself — you pick a tier, press go, and watch the result. Den Raid is the one you actually play. It's a top-down action roguelike: you steer your pup around the arena in real time, dodge telegraphed attacks, dash through danger, and draft a build of abilities as you descend. Your pup's real stats and equipped weapon carry in, so gear and levels still matter — but so does how well you dodge.
| Mode | Shape | Unlocks |
|---|---|---|
| Den Trial | A fixed Den — a set number of combat rooms ending in that Den's boss. | Clear the previous Den. Strictly one at a time. |
| Howl Gauntlet | One Howl is a short climb: 3–10 combat rooms (+1 room every 4 Howls, capped at 10), a breather, then a boss. Chain clears back-to-back for an endless run. | Clear the previous Howl. Hard ceiling at Howl 500. |
| Daily Den | One shared Den per day — every wolf plays the identical layout, with the same modifier. Endless, with a boss every 5 depths. | Always open. |
Each mode has its own entry screen, reached from its portal in the Keep:
Your first visit puts you in the village with a gold arrow on the Keep, and inside it the First Hunt — the prologue of the story, and the game's tutorial. It's free, costs no Key, and records nothing. The rest of the village is open from the start; the three raid doors above are the only thing waiting on it. See The First Hunt below: it is the one fight in Wolfage you are meant to lose.
Den Raid runs on Dungeon Keys — the same Key wallet the regular dungeons spend. There's no separate Den Raid currency. Every mode costs 1 Key per run, so a Key spent raiding is a Key you can't spend on a dungeon, and vice versa.
You get 3 free Keys per day (reset at 00:00 UTC) and can buy up to 5 extra per day at 10 Shards each. Note that a chained Howl (see below) is a fresh run and spends another Key.
Topping up never makes you leave. The wallet across the top of the village carries Keys, Bones and Shards, and both the Keys and the Shards have a +: one opens the Key shop, the other converts Bones to Shards or buys them outright. The same + rides on every screen that shows a Key balance — the title screen, the Den Trial board, the Gauntlet shaft, Today's Seed and the result card — and any button you can't afford turns into the way to pay for it instead of a dead button.
Everyone starts Den Raid at Den Trial 1 and Howl 1, however far along you are elsewhere. Dungeon and Endless Howl progress does not carry over: those modes resolve themselves, so clearing them says nothing about surviving the same content in real time — and starting you deep in a ladder you've never played means paying a Key a try for fights tuned far past your first run.
Every room down, the monsters get tougher — more HP, more damage, and fuller rooms.
| Den | Recommended level |
|---|---|
| I Briar Hollow | 8 |
| II Ember Caverns | 18 |
| III Stone Reach | 28 |
| IV Hollow Wind | 38 |
| V Yoke of Beasts | 48 |
| VI Iron Foundry | 58 |
| VII Storm-Yoke | 66 |
| VIII Hoarvault | 77 |
| IX Gravemarch Catacombs | 90 |
| X Adamantine Forge-Deep | 95 |
| XI The Apex Maw | 100 |
There's no "immortal run" — push as far as your dodging and build will carry you, then the den closes in.
Two different things, deliberately named and iconed apart:
Only clearing pays. Dying pays nothing.
| Mode | Clear reward (defaults) | First-ever clear bonus |
|---|---|---|
| Den Trial | 40 + 30 per Den tier above the first | +120 |
| Howl Gauntlet | 25 + 8 per Howl + 12 per room depth | +80 |
| Daily Den | 30 + 10 per room depth | — |
Re-clears pay less the same day. Each repeat clear of the same Den/Howl multiplies the reward — ×0.65 per repeat for Trials (floor 25%), ×0.7 for the Gauntlet (floor 30%), ×0.6 for the Daily (floor 20%). The counter resets at 00:00 UTC, and each tier decays independently, so spreading your Keys across different Dens pays more than farming one.
Raiding advances your wolf, not just your balance. Clearing a Den also rolls the same kinds of reward the auto-resolved modes pay:
| Den Trial | Howl Gauntlet | Daily Den | |
|---|---|---|---|
| XP | ✅ | — | ✅ |
| Equipment | ✅ — that Den's dungeon boss table | ✅ — the Endless Howl pool | — |
| HP Potions | ✅ | ✅ | ✅ |
| Enchant Scrolls | ✅ | ✅ | — |
| Dungeon Keys | — | ✅ | — |
| Milestones | — | ✅ auto-granted at Howl 5/10/25/50/100 | — |
A few things worth knowing:
Every mode ends on the same card. Across the top: the outcome and any one-off callouts (new best depth, new best time, new daily best, your chain length). Across the middle: the spoils — the Bones payout first and largest, then the XP, gear, potions, Keys, scrolls and milestones the clear actually paid. Below that: your run time, the Den Score itemised line by line (so you can see what earned it), your build — hover or tap a rune to re-read its card — and, on the Daily, the bracket board your score was ranked on.
How you leave the card depends on the mode:
| Cleared | Died | |
|---|---|---|
| Den Trial | Continue — the chapter's story beat plays, then you're back at Select a Den to pick your next one | Try again (costs a Key) or back to the Keep |
| Howl Gauntlet | Continue to Howl N — the chain, keeping your build, your charges and your HP (a fresh run: costs a Key) — or Close | Try again (costs a Key) or back to the Keep |
| Daily Den | Continue back to the Keep, or Try again (costs a Key; repeat runs pay less) | Try again (costs a Key) or back to the Keep |
Any button that spends a Key says so on the button. If you're out of Keys it turns into Not enough Keys — buy more and opens the Key shop over the result, so you can top up without leaving the card.
One comparable number per run, used by the leaderboards:
depth × 100 + kills × 10 + bosses × 500 + Marrow collected
Chaining Howls adds +10% per link on top.
Clear a Howl and you can continue straight into the next one, keeping your whole build, your remaining banish/reroll charges, and — crucially — your current HP. No heal. Each link adds +10% to your score. Die and the entire chain bonus is lost.
Each link is a separate run and costs another Key.
Permanent, account-wide upgrades bought with real Bones at the Howl Shrine. They apply to every future run and are never lost.
| Blessing | Effect | Ranks | Cost per rank |
|---|---|---|---|
| ❤️ Thick Blood | +5% max HP per rank | 4 | 200 / 400 / 800 / 1600 |
| 🗡️ Sharp Instincts | +4% damage per rank | 4 | 200 / 400 / 800 / 1600 |
| 💨 Fleet Paws | +4% move speed per rank | 2 | 300 / 600 |
| 🐺 Pack Memory | Start every run with a random common ability | 1 | 1500 |
| 🕊️ Second Wind | Once per run, survive a lethal hit at 30% HP | 1 | 2500 |
Because Blessings spend the same Bones as everything else, they compete directly with the Shop — a Blessing is a permanent power buy instead of consumables.
One Den per UTC day, identical for every wolf: same layout, same monsters, same forced modifier. It's the fair-comparison mode.
Because there is nothing to choose, the entry screen spends its space telling you what today is: the UTC date and a short seed fingerprint (the same value for every wolf that day, so you can compare it), the day's forced modifier, the depths a boss room waits at, and your own best on today's seed.
Your best attempt of the day is recorded as a ghost — a translucent replay of your own run that races alongside you on later attempts. The Daily leaderboard ranks attempts, so a death still posts a score. You can re-run it as many times as you have Keys, though the reward decay bites fastest here.
The layout is identical for everyone, but the enemies are not. The Daily scales its monsters to your Combat Rating, and each band competes on its own leaderboard — so a fresh pup gets a real ten-minute run instead of dying at room 3, and a maxed wolf gets an actual fight instead of a formality.
| Tier | Combat Rating | Enemy HP + damage | Score weight |
|---|---|---|---|
| 🐾 Stray | 0–199 | ×0.42 | ×1.0 |
| 🦴 Whelp | 200–399 | ×0.58 | ×1.3 |
| 👣 Scout | 400–599 | ×0.94 | ×1.7 |
| 🏹 Hunter | 600–799 | ×1.35 | ×2.2 |
| 🧭 Tracker | 800–999 | ×1.76 | ×3.0 |
| 🐺 Fang | 1000–1199 | ×2.42 | ×4.5 |
| 🌑 Warg | 1200+ | ×2.89 and up | ×6.0 |
Defaults, admin-tunable. Your tier badge sits under your portrait in the Den hub — tap it to open your bracket's board.
The Daily Den board runs in weekly seasons. A season opens Monday 00:00 UTC and closes Sunday 23:59:59 UTC, and your place on it is your best run of that week — in your own tier.
The Hall of Fame's Daily tab lets you switch between This week, Today and All time, and step back through recent seasons. A finished season never changes again, so last week's standings stay exactly as they ended.
The very first thing you see isn't a menu — it's the night the pack broke.
Your den is torn open and every scent-trail ends at the treeline. One doesn't. Your older brother Kaelmar walks out on his own four feet, unhurried, wearing something black and heavy on his brow.
Then you're standing in the village, and a gold arrow points at the Den Raid Keep. That arrow is the only thing the game asks of you — the village itself is entirely open from the very first minute. Go and look at the Training Yard, the Trading Post, the Howl Shrine, the shore, any of it, in any order, for as long as you like. Nothing is locked and nothing is rushing you. The one door that is shut is inside the Keep: until the First Hunt is done, the Keep holds a single lit portal — the First Hunt itself — instead of the three raid doors. Walk in, look at it, and walk back out to the village if you'd rather explore first. The raids open the moment the prologue is over.
The First Hunt teaches the verbs — move, swing, dash, take the door, draft a Pact Rune — while he calls back to you from somewhere ahead. Then you catch him.
You fight him for real — and you still cannot win. Kaelmar takes full damage and phases normally, so you genuinely beat him down through his first two phases. Then, halfway through his last one, he stops playing: he locks in, becomes untouchable, and executes. He puts you down, and then refuses to finish it:
"You came after me with nothing. No pack, no teeth, no plan. …I'd have done exactly the same. So grow up first. Eat. Train. Put something sharp in your mouth. Then come and find me."
He carries you out and leaves you at the gate. Barrow picks you up there — and walks you round the village, naming each building in turn so you know where to eat, train and arm up before you go back down. (You may well have found half of them yourself already; he'll tell you what they're for either way.)
That loss is the whole shape of the game: everything from Briar Hollow onward is you becoming a wolf who could have won it.
(It costs no Key, records no score, and is skippable line by line — but it's the only time you'll meet your brother before he becomes a problem.)
The Den Trial ladder is also a campaign. Every Den is a chapter of one story, told through the screens you already play: a short scene before you go in, dialogue spoken by the bosses and beasts in the arena, and a closing scene on the way out.
The story. You are the Unyoked — the last whelp of a broken pack, the one wolf the corruption missed. The Yoke is a chain that binds beast to beast, feeding everything upward to a hunger sleeping beneath the world. Each Den is a knot in that chain, held by a Fang. Cutting one down severs a link.
Three voices carry it:
| Who | Role |
|---|---|
| The Hollow Moon | A buried patron who guides you and grants your power. It sounds like salvation. It is not. |
| Barrow, the Last Warden | The old wolf who keeps the fire at the Keep, writes the journal, and distrusts the Moon out loud. |
| Kaelmar, the Yoke-Sworn | Your litter-brother, who took the Yoke to survive — antagonist, then ally. |
The five acts. Act I The Waking Wild (Dens 1–3) · Act II The Yoke Tightens (4–6) · Act III Crown of Storm and Frost (7–8) · Act IV The Long Descent (9–10) · Act V The Apex Maw (11). Acts IV–V sit behind Dens that are not switched on yet; the map shows that road as frozen shut until they open.
How it plays.
Story Mode changes no rewards, difficulty or unlock rules — the ladder is exactly as it was. Which chapters you've seen is remembered per device, so clearing your browser data replays the scenes; your actual Den progress is safe on your account either way.
Killing a Den's boss no longer ends the run on the spot. The boss drops its loot, and an exit door opens at the top of the arena marked Leave the den — the run finishes when you walk through it. That gives you time to sweep up the Marrow and hearts the boss dropped, and lets the chapter's closing scene play on your way out instead of cutting straight to the results card.
The Hall of Fame in the base world carries four boards:
Den Raid opens on its own front door — there is no hub page in front of it any more. Picking Den Raid, in either page layout, lands you straight on a title screen with the menu down the left and one of the campaign's Fangs looming on the right (a different one each time). Under the plate sit your Keys (with a + that opens the Key shop), how many Dens you've freed, and your Combat Rating tier.
Esc (or B on a pad) steps back out of Settings and Credits, and quits from the menu itself. This screen is also Den Raid's only exit: leaving the village puts you here, not out of the mode.
Den Raid isn't just a menu. Play from the title screen drops you into a walkable village where you steer your pup between buildings: the Keep (raid portals), the Howl Shrine (Blessings — see below), the Enemy Book (the Wall of Fangs — see below), the Watch Camp (settings), the Arena (see below), the Training Yard (see below), the Hall of Fame, the Exchange (see below), plus doors into the rest of Wolfage — Shop, Dungeons and more, all playable without leaving.
Lost in the village? The minimap in the top-right corner shows every building by its own artwork, so you can tell the Keep from the Arena at a glance, along with the other wolves (gold dots), the ambient pups and the ball. For a list instead, press M (or the compass button, or Start on a pad) for Places — every building grouped by district, one click to walk there and open it.
The keep on the left of the village is the Arena, and it opens as a full screen of its own rather than a window over the village. Your pup stands lit on the left with everything that decides a fight — rank, trophies, combat rating, win rate, the five stats, and your stamina broken into one pip per point — under a single Quick Fight button. The rest of the screen is the ladder: a podium for the top three, then the rows, with Leaderboard, Recent fights, All fights and Rivals swapping inside the same panel.
Nothing here is a Den Raid side-ladder. It is the season Arena: the same leaderboard, the same 2 stamina per fight, the same one-attack-per-hour cooldown on a given pup, the same rating, XP, Bones and loot-box rewards. A fight started in the village counts exactly as one started from the Arena tab.
Fights play out on their own screen too. Each pup gets a nameplate in a top corner — portrait, level, guild, trophies and a live HP bar — while the two of them fight it out at full size in the middle, with the action ticker running along the bottom. Play it at 1× or 2×, or hit Skip (or tap the arena) to jump to the end. The result card lands on the outcome and shows what you actually won: trophy change, XP, Bones, any loot box, and any gear that lost durability. From there you can take another match without walking back out.
Esc (or B on a pad) backs out one layer at a time — fight, then Arena, then you're standing in the village again.
The bag button in the top-left corner of the village (or I on the keyboard, Ⓨ on a pad) opens your pup's inventory as a full screen of its own.
Your pup stands lit in the middle — tap it to pet it for the usual +10 XP, same daily cooldown as anywhere else — with its nine slots hung either side: helmet, amulet, armor, pants, boots on the left, ring 1, ring 2, weapon, shield on the right. Each tile carries the piece's rarity colour, its enchant +N and a durability bar that turns red when the piece is close to breaking; an empty slot opens the picker for that slot. Any brews running on the pup sit above that as chips — what each one gives and how long it has left — and under them a centred feeding line — it always carries a countdown: how long until the pup starts starving, or once it is, when the next −10% lands and when it would die (the auto-feeder shield replaces that timeline while it's up). Below it the XP bar and Feed, and every combat number — combat rating plus HP, Power, Defense, Speed, Crit and Stamina cap — sits on one plate at the floor.
There is no separate "spend points" button: when you have unspent skill points the XP bar itself lights up and reads N SKILL POINTS. Tapping it swaps the bag for an allocation panel in the same frame — no dialog over the top — so the pup, its gear and its stat plate stay on screen while you spend. One row per stat with its icon, its raw allocation — the base every pup starts with plus the points you've spent, which is the number a point actually moves — what it would become, and − / + either side of the count. Under each row a bar shows how much of your investment went there (scaled against your biggest pile, with staged points drawn ahead of the committed fill), and what isn't skill points is listed beside it: +N gear, +N brew, and the realised HP behind the Vitality column. Your effective stats, gear and brews included, stay readable on the plate under the pup the whole time; capped stats (crit and stamina cap) say At cap and refuse the +, and post-100 pups get their Paragon pool as its own section below, spent separately. Confirm allocation commits, Reset clears what you staged, and the ✕ hands the bag back. Nothing is spent until you confirm.
The rest of the screen is the bag, filtered by what a pup can actually own: All, Equipment, Consumables, Cosmetics and Loot boxes. Picking Equipment opens a second row of slot filters (Weapons, Shields, Helmets, …) for the slots you're actually carrying something for.
Hover an item (or tap it on a phone) and its card opens right out of that tile — dropping below it, or rising above it on the bottom row, so the rest of the row stays clear to keep hovering along; on the landscape-phone frame it opens beside the tile instead. Worn pieces on the doll work the same way.
The card does the comparison for you. Every stat is shown as worn → as it would be, with the difference, both sides enchant-scaled, and any proc it would gain or lose — lifesteal, burn, thorns, execute — is spelled out. Anything that comes out ahead of what you're wearing gets a green ring and a ▲ in the grid, so an upgrade is visible without opening anything.
Actions on the card: Equip / Unequip (the item flies into its slot), Enchant (opens the enchant window on that exact copy, when enchanting is available to you), Disenchant, Repair — worn pieces only, since repair is done per slot, 1 Shard flat — Use for potions, brews and food (an Enchant Scroll is the exception — it opens the enchant window, where it's spent on whichever piece you pick, exactly as it does elsewhere), Equip border for a cosmetic, or Open for a loot box. Equipping a second ring fills the empty ring slot rather than replacing the one you're wearing.
The pup switcher and the rename pencil sit on the name, and Shop in the header walks you to the Trading Post. Everything here is the real thing: a piece equipped from the bag is equipped everywhere, and the Pack Hall building still opens the classic sheet with sets, effects and your activity feed.
The Training building opens as a full screen of its own too — the Yard, with one post per training slot. Each post shows its ring timer, the location it is training at, the partner working it, and the multipliers it is paying out at. The location board sits on the rail beside the posts, so the choice that actually matters is on screen while you make it rather than buried in a picker.
Nothing here is a Den Raid side-mode: it is the Training. Same 2h per slot, same no stamina cost, same 3 concurrent slots (unless an admin has tuned your cap), same server rolls and the same 24h partner cooldown. A slot started in the village is the same slot you'd see on the Training tab.
A finished post shows the whole payout before you take it: XP (clamped to what the daily cap will actually grant), Bones, and the loot box, potion or item if one dropped. Loot is rolled when the training starts, but the server only hands it over once the timer is up — so a running post shows its multipliers, not a spoiler.
The building at the bottom of the Homestead row is the village Exchange, and it is the one door in Den Raid that opens onto the real world: it hosts the full WolfSwap swap interface over the village, so you can trade tokens without leaving your run's home base.
It is the same aggregator, the same routing across every Cronos DEX and the same wallet you use on the swap page — nothing about a trade changes because you made it in the den. Your Wolfage currencies (Bones, Keys, Shards) are not involved: the Exchange trades real tokens from your own wallet, and Bones can still only be spent at the Howl Shrine.
Walk up, press Enter, trade, then Esc back to the village.
Permanent upgrades, bought with Bones. A rail of Blessings runs down the left, the one you pick is enshrined in the middle, and its effect, rank and price sit on the right.
Ranks are permanent and apply to every run — the Shrine never resets. Bones are your shared Wolfage balance, so a Blessing competes with every other sink; every purchase asks you to confirm the cost and shows the balance you will be left with before it spends anything.
The bestiary is a trophy wall in the Keep. Every creature you have met is mounted on a brass-plated plaque; ones you haven't are empty iron rings.
Tap any mounted plaque to open the Reliquary: the creature lit on a plinth, vitals and record down the left, its fight pattern down the right, and its lore along the bottom. Arrows page through everything you've mounted.
Den Raid is landscape-only. On a phone the arena and village rotate to fill your screen even inside a crypto wallet that stays locked upright, so you just turn the phone sideways; on desktop it fills your window.
Controls follow your input device, not which page layout you launched from — a mouse gets keyboard movement, a finger gets the joystick, in the run and the village alike.
| Move | Attack | Dash | Everything else | |
|---|---|---|---|---|
| Touch | left-thumb joystick | the ⚔️ button — one swing per tap, auto-aimed at the nearest enemy | the 💨 button | walk into a building to enter it |
| Desktop | WASD / arrows | click — one swing toward the cursor (holding the button does nothing) | Space or Shift | E / Enter to enter a building, Esc to pause (in the village it opens settings) |
| Controller | left stick | R2 — one swing per pull; the right stick aims it | L2 or ✕ / X | Ⓐ confirm, Ⓑ back, Start pause (Places, in the village), Ⓨ your bag |
Attacking is a melee swing, and two details decide how it feels:
Dashing has invincibility frames, so a telegraphed attack is dodged by dashing through it, not away from it.
Den Raid is the only mode that runs a live game loop, so it's the only one that can warm up a phone. Frame rate gives you three choices:
The choice is saved per device and changes nothing about difficulty, drops or scoring — a run plays out identically at any of the three. It sits in three places, all of which change it everywhere: the title screen's Settings, the Watch Camp in the village, and the pause menu mid-run — so if a Den starts running hot you can drop to Performance without abandoning the run.
The village outside the Keep is shared in real time. Other players walk it alongside you, as their own pups, wearing their own art and their equipped border — you see them move, dash and stop as it happens, and they see the same of you.
Nothing in the village itself is a contest. There is no trading and no collision: pups walk through each other, nobody can block a doorway, and nothing another player does can affect your Keys, Bones, run or progress. You can start an Arena fight with someone you meet — but it is an ordinary Arena fight, on the Arena's rules, resolved there (see Meeting other wolves below).
| Where | The village and the Keep's interior — you can walk into the Keep together and still see each other. A run is yours alone. |
| How many | Up to 25 wolves per village, you included. Past that, the next arrivals get their own copy of the village. |
| Guilds | Guildmates are put in the same village whenever there is room in it, so your pack lands together. |
| Who you see | Name, level and guild float over each pup. That's all — no wallet, no inventory, no location history. |
| Emotes | Every stance your pup has, held until you move, plus a ring of quick reactions that float over your head for a couple of seconds. |
| Am I connected? | A chip under the minimap: ONLINE or OFFLINE. |
Step into a building and you step out of sight: while a building's screen is open, other players stop seeing your pup rather than watching it stand at the door. You reappear when you close it.
Chat floats over your head. Anything you say in Global or Guild chat appears as a bubble above your pup for a few seconds, and you'll see the same from everyone around you. It's the same chat, the same rules, and the same block list — someone you've blocked never appears, in the panel or above a pup.
Pups notice each other. Stand near another wolf for a moment and the two of you will exchange a greeting on your own. Nothing to press.
Emotes. Tap your own pup to open the emote wheel and pick a pose — every stance your pup has, previewed with its own art. Keys 1–8 fire them straight away without opening anything; 9 or 0 puts you back to idle. A pose holds until you move.
Press and hold your own pup instead of tapping it and you get the other ring: eight quick reactions that pop over your head and fade. Poses hold, reactions don't — that's why they're two rings.
Poses mean things together. Strike a pose next to a wolf holding a matching or answering one and the pair reacts on its own: a punch met with a block throws a spark, two punches clash, two sleeping pups share a 💤, two eating pups leave crumbs, two cheering pups get confetti, and any two wolves in the same pose acknowledge it. Nothing to press, nothing granted — you find these out by doing them next to somebody.
Staff are visible. A [DEV] or [MOD] badge sits on the nameplate in the same colours chat uses, so you can tell who's staff in the world and not only when they speak.
Tap another pup and a card opens with who they are — name, level, guild — and two things you can do. It closes as soon as you move (not when they do).
| Attack | Starts an ordinary Arena fight, and plays out exactly like one: the full-screen battle, then the standard result screen. Same 2 stamina, same one attack per hour on a given wolf, same rating, XP, Bones and loot rewards — and level 5 and under are shielded, so the button says so instead of failing. It asks twice before spending anything. Press OK on the result and you're back in the village standing exactly where you left, not at the spawn and not on a menu. |
| Follow | The same follow as a Rivals or leaderboard row. |
A ball. One ball sits in the middle of the village, right where you spawn. Walk into it and you kick it, harder the faster you were going, and everyone sees it roll. It bounces off buildings the same way you bump into them, so it can't end up lost inside one, and it shows on the minimap as a pale dot so it's findable however far it gets knocked. There is no goal, no keeping score and no reward — it's a ball.
The fire answers a crowd. The more wolves gathered at the Watch Camp, the bigger the campfire burns and the further its warmth ring spreads, and pups standing there turn to face it. It's purely a bit of atmosphere — the fire grants nothing, so nobody needs to stand there.
The village wears in. Grass thins into dirt along the routes wolves actually walk, so the busy lanes between buildings show over a day and fade again when nobody uses them. It records only that someone walked there — never who, never when.
The gold dots on the minimap show where the other wolves are, and the chip beneath it says whether you're sharing the village at all.
Wander off and the village lets you go. Leave the tab in the background for a minute, or stop playing for five, and your pup steps out of the village — the chip under the minimap goes OFFLINE. Move, and you're back in. Nothing else about Den Raid pauses.
Appear offline (the same setting that hides you in chat) applies here too: with it on you still see everyone, and nobody sees you. Blocking carries over from chat as well — someone you've blocked there doesn't appear in your village at all, and can't follow you around it.
If the connection drops, the village quietly goes single-player and everything else keeps working exactly as before. It reconnects on its own.
The village pond is fishable. It lives entirely inside the shared village — there is no fishing screen anywhere else — and it needs a live village connection, because every cast is checked against where your pup is actually standing.
Casting. Walk to the water's edge (any walkable tile touching water, piers included) and a Cast line prompt appears — or tells you what's missing: a rod, a grub, or casts for the day. Press E / Enter or tap Cast. Your float goes out and the pup takes a fishing stance everyone else can see. The float twitches 1–3 times with nothing on (fake nibbles), then goes under: press E / Enter or tap Strike within about 0.9 s to hook it. Too slow, and it got away — the cast is spent but no bait is, because nothing was ever hooked. Walking away reels the line in. Each cast eats one grub and counts toward a daily cap of 30 casts (reset 00:00 UTC).
The reel fight. Striking in time doesn't land the fish — it hooks it, and the reel minigame decides the rest. Your float stays out and the rod stays bent for the whole fight. Hold Space (or hold the pad on touch) to reel.
The fish is a distance away — 120 m to start — and it is never still:
The fish cycles green → orange → red:
| Reeling | If you let go | |
|---|---|---|
| 🟢 Green | pulls hardest, never tightens the line | drifts back slowly |
| 🟠 Orange | pulls at about half speed, line tightens | takes water at full speed |
| 🔴 Red | barely pulls at all, line tightens fast | runs hard |
A "Brace…" flash warns you a red phase is coming. Red is the trap: reeling through it risks the line, but letting go hands it a lot of water. Green is the only phase where reeling clearly wins, so the fight is about spending red cheaply and cashing in on green.
If nobody resolves a fight within 45 seconds the fish outlasts you and gets away.
Every fish fights the same. A mudminnow and Old Greywater are identical on the reel — the fight is a test of your hand, not of the fish. Phase lengths are randomised for every single fight (roughly one to two and a half seconds each), so there's no rhythm to memorise. Rarity shows up in the reveal, not the difficulty.
Losing costs the fish and the grub. The grub is spent the moment you hook, not when you land — so a snapped line, or closing the game mid-fight, costs you the bait as well as the catch. Missing the strike window entirely is different: that spends the cast but keeps the grub, because nothing was ever hooked.
You don't know what's on the line until it's over. The species stays hidden through the whole fight and is only revealed when you land it — or when it gets away. That's deliberate: it's the reason the fight can't be worth abandoning.
Rods. Bought at Fisherman’s Storage, and you keep every one you buy — buying is additive, so a cheap rod can never replace an earned one. Owned rods show an Equip button; the one you're using reads In hand. Switching is free and instant.
Each rod reaches exactly one tier higher than the last:
| Rod | Price | Bite time | Rare odds | Biggest catch | Species reachable |
|---|---|---|---|---|---|
| Reed Rod | 100 Bones | 7–20 s | ×1.0 | Common | 10 of 24 |
| Willow Rod | 40 Shards | 6–18 s | ×1.0 | Uncommon | 17 of 24 |
| Ironwood Rod | 150 Shards | 5–14 s | ×1.4 | Rare | 23 of 24 |
| Moonline Rod | Fish Book, 20 species | 4–12 s | ×1.8 | Legendary | 24 of 24 |
The Reed Rod is the entry rod — cheap, Bones-priced, and it will only ever pull up commons. The Moonline is the only rod that can hook a legendary, and there is exactly one legendary species in the lake, so the 24th book entry (and the Shards it pays) is always the last thing you catch — with the rod the book gave you at 20.
Bait. Grubs. Every Den Raid clear drops 2–5; Fisherman’s Storage sells them at 20 Bones each in packs of 10, up to a bag of 200 — 400 once you have the Deep Creel (see the Fish Book).
Treasure. Roughly one landed fish in ten brings something up with it: a handful of Bones (50–200), an Enchant Scroll, a Dungeon Key, or a few Shards (2–5, the rarest of the four). The roll is independent every time — there is no counter, so it is never "due" — and it is capped at 6 a day. Only a fish you actually land can carry treasure; lose the reel and you lose that too.
Tiers and odds. Every species has a tier — common, uncommon, rare, legendary — drawn at roughly 70 / 22 / 7.5 / 0.5, scaled by your rod's rare multiplier, then by two things you can see on the water:
Rare and legendary catches splash for the whole room with a "🎣" bubble over your pup; a legendary also goes to the world feed.
The Fish Book. Every species you land is logged with your count, best size and first-catch date — uncaught ones show as silhouettes. Milestones by species logged:
| Species | Reward | What it does |
|---|---|---|
| 8 | Deep Creel | Doubles your bait bag (200 → 400) and pays 25 grubs on the spot |
| 14 | Read the Water | The reel fight now names the tier on your line — you learn how hard the fish is worth fighting for. Never the species: that stays hidden until the fight ends |
| 20 | Moonline Rod | The only rod that can hook a legendary |
| 24 | 200 Shards | Paid once |
The village pot. At Fisherman’s Storage, drop fish into the shared weekly pot for points — 1 / 3 / 10 / 40 by tier. If the village reaches 2,500 points in a week, the pot pays out 40,000 Bones and 800 Shards, split between everyone who put in at least 25 points in proportion to their contribution — capped at 20% of the pot for any one wolf, so a single angler can never take it all.
The pot settles when the week closes at Monday 00:00 UTC: come back to the Pot tab and collect your share, which you can do for up to 4 weeks afterwards. Nothing is paid while a week is still open, and if the village misses the goal the pot pays nothing — it does not roll over. The weekly Angler board ranks pot points per wolf.
Cooking. Three fish of a tier make a meal; a single legendary makes the broth. A cooked meal is an ordinary consumable — it sits in your bag alongside food and brews, and you Use it from any inventory screen for a timed stat buff. The buff counts everywhere: the Arena, Dungeons, Howls and Den Raid alike.
| Meal | Needs | Buff | Lasts |
|---|---|---|---|
| Fish Stew | 3 common | +6% HP, +6% Power | 2h |
| Smoked Trout | 3 uncommon | +8% HP, +8% Power, +8% Defense | 3h |
| Pike Roast | 3 rare | +10% HP, +12% Power, +12% Speed | 4h |
| Greywater Broth | 1 legendary | +15% HP, Power, Defense and Speed | 8h |
Only one meal runs at a time. Eating a second one replaces the first — you are asked to confirm, and told how much of the current buff you would lose. Swapping is perfectly normal (eat a Pike Roast for a damage push, swap to a Greywater Broth before a hard run); it just is not free.
While a meal is running it shows up in your active effects — the same row of chips as Fed, Starving and your stat brews — with its bonuses and a live countdown, on the Overview, in the inventory and in the Den Raid bag.
A meal is not a feeding. Cooked fish do not reset the starvation timer and do not appear in the "Feed your pup" dialog. Feeding stays entirely the job of food and Free Feed. Meals stack on top of the Fed buff and your stat brews, which are tracked separately; they are deliberately stronger but much shorter than a brew, so a meal is a burst you go and spend rather than a permanent stat floor.
All of these numbers are admin-tunable and shown in-game; the ones above are the defaults.
A "perfect-play" day looks roughly like:
If you want to start over (rebuild your pup from scratch), the Reset action wipes everything tied to the pup:
After reset, you can hatch a fresh pup on the same Wolfie or a different one. The pup-cap check passes because the pup doc is gone.
Reset limits (defaults, admin-tunable):
Hitting either limit shows an error with when you can try again. These limits exist because re-hatching used to regenerate the pup's sprite art from scratch; art is now restored automatically on re-hatch of the same NFT, and the limits keep the reset flow from being abused.
Reset is irreversible. There's a confirmation dialog asking you to type the pup's name to continue.
Admins can ban wallets that break the rules (botting, exploit abuse, etc.). A ban is account-wide and thorough:
If you believe a ban is a mistake — including the case where you bought an already-banned pup on the secondary market — use the Request Unban button on the banned banner. One request can be pending at a time; an admin reviews it and either accepts (the ban is lifted for your account and your pups) or rejects it (you can file a new request later).
Got more questions? Drop them in the WolfSwap Discord or reach out on X. Common ones are answered in the FAQ at the top of this page.