Wolfage — Off-Chain Pet Game on WolfSwap

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.


Getting Started

Hatching

To play, you need to hatch a pup against a Wolfie NFT you own. Hatching:

  • Requires you to currently own the chosen Wolfie (verifiable on-chain).
  • Free to hatch (a DEX-points hatch fee can apply).
  • Requires a unique name: 1–20 characters, letters / numbers / spaces only, no name another pup already holds (case-insensitive). The dialog checks availability as you type.
  • Gives you a starter pack: 2× Kibble Bits (food).
  • Creates a pup doc keyed deterministically by 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.

Multiple Pups

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.

Free Trial

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:

  • Level cap. Trial pups are capped at the trial level (default: 10). This cap can change. Training and PvE still pay full rewards up to the cap; XP simply stops accruing once you hit it.
  • PvP is locked. Trial pups can't enter the Arena, Last Man Standing, or 3v3 Solo Shuffle.
  • Shards top-up is locked. Buying Shards with real funds isn't available on a trial pup. You still earn Bones normally and can convert them to Shards in-game.

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.

Upgrading to a full pup

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.


Stats & Skill Points

Every pup has 6 stats, all visible on the Overview tab:

StatBase → Each PointWhat It Does
Vitality (VIT)50 HP → +5 HP per pointGrows the HP pool. 1 VIT = 5 max HP.
Power (PWR)10 → +1 per pointDamage dealt per strike
Defense (DEF)10 → +1 per pointReduces incoming damage; chance to block
Speed (SPD)10 → +1 per pointFirst-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 Cap10 → +1 per pointMax stamina pool size (capped at 50 — up to 40 points)

HP vs VITVIT 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.

Earning Skill Points

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.

Respec

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.


XP, Levels, and the Daily Cap

Level Curve

Cumulative XP needed for level L:

xpForLevel(L) = floor(50 × L^1.95)

This means:

  • L10 → 4,457 XP
  • L25 → 26,876 XP
  • L50 → 103,725 XP
  • L100 → 397,164 XP (the cap)

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+).

Paragon Levels

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 levelTotal Paragon XP
P15,000
P1079,244
P25237,956
P50546,681
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:

  • The daily XP cap (when set) covers Paragon XP the same as normal XP.
  • Your paragon level shows as a gold ✦ 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.
  • Paragon gains show wherever normal XP would: a gold ✦ +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.
  • Unspent paragon points bank indefinitely — your stats card shows a · N pts unspent hint whenever you have some to spend. Spend them the same place you spend skill points.
  • A Respec Scroll refunds paragon points to their pool too, same as skill points.
  • Paragon progress is permanent and survives seasons; only a full pup Reset wipes it.
  • Trial pups don't earn Paragon XP — it unlocks at the real L100 cap.

Daily XP Cap

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.

Rested XP (catch-up)

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.

Sources of XP

SourceXP per actionNotes
Training (2h)~25 base × location multiplier × collection multiplierIndependent of stats — same XP at L1 and L99.
Arena win~180 base × level-gap multiplierLevel 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 multiplierLosing 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)10Free, no cost.
Daily StreakDay 1 = 5, then escalates over a 7-day streak cycleCollecting a pup's daily reward (once per pup per UTC day). See Daily Login Streak.

Stamina

Stamina gates arena attacks. (Training is free — it no longer costs stamina.)

  • Base cap: 10. +1 per Stamina skill point.
  • Regen: +1 per 30 minutes (48 per day at default).
  • Partial regen is preserved: spending stamina banks the whole ticks you've already accrued — your sub-30-min progress isn't reset. If you had 15 min until the next +1, you still have 15 min after an arena attack. (When you're at cap, the timer naturally resets on the next spend since no progress was being tracked.)
  • Stamina costs:
    • Training: free (no stamina — training is now a passive idle layer)
    • Arena attack: 2 stamina per fight
    • Endless Howl: 1 stamina per descent
    • Pet: free
    • Free Feed: free

Stamina Potions

ItemEffectPrice (Shards)
Stamina Potion+5 stamina (clamped to cap)2,000
Large Stamina PotionRefills to full cap5,000
Speed-up PotionInstantly completes 1 training slot2,000

Drops: every training has a 5% chance (forest) of dropping a potion. The drop pool is weighted 80% Stamina Potion, 20% Speed-up.


Training

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.

Slots

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.

Locations

Each slot picks a location that skews XP. The Loot Box drop is rolled separately (see below) and isn't affected by location:

LocationXP multiplier
Forest1.0×
Arena1.4×
Den0.7×

Forest is the default, balanced choice. Arena maximizes XP. Den is for slower-leveling players who want to spread out daily-XP-cap consumption.

Loot Box Drop

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.

Training Collections

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.

Training Dummy

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.


Food, Starvation, and Death

Pups need to eat. If you stop feeding, they starve, then they die.

Food Items

Sold in the shop, stored in inventory, applied via the Feed action:

FoodFed buff durationPrice (Shards)
Kibble Bits4h100
Meat Stew12h500
Royal Feast24h1,000

While Fed, your pup has +10% HP and +10% Power in arena fights. Feeding stamps lastFedAt = now, resetting any starvation debuff.

Free Feed

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.

Starvation Debuff

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.

Death

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.

Revive

Two paths out:

  • Free reset — costs nothing. Pup walks back at level 1 with no XP, no skill allocations, and a fresh arena rating (1000). Active trainings are cancelled and the current-season leaderboard row is dropped. Items, equipped loadout (with current durability), Bones, and Shards are preserved. Use this when you'd rather start over than pay.
  • Pay Shards — full revive that keeps every progression bit (level, XP, allocations, arena rating, items). Costs a flat 10 Shards. When your balance is short the death banner swaps the CTA for Get Shards, which opens the Convert / Exchange / Buy card without leaving the page.

Either way, the starvation timer resets (lastFedAt = now) so the pup walks out alive with a fresh 24h grace window.

Rename

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.


Currencies — Shards & Bones

Two per-pup currencies. Shards is what you spend; Bones is what you earn from gameplay and convert to Shards.

CurrencyWhere it comes fromWhat it buys
ShardsBones conversion, DEX-points exchange, on-chain top-up (CRO / ETH / APE, or PACK on Cronos where enabled), giftsEverything in the shop — food, potions, items, repair, revive, rename, cosmetics, extras
BonesTraining, arena wins, daily login, season prizesOnly convertible to Shards (default 1:1)

Earning Bones

SourceBones
Training (forest, per slot)7–18
Training (arena, per slot)~4–9
Training (den, per slot)~5–13
Arena win20–60 × CR multiplier
Arena loss (attacker consolation)25% of a win — same CR & level-gap multipliers
Dungeon clearper-kill Bones + a guaranteed prize (~15 at T0 → ~600 at T7, capped at ~650 from T8 up)
Endless Howl clearguaranteed prize (~10 at Howl 1 → ~1500 at Howl 100); repeat clears the same day pay ×0.9 each, floored at 3%
Loot BoxScales sharply by tier — Epic pays many times a Common
Disenchanting gear15 × the item's required level (an L100 piece pays 1,500); 10 flat for gear with no level requirement
Forging gearSpends Bones — 75% of what the best possible outcome costs in Shards (see The Forge)
Forging HammersSpends Bones (Iron, 4,000) or Shards (Steel, 45); the Void Hammer costs 5 Steel + 25,000 Bones
Inscribing and fusing runesSpends Bones at every rung (see Runes & Sockets)
Daily loginDay 1 = 25, escalating over a 7-day streak cycle (see below)
Season-end prizes50 / 250 / 1000 / 2500 (see Seasons)

Daily Login Streak

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.

  • Miss the window and that pup's streak resets to Day 1. The reset is judged on a per-day basis with a grace window, so collecting a little late (or across an awkward timezone boundary) won't unfairly break your streak.
  • Streak freezes protect you. A banked freeze automatically covers a single missed day so your streak survives. You earn freezes from the reward cycle and milestones, and — when enabled — can buy one with Shards (a Shard sink to pair with the reward faucet).
  • Lifetime milestones. Reaching certain total streak days grants a one-time bonus bundle on top of the daily cycle.

All streak values — the 7-day cycle, milestones, grace window, and freeze cap/price — are admin-tunable and can change without a new release.

Earning Shards

  • Convert Bones → Shards in the shop (default 1:1). This can carry a daily conversion limit — see below.
  • Convert DEX Points → Shards directly in the shop (default 50 DEX points per 1 Shard, capped at 5,000 DEX pts per UTC day per pup)
  • Buy Shards on-chain — top up directly from your wallet, in that chain's own coin (CRO, ETH, APE). On Cronos, PACK pricing is rolling out and may be active for you instead. See Buying Shards on-chain below.
  • Receive a gift from another pup

Daily conversion limit

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.

  • It's per pup, not per account. Every pup earns its own Bones, so every pup gets its own budget. Owning more pups is never penalised.
  • It resets at 00:00 UTC, the same reset the Runedust budget and the DEX-points cap use.
  • It counts Shards minted, not Bones spent, so the limit means the same thing no matter how the conversion ratio is tuned.
  • It applies to every pup, trial pups included.
  • The limit is admin-tunable and off by default. When it's off there's no bar and no ceiling — the convert screen behaves exactly as it always has.

Nothing else changes: your Bones don't expire, and anything you can't convert today is still there tomorrow.

Buying Shards on-chain

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:

  • Get PACK & Buy — one press. The shop buys precisely the PACK you're missing, then completes the purchase. You confirm each step in your wallet, but you never leave the shop and never work out an amount yourself.
  • Just top up PACK — buys the PACK and stops, if you'd rather hold it and decide later. The normal Buy button lights up as soon as it lands.

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:

  • Prices are set by us, not by the contract. The contract just forwards your payment; the Shard price is configured off-chain and can be adjusted. The price you're shown when you sign is the price you get.
  • There's no slippage and no partial refund. You pay the quoted amount exactly. Overpaying by hand doesn't buy extra Shards.
  • Bundles are exact. A discounted pack expects one precise amount — buy it from the shop rather than hand-crafting the transaction, or it won't credit as a bundle.
  • Only the listed currency counts. Sending some other token to the top-up contract will not credit Shards.
  • Getting PACK needs a connected wallet. The in-app Wolfswap wallet can't run the top-up swap yet.
  • Wolfswap-wallet (social login) top-ups are CRO-only. If you signed in with Google rather than connecting a wallet, the in-app wallet pays in CRO on chains that charge CRO; on a chain priced in a token you'll need a connected wallet.
  • Trial pups can't top up. Convert Bones instead.

Spending Shards

Everything in the shop is priced in Shards:

  • Food (100 / 500 / 1,000)
  • Potions (Stamina 2,000 · Large Stamina 5,000 · Speed-up 2,000 · Respec 5,000)
  • Items (varies by tier)
  • Repair — flat 1 Shard per slot, regardless of missing durability
  • Revive — full revive after death (~100 Shards by default)
  • Rename — 100 Shards
  • Cosmetics — avatar borders and fight emotes
  • Extras — Auto-Feeder (300 Shards for 7-day shield)
  • Rune extraction — pull a socketed rune back out intact (5 / 25 / 80 / 200 / 450 by grade). The only thing Shards buy at the Rune Table, and it buys flexibility, not power
  • Gift — send any amount to another pup by name

The Trading Post storefront (Den Raid)

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:

  1. you can equip it (its level requirement is at or under your level),
  2. you can afford it right now, and
  3. it is strictly better — no stat goes down against what you already wear.

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.

Gifting Shards

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.

Disenchanting

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 & Equipment

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.

Slots (9 total)

  • Helmet, Armor, Pants, Boots — body slots
  • Weapon, Shield — hand slots
  • Amulet — neck slot
  • Ring 1, Ring 2 — two ring slots (both accept rings)

Tiers

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).

Sets

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 levelSets availableRoughly
L25Packling's Pact (DPS) · Thicketguard (Tank) · Nightwhisper (Crit)Your first set — an early build identity
L50Wolf Pack · Guardian's Vigil · Arcane Trickster · Emberfang Regalia · Bramble WardenThe mid-game spread
L75Stormcaller's Regalia (DPS) · Glacier Warden (Tank) · Ashen Reaver (Crit)Late-game specialisation
L100Worldfang 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.

Equipment Bonuses

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):

  • Burn — chance to apply a damage-over-time tick that lasts a few rounds
  • Lifesteal — heal a percentage of the damage dealt
  • Stun — chance to make the target skip its next strike(s). Diminishing returns within a single fight: each repeat lasts shorter than the last, and after enough applications the target becomes immune for the rest of the fight so stuns can't lock an opponent indefinitely.
  • Slow — chance to reduce the target's effective speed for a few rounds. A slowed pup loses extra-strike eligibility from speed advantage and is easier to land hits on. Same diminishing-returns curve as Stun so two slow weapons can't keep an opponent slowed forever.
  • Execute — finisher. A landed hit that would leave the target at or below a small HP fraction kills them outright instead. Doesn't proc on dodges. It's the one mechanic that punches through the last sliver — not a damage boost everywhere else. Pairs well with crit weapons that bring HP down fast. Cheat Death still saves against execute (see below) — execute is just another path to a lethal hit, not a bypass.

Shield effects (proc when the wearer is hit):

  • Thorns — reflect flat damage back at the attacker
  • Block Heal — restore HP each time the shield blocks an incoming hit
  • Absorb — blocking charges an absorb shield; the next non-blocked hit on the wearer has its damage reduced by a percentage. One charge at a time, refreshed by another block.

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).

  • Crit Damage — adds extra percent on top of the base ×2 crit multiplier. Two pieces with +20% combine to push crits to ×2.4. Lives anywhere — weapon, ring, amulet — wherever it rolls. Crit chance from gear/potions that exceeds the 50% cap also converts into crit damage here, at 1% crit → +2% crit damage.
  • CC Reduction ("Tenacity") — reduces the chance that incoming stuns and slows actually proc against you. Stacks additively across pieces, but the engine caps the stacked total so even a full-tenacity build still eats some CC — gear alone never grants full immunity. Diminishing returns on repeated CC within a single fight (the standard CC-DR schedule) still apply on top once a CC actually lands.
  • Cheat Death — armor-only safety net. When a hit would drop you to 0 HP, the engine rolls against the item's chance; on a successful roll you stay alive at exactly 1 HP. Triggers at most once per fight — once it's spent, the next killing blow lands normally. Saves against any source of lethal damage including Execute procs.

Level Requirements

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.

Hidden Items

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.

Durability

Every equipped item has durability that ticks down as you fight. Defending doesn't wear gear — only attacks roll for damage.

  • Per-attack roll: every equipped item rolls independently with a 20% chance to lose 1 durability when you attack in the arena.
  • Flat max durability: every tier shares the same 200-hit ceiling — durability is no longer how higher tiers earn their place. Tempered weapons and Voidforged weapons last the same number of attacks; the difference is in the bonus stats and effects.
TierMax durability
Rusty200
Iron200
Steel200
Tempered200
Gilded200
Dragonscale200
Voidforged200
Set200

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.

Broken Items

When durability hits 0, the item is broken:

  • The item stays in your slot (it's not destroyed or auto-unequipped).
  • It contributes no stats, no set progress, and no special effects until repaired.
  • The slot icon dims + a "Broken" pill overlays it on the paper doll.
  • Set bonuses recalculate — a broken set piece doesn't count toward the 2/4-piece tiers.

Repair

Tap the small wrench icon on a damaged equipment slot (paper-doll or list view) to repair it back to full durability.

  • Cost: flat 1 Shard per slot, regardless of how much durability is missing. Restoring a barely-scuffed item and a fully broken Voidforged both cost the same single Shard.
  • The fight result dialog shows an "Equipment damage" section listing exactly which items took hits that fight, so you know what to repair after a session.

Equipment Presets

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).

Enchanting

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.

  • One global scroll. A single Enchant Scroll works on any piece, any slot, any tier. Get them from the shop (Shards), from Loot Boxes, and as a drop from clearing dungeons and the Endless Howl. (Scrolls only appear in the shop and only drop while enchanting is available for your pup.) One scroll is consumed per attempt — win or lose.
  • Safe zone (+1 → +5). Attempts can still fail here, but failure is non-destructive: the item simply resets to +0 (you keep it; you only lose the scroll). Any piece can be safely worked up to +5 with enough scrolls.
  • Danger zone (+6 and beyond). Now a failed attempt destroys the item permanently. Each step is also less likely to succeed than the last, and the odds fall steeply toward +10 — a +10 is legendary, the product of a long, lucky, and expensive run. Push only what you're willing to lose.
  • No peeking, no take-backs. The outcome is rolled and committed on the server the instant you confirm — you can't learn the result early or bail out of a bad roll. There's a brief suspense before the reveal, but by then it's already decided.

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.

The Forge

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.

  • What counts as a match. Five copies of the identical item — same id, not merely the same tier and slot. The output is drawn from the whole category a tier up, and categories are helmet, armor, pants, boots, weapon, shield, amulet, and ring (both ring slots draw from one ring pool, so rings pile up about twice as fast as anything else).
  • The default ladder. Five duplicates plus a Bones fee gets you one rung up. The fee tracks the value of what that rung can produce:
ForgeCopies of one itemBones fee (helmets, as an example)
Rusty → Iron51,800
Iron → Steel514,400
Steel → Tempered538,850
Tempered → Gilded570,950
Gilded → Dragonscale5137,550

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.

  • You see the odds first. Before you commit, the Forge shows every item you could get and its exact percentage. The number you see is always the real one — the same table the server draws from.
  • The best item in a pool is the rarest. Outcomes are weighted inversely to shop value — an item twice as expensive is half as likely. In a typical pool the dearest lands around 6% and the cheapest around 48%, rather than every outcome sitting at a flat 14%. Every percentage is still published up front; nothing is hidden.
  • Gear you can't buy is rarer still. Boss and Howl drops aren't sold in the shop, so their listed price isn't a real market price and doesn't decide how often they appear. Instead every unbuyable outcome in a pool sits together at the bottom of the table — typically around 2–4%, below every shop item. They stay genuinely winnable: forging is one of the few routes to them.
  • You choose exactly which copies go in. Owning nine of an item does not tell the Forge which nine to burn — copies differ in durability. So after picking the item you tick the exact copies, each showing its own durability and enchant, and press Confirm. The most beaten copies are pre-selected, so the default spends your junk.
  • Nothing is hidden and nothing is wasted. The output is a fresh copy: full durability, enchant +0. Your inputs are consumed. You can't feed the Forge anything you're wearing, and enchanted gear is refused outright so a +7 can never go in by accident.
  • Wearing one of them? The Forge says so. If the only thing standing between you and a forge is that one of your copies is in a slot, the stack is listed under Needs an unequip with the number you actually own, and an Unequip button that takes off exactly as many as the forge is short — the most beaten one first — and drops you straight into the crucible with that stack loaded. Two of the same ring on both hands counts as two. Stacks you simply don't have enough of are a different message, and say how many you own.
  • Socketed gear is welcome, and its runes survive. Feed in a piece with a rune set and the Crucible returns the rune to your bag for free — the reveal says how many came back. Forging up a tier is how a socket's grade ceiling rises, so it would be perverse to charge extraction for it.
  • Why it's still expensive on purpose. The cost compounds: at five per forge, one Dragonscale item is 3,125 rusty items deep once you chain the whole ladder. The Forge is a way to climb steadily, not a shortcut to the top.
  • Where to find it. In the Inventory in both Classic and the new UI, and in the Den Raid inventory overlay — Den Raid is where most duplicates turn up, so you can forge without a trip back to the hub.

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.

Forging Hammers

Optional tools that buy control over the outcome — never a bigger outcome. Arm one before you forge and it is consumed with the strike.

HammerWhat it doesHow you get it
Iron HammerRemoves items you already own from the poolBuy in the Forge · 4,000 Bones · 10/day
Steel HammerBan two outcomes before the rollBuy in the Forge · 45 Shards · 1/day, 3/week
Void HammerName your output — that outcome becomes certainNot sold. Forge 5 Steel Hammers + 25,000 Bones
  • Whatever a hammer does, the odds you see are the odds that roll. Ban two outcomes and they leave the published table; name one and the sheet says 100%. There is no hidden multiplier.
  • They never fail and they never gate a forge. A hammer only narrows the pool — and it can never narrow it to nothing, so an over-eager ban simply does less than asked rather than blocking you.
  • A hammer that would do nothing can't be armed. Because a hammer can never empty the pool, one that has nothing left to remove would otherwise be spent for no effect — an Iron Hammer on a category you already own in full is the common case late on. The Forge checks first, greys the hammer out and says why, so you never pay for a no-op.
  • No drops. Hammers cannot be found anywhere in the game. The shop and the Void craft are the only routes in, which is why the purchase limits are what they are.
  • The Void Hammer is deliberately not for sale. A guaranteed outcome you could simply buy would stop the Forge being a gamble at all, so it has to be built out of five Steel ones.

Runes & Sockets

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 — the material

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:

WhereFirst one of the dayRepeatsMost per day
Den Raid clear20×0.75 each, never below 58
Daily Den, depth 5+25once25
Dungeon clear15×0.75 each, never below 43
Endless Howl clear (tier 5+)8×0.8 each, never below 28
Arena attack won3flat8
Pack Hunt attack8flat2
3v3 Solo Shuffle finish10flat1
Last Man Standing finish10flat1
Event finish (top 3)20flat1
Disenchanting a duplicate2–6 by tierflat20
  • The daily cap is 150, and it resets at 00:00 UTC.
  • No single mode fills it. Den Raid alone tops out around 75 (100 with the Daily Den), dungeons around 34, the arena around 24. That is deliberate.
  • Pack Sense is the last third of it: +25 the first time you finish something in a third different mode today, and +25 more at a fifth. There is no way to reach it by repeating one thing.
  • Beating the same wolf twice in a day pays dust once. Defending pays nothing at all — a defender cannot choose to be attacked, so it is not a faucet anyone can point at themselves.
  • The Daily Den pays on DEPTH, not on winning. It has no exit — every run ends when your pup falls — so reaching depth 5 is what earns the dust, however the run finished.
  • Trial pups earn no Runedust.

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.

Sockets

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.

TierSocketHighest grade it accepts
Rusty
Iron1I · Chipped
Steel1II · Cut
Tempered1III · Etched
Gilded1III · Etched
Dragonscale1IV · Radiant
Voidforged1V · Ascendant
Set1V · 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.

The fourteen families

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.

RuneEffectIIIIIIIVV
HearthstoneBones from Den Raid+4%+8%+12%+18%+25%
WhetstoneGear wear−10%−18%−26%−34%−45%
EmberwardEnchant safe zone+0+1+1+2+2
HoundseyeSecond dungeon gear drop+5%+9%+14%+20%+28%
WayfarerStamina cap+1+2+3+4+6

Trade-off — each gives one thing and takes another.

Each cell is gain / cost.

RuneGainsCostsIIIIIIIVV
Bloodgorgelifestealdefense7 / 312 / 417 / 624 / 832 / 10
Glasscutcrit damagemax HP12 / 119 / 228 / 339 / 452 / 5
Ironbarkthornsspeed4 / 27 / 310 / 414 / 619 / 8
Tempospeedpower6 / 210 / 314 / 420 / 626 / 8
StillfangCC reductioncrit chance7 / 112 / 217 / 324 / 432 / 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.

  • Wearing all five is worse than wearing three. The penalties collide on purpose: Ironbark costs the speed Tempo buys, Stillfang costs the crit chance Glasscut needs. Every bonus is situational; every penalty is not.
  • Repeats fall off fast. A second copy of one family pays half its bonus, a third a quarter, a fourth nothing. The penalty keeps being charged, so three of a kind is the practical ceiling — but neither side can run past the 25% cap, so extra copies can never turn a rune into a net loss.

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.

Blessings — the one-sided runes

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.

RuneGrantsIIIIIIIVV
UnbrokenCC reduction610152128
Warden's Rebukethorns (flat)246912
Bloodlinelifesteal3581115
Duelist's Markcrit damage58121723

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.

  • Unbroken is worth nothing in PvE. Crowd control only exists against other players, so this one is pure arena identity.
  • Warden's Rebuke is flat, not a percentage, so it quietly matters less as you level — it needs no ceiling of its own to stay honest.
  • Bloodline sits under Bloodgorge at every grade. The trade-off rune has to stay the stronger lifesteal, or paying a cost for less would be silly.
  • Repeats fall off here too. Three of a kind is the practical ceiling, so a Duelist's Mark V build tops out near +40% crit damage, not +69%.
  • Nothing runs away with a stat, in either direction. No more than 25% of any stat can come from runes as a bonus, and no more than 25% can be taken away as a penalty. Stacked CC reduction still respects the same 75% ceiling gear does.

The ladder

StepInputsBonesDeep Glyphs
Inscribe → I60 Runedust300
I → II2 × Grade I1,200
II → III2 × Grade II5,000
III → IV3 × Grade III22,0001
IV → V3 × Grade IV90,0003

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:

GradeRunedustBonesDeep Glyphs
I · Chipped60300
II · Cut1201,800
III · Etched2408,600
IV · Radiant72047,8001
V · Ascendant2,160233,4006

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.

Deep Glyphs

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:

  • A Den Raid Gauntlet level deeper than your own previous best
  • Your first clear of Endless Howl 100, then every 25 tiers above it
  • The killing blow on your guild's weekly Pack Hunt boss — every roster member is paid
  • Your first ever clear of an apex dungeon tier (T8, T9, T10)

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.

Taking a rune back out

ActionCostWhat happens
Socket into an empty socketFreeThe rune goes in
Extract5 / 25 / 80 / 200 / 450 Shards by gradeThe rune comes back to your bag, intact
DestroyFreeThe rune is gone, behind a confirm that names it
Forge the itemFreeEvery 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

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:

TierBonesPotion poolEquipment
CommonA handfulStamina · Speed-upLong shot, weighted toward Rusty / Iron / Steel
RareSeveral times a CommonStamina Small/Large · Speed-up · Respec Scroll · Vitality / Strength / Bulwark / Quickness BrewsUncommon, weighted toward Steel / Tempered
EpicThe biggest payoutStamina Small/Large · Speed-up · Respec Scroll · Wisdom BrewThe 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.

Where boxes come from

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.

Opening boxes

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.

Buying boxes

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 Loot Boxes

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.

How you earn one

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:

FactorWhat it does
Base chanceThe rate for level 1 of that mode.
Den levelEach level up the ladder multiplies the rate by a fixed step, up to a cap.
How deep you gotEvery room past the qualifying floor raises the rate, up to a cap.
Which Key you usedA Key you bought counts for more than a free daily Key.
Repeat clearsYour 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:

  • The run must reach room 3
  • The run must last at least 90 seconds

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.

  • Bad-luck protection. After a set number of qualifying runs without one, a box is guaranteed.

Limits are per wolf, not per account — each of your wolves earns on its own Keys, so running more wolves is never penalised.

What's inside

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:

  1. Does a prize land at all? Your chance drops as you win prizes within a rolling 7-day window, and climbs with every box you open without one — reaching a guaranteed prize at the published threshold.
  2. Which rarity band? One draw across the bands. If a band has nothing available, its chance passes down to the next most common band — never up. Running low on common prizes can never make a rare one more likely.
  3. Which prize in that band? Weighted among the prizes in that band only.

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.

Amounts are random

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.

If a win can't be paid right now

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.

The odds are published

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.


Backward compatibility

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

The shop has tabs for each item category:

  • Food — Kibble Bits, Meat Stew, Royal Feast
  • Potions — Stamina Small/Large, Speed-up, Respec Scroll
  • Buff Potions — 24h stat boosters (+5% to HP / Power / Defense / Speed; +5 percentage points to Crit — counting toward the same shared 50% cap as skill points and gear, converting to crit damage above it; Endurance Brew makes Stamina regen 50% faster, 1 per 20 min instead of 30; Wisdom Brew gives +10% XP gain on every grant for 24h)
  • Loot Boxes — buy Common / Rare / Epic boxes for Shards. See the Loot Boxes section for what's inside each tier.
  • Equipment — flat catalog of items (uncommon and below; rares only drop from training)
  • Cosmetics — avatar borders that overlay your leaderboard / portrait avatar
  • Emotes — pixel-art expressions your pup pops above its head in fights; buy them and set your Intro / Victory / Defeat slots here
  • Extras — quality-of-life services like the Auto-Feeder (7-day vacation shield)
  • Get Shards — convert Bones, exchange DEX Points, or buy Shards with CRO

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.

Emotes

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:

  • Intro emote — pops above your pup at the start of every fight — PvP arena and PvE (dungeon and Howl waves) — for about 1.5 seconds.
  • Victory emote — pops above your pup when you win a PvP arena fight. It doesn't show in PvE.
  • Defeat emote — shown when you lose a PvP arena fight. Like Victory, it doesn't show in PvE.

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:

EmoteFlavorPrice (Shards)
Howl TauntThrow your head back and let out a mocking victory howl.10
Smug GrinThat insufferable "I've already won" smirk.10
SleepyCurl up and pretend the fight's already boring.10
Good GameA respectful paw raise — GG, well played.25
Rage SnarlFangs bared, eyes blazing — pure fury.25
Cry BabyBig watery puppy eyes and a trembling lip.25
Heart EyesYour eyes turn to floating hearts — you adore the carnage.50
Mind BlownJaw drops, eyes pop — utter disbelief.50

Extras

The shop's Extras tab holds QoL services priced in Shards. Today there's one entry; more will land here as the game grows.

Auto-Feeder (7-day) — 300 Shards

Vacation insurance. Buying it sets a shield that lasts 7 days + 12h from purchase, during which:

  • The pup can't starve — combat-stat starvation debuff stays at 0%.
  • The pup can't die, regardless of whether you log in.
  • Buff foods still apply normally — eating a Royal Feast during the shield still gives the +10% Fed buff for 24h. The shield only short-circuits the starvation timer.

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.

Gifting Shards

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.

  1. Open the shop, click Send gift.
  2. Search by pup name (2+ characters) and pick a recipient from the list.
  3. Choose the amount (presets, ± buttons, or type it in; capped at your current balance).
  4. Confirm. The transfer is instant — shards leave your pup and land on the recipient's in the same step. No gas, no on-chain transaction.

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:

  • You can only gift Shards (not Bones, items, or buffs).
  • You can't gift to your own pup. You can gift to another pup on your own account (e.g. one of your alts) — the picker labels those rows Yours.
  • The recipient pup just needs to exist (be hatched). Dead pups can still receive — the gift waits in their balance until they revive.

Arena & PvP

The arena is where pups fight other players' pups for rating, XP, and Bones.

Combat Rating

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:

CountsDoesn't count
Skill point allocationsBrews
Equipped gear + set bonusesThe fed buff
Enchant levelsParagon 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.

Attack Flow

  1. Pick an opponent from the leaderboard or your Rivals list.
  2. Pay 2 stamina.
  3. Combat resolves immediately (deterministic from a rolled timeline).
  4. You see a fight result dialog with the round-by-round timeline.

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.

Player details

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).

Newcomer Protection (L1–L5)

Pups at level 5 or below are shielded from being attacked by higher-level pups. The bracket is one-directional:

  • L1–L5 vs L1–L5: allowed — protected pups fight each other normally.
  • L1–L5 attacking L6+: allowed via direct leaderboard tap — a low-level pup can choose to punch up. Quick Fight, however, never auto-matches a shielded attacker against an L6+ defender (see the rule under Quick Fight below).
  • L6+ attacking L1–L5: blocked — these rows can't be targeted directly or surfaced via Quick Fight.

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.

Quick Fight

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):

  1. Filter to alive pups within ±100 rating and ±5 levels of you, excluding yourself, anyone you've fought in the last hour, dead pups, and anyone outside your bracket. An L6+ attacker never sees L1–L5 candidates. An L1–L5 (shielded) attacker is also restricted to L1–L5 candidates only — Quick Fight will not match a shielded pup against an L6+ opponent even when the ±5 level window would otherwise allow it.
  2. If that's empty, widen rating to ±200, then ±400.
  3. If it's still empty, widen level to ±10 as a last resort — unprotected attackers only. An L1–L5 attacker stays capped at ±5 AND inside the L1–L5 band, so newcomers never get matched into a 1-vs-11 fight; they'll get "No fair matches right now" instead.
  4. Score remaining candidates by combined gap (level gap weighted ×20 vs rating gap), shortlist the closest 20, then pick one at random.
  5. If no candidate exists at all, you'll see "No fair matches right now — try again in a bit."

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.

Combat Mechanics

  • First strike: the pup with higher Speed strikes first.
  • Extra strikes: speed advantage gives a per-round chance for the faster pup to land an extra strike. The chance scales with the speed gap on a diminishing-returns curve — bigger gaps grant more frequent extra strikes, but reaching the peak takes a heavy investment in Speed.
  • Dodge: Every defender has a base chance to miss an incoming strike — even slow bosses. A speed advantage over the attacker adds to that chance along a diminishing-returns curve, but total dodge is soft-capped, so near-perfect evasion isn't reachable no matter how hard you stack speed. Every successful dodge halves the next incoming dodge chance ("dodge fatigue"); each non-dodge restores it. Prevents back-to-back dodge runs.
  • Block: Defense gives a chance to block a strike, softening its damage. Chance follows a diminishing-returns curve on Defense (no hard cap — committed tank builds scale far past the previous 30% ceiling, but each extra defense point gives less than the previous). Same fatigue mechanic as dodge: each successful block halves the next block chance; each non-block restores it.
  • Crit: Crit% rolls per strike; on crit, damage is doubled — or more, if you have crit damage from gear or from crit converted above the 50% cap.
  • Crit + Block stack: block and crit rolls are independent. A single strike can be both — fight log tags these as "CRIT · BLOCK" so they don't look like a glitch.
  • Damage: depends on the striker's Power, reduced by the target's Defense (diminishing returns), with a small random variance per strike. Crit and block apply on top.
  • Max rounds: capped — if both pups are still alive at the cap, the higher-HP pup wins.

Rewards

  • Win: XP + Bones + a Loot Box rolled against the arena drop rates (default: 75% Common / 20% Rare / 5% Epic). XP scales with a random roll and the level-gap multiplier; Bones additionally scale with the CR-ratio between you and your opponent (fighting tougher opponents pays more).
  • Loss: a small consolation payout to the attacker — ~20% of a win's XP and 25% of its Bones, both scaled by the same level-gap (and CR) multipliers; no Loot Box. The defender still earns nothing. Punching up and losing still pays something; choking against a much weaker pup — or a 10+ level punch-down — pays peanuts or nothing.
  • Defender: earns nothing, win or lose. Only the attacker (who paid stamina) gets paid. This prevents alt-account collusion.

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.

Rating

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.


Rivals (Following)

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

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.

Creating a Guild

Requirements:

  • Your pup must be a full pup (trial pups can't create or join guilds — upgrade first).
  • Your pup must be at least level 10 (default minCreatorLevel; admin-tunable).
  • You pay a creation fee — default 25,000 Bones, admin-configurable in amount and currency. The fee is burned (permanently removed from the economy), not held or refunded.

During creation you set:

FieldRules
NameUp to 24 characters; letters, numbers, and spaces; profanity-filtered
DescriptionOptional free-text blurb
Recruitment modeOpen, Apply, or Invite-only (see below)
Min join levelOptional minimum pup level to join

Membership Rules

  • One guild per pup. A pup can belong to at most one guild at a time. Leave before joining another.
  • Full pups only. Trial pups can't create or join guilds. The same upgrade that unlocks PvP and Shards also unlocks Guilds.
  • Member cap. Default 30 members per guild (admin-tunable).

Roles

Three roles control what each member can do:

RoleInviteApprove/Deny ApplicationsKickChange RolesDisbandTransfer 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.

Recruitment Modes

ModeHow joining works
OpenAny eligible pup who meets the min-join-level (if set) joins instantly — no approval needed
ApplyPlayers submit an application; a leader or officer must approve or deny it
Invite-onlyNo public applications; players can only join via a direct invite from a leader or officer

Invites & Applications

  • Leaders and officers can invite a pup by name at any time regardless of recruitment mode.
  • The invited pup accepts or declines; accepting makes them a member.
  • In Apply mode, players can submit an application that a leader or officer then approves or denies.
  • Pending invites and applications expire after 7 days (default).
  • Caps: a guild can have up to 50 pending invites outstanding; a single pup can have up to 10 pending applications at once.

Leaving, Kicking, and Leadership Transfer

  • Any member can leave the guild at any time.
  • Officers can kick members, but cannot kick other officers or the leader.
  • The leader can kick anyone and can promote members to officer or demote officers to member.
  • The leader can transfer leadership to any member. The old leader becomes an officer and the guild carries on undisturbed.

What Happens If the Leader Is Removed

If a leader leaves, resets their pup, or is otherwise removed without first transferring leadership, succession kicks in automatically:

  1. Most senior officer inherits leadership (becomes the new Leader; keeps officer count unchanged).
  2. If no officers exist, the most senior member inherits leadership.
  3. If the guild is then empty (no remaining members), it disbands.

The safest exit for a leader is to use Transfer Leadership before leaving.

Disbanding

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.

Membership, Death, and Resets

EventEffect on guild membership
Wolfie NFT sold or transferredGuild 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 resetPup is removed from the guild; leader succession applies if needed

Guild Treasury

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.

  • A shared fund. Donations raise the treasury's balance (spendable) and the guild's lifetime total (which only grows). There are no levels — the guild simply pools Shards.
  • Spent on member slots. The fund buys extra member slots — never power or a gameplay advantage (no pay-to-win). Buying burns the Shards from the fund and permanently raises the guild's member cap. See Member Slots for prices and the cap.
  • One-way — never withdrawable. Shards in the treasury can never be returned, redeemed, or paid out to any member — not on donate, not on spend. This is a hard rule (it prevents using the pool to transfer real-money value between accounts).
  • Who can do what. Any member can donate. Only a leader or officer can spend the fund. Your lifetime contribution is ranked on a top-donors leaderboard, and every donation shows in a recent-donations feed.
  • Donation size. Donations are whole Shards, from 1 to 100,000 per donation by default.

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.

Member Slots

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.

  • Each slot costs more than the last. The first purchased slot is 100 Shards, and every slot after adds 25 more by default.
SlotPrice
1st purchased100 Shards
5th200 Shards
10th325 Shards
20th575 Shards
  • Pay from either pocket. A slot can be funded from the shared Guild Treasury or from the buyer's own Shards — you choose at the moment of purchase.
  • The 100-member cap is a total, not an addition. Base size, capacity from Guild Levels, and purchased slots all count toward the same ceiling. A guild that has grown through levels needs fewer purchased slots to reach the maximum.
  • Permanent and non-refundable. Slots stay with the guild when members leave, and are still there when it recruits again. There is no way to sell a slot back.
  • You pay the price you confirmed. If another officer buys a slot in the moment between you opening the panel and confirming, you are not charged the higher price — you're shown the new one and asked to confirm again.

Prices, the price step, and the member ceiling are all admin-tunable and can change without an app update.

Guild Levels

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.

  • XP sources (only these two): Pack Wars settlement pays a flat amount by result (win / loss / draw), the same no matter how big your roster is. The Pack Hunts boss pays XP by the highest damage tier your guild reached that week.
  • Levels unlock capacity + prestige + bundles: higher member caps, cosmetic prestige tiers (badge/frame + leaderboard flair), and one-time member reward bundles. Never combat power — guild level does not change any fight. Level capacity stacks with purchased member slots, but both count toward the same 100-member ceiling.
  • Member bundles are claim-once: on a level-up, members present at that moment can each claim that level's bundle once. Newcomers don't get bundles for levels already passed.
  • Leaderboard + sort: guilds are ranked by level, and you can sort the guild browser by 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

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.

Channels

TabWhat it isWho sees it
GlobalOne room for the whole gameEveryone eligible
GuildYour guild onlyYour guildmates
SystemAnnouncements from the teamEveryone

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.

Who can post

Guild chat needs nothing beyond being in the guild — someone already approved you.

Global chat is readable by everyone, but posting requires:

RequirementDefault
A full (non-trial) puprequired
Minimum pup level10
Minimum account age7 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.

What you can't send

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.

Blocking, muting and reporting

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.

Staff badges

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.

World feed

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.

Online counts

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.

Other limits

GuildGlobal
Message length240 characters240 characters
Messages per minute156
Messages per day500200

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

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.

The weekly cycle (UTC)

WhenWhat
Saturday 00:00Previous war pays out; a new war week begins
Any time — locks Sunday 20:00Leaders/officers set or edit the ordered war roster
Sunday 20:00Rosters lock; matchmaking pairs guilds by war rating
Monday 00:00 – Saturday 00:00Five battle days

Rosters

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.

Battle days

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.

  • Only winning attacks score: +1 Guild Point, credited to the fighter who earned it. A successful defense denies the attacker but scores nothing.
  • War fights use the exact arena combat system and grant normal fight XP, Bones, and loot-box chances (gear durability wears as usual).
  • War fights cost no stamina, have no arena cooldown, and never move your personal arena rating.

Winning, rating, and rewards

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.


Pack Hunts

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.

The weekly cycle (UTC)

WhenWhat happens
Monday 00:00The hunt begins — the boss goes live for every guild
Mon–FriBattle days: every member attacks up to 3×/day
Saturday 00:00The hunt ends and results lock in
Sat–SunPrep window: next week's beast is revealed so you can plan

Attacking the beast

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.

Rewards

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.

The leaderboard

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.


Seasons & Prizes

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.

Season-End Prizes

When a season advances, every leaderboard row gets finalized in place with a final rank, prize Bones, and badge:

RankBonesBadge
#1 Champion2,500Champion
#2–101,000Top 10
#11–100250Top 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.


Last Man Standing (Bracket PvP)

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).

How it works

  1. Register your pup — open the Arena → Bracket tab and click Join (1 stamina). Stamina is deducted at registration. You can cancel up until 60 seconds before the round starts, which refunds the stamina.
  2. Wait for the round — entrants are visible to everyone. The countdown ticks down to the scheduled UTC hour.
  3. Bracket fires — when it fires, the entrant pool snapshots and pairings shuffle randomly each round. Survivors advance until one pup is left.
  4. Watch live — every fight is rendered cinematically inside the Bracket tab using the same replay engine as the arena fight dialog. All viewers see the same fight at the same moment (the playback offset is server-stamped on each fight).
  5. Rewards drop. The champion earns a fixed bundle (Bones + XP + Loot Box). Everyone else shares a prize pool — the further your pup got, the bigger your share. Even a first-round loser walks away with something.

Default rewards

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:

ResultBonesXP
Champion200300 (+ 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.

Rules to know

  • Per-pup entry. If you have multiple pups, each can register independently (each costs 1 stamina). They can fight each other if pairings land that way.
  • Pup must be alive. Dead pups can't register; if a pup dies between registering and when the bracket fires, the entry is dropped and stamina is refunded.
  • No rating impact. Bracket fights don't touch your arena rating, wins, losses, or current streak. Pure event mode.
  • No equipment damage. Bracket fights skip the per-attack durability roll. Your gear is safe.
  • Daily XP cap (if set). If a daily XP cap is active and you're already at it when you win the bracket, the XP grant clamps to remaining headroom — Bones and the Loot Box still pay out in full. With no cap (the default), the full XP lands.
  • Min entrants threshold. If fewer than 5 entrants sign up, the round is cancelled and stamina is auto-refunded to every entrant.
  • Pairing is pure random. No level / rating bracketing — anyone with stamina can fight anyone. Odd entrant counts produce a random bye that auto-advances one pup to the next round.

Tiebreak rules for non-champion ranks

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:

  1. Higher pup level ranks higher.
  2. Final tiebreak: lower pupId (deterministic).

Pups eliminated in earlier rounds rank below pups eliminated later — runner-up always sits at rank 2.


One-Time Events

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

  • Open Wolfage → Events → Host event.
  • Events use Shards. Set an entry fee and an optional seed prize you add yourself.
  • Choose a payout mode: Winner takes all, or Top X split (you set how many places get paid).
  • Set the minimum players (below this at start, the event auto-cancels and everyone is refunded), a start time (at least 15 minutes from now — no upper limit, schedule it as far ahead as you like), and whether your pup competes.
  • Optionally restrict who can join by pup level: set a min level, a max level, or both (leave a field blank for no limit). Pups outside the range are turned away at join time. If your pup competes, it must itself fall inside the range — otherwise widen it or uncheck that option.
  • Optionally restrict who can join by NFT collection: pick one or more collections in the Allowed collections dropdown — only pups from those collections can join. Leave it empty for no restriction. If your pup competes, its collection must be one of the allowed ones.
  • Choose Open event (no code — listed publicly so anyone can find and join) or leave it off to keep it private behind a room code you share.
  • Hosting may cost a small Shards creation fee (set by the team; 0 by default). It's burned from your pup when the event is created and does not go into the prize pool. If creation fails, the fee is refunded.
  • You can host one active event at a time per pup.

Browsing & joining

  • The Browse events list shows all upcoming events. Open events can be joined directly; locked events show a 🔒 — tap one and enter its invite code to join.
  • Events with a level restriction show their range (e.g. Lvl 5–20). If your pup is outside it, the Join button shows the requirement instead and you can't enter.
  • Events restricted to certain collections show them (e.g. CroDoo). If your pup's collection isn't allowed, the Join button shows the requirement instead and you can't enter.
  • You can also use Join by code directly if a host shared a private code with you.
  • Joining costs the entry fee (held in the prize pool) plus 1 stamina. You can leave before it starts for a full refund.

Running & payouts

  • At the start time the event runs automatically as a single-elimination bracket — the same fights as Last Man Standing.
  • The fights play out live, just like Last Man Standing: the winner is not revealed the moment the event starts — you watch the bracket play through and the champion is only shown once all the games have finished.
  • The prize pool is the sum of all entry fees plus the host's seed. It is paid out to the winner(s) by the payout mode you chose. No new Shards or XP are created — events only move the pool between players.
  • If the event is cancelled (too few players, or the host cancels before start), all entry fees and the seed are refunded.

Eligibility & fairness

  • To keep events fair, the team may require a minimum pup level or minimum account age to host and/or join. These are off unless set; if you're blocked, you'll see why when you try.
  • Separately, a host can set a per-event level range (min and/or max) on their own event — this is the host's choice, on top of any team-wide requirement.
  • A host can also restrict their event to specific NFT collections — only pups from the allowed collections can join.
  • A small house cut (rake) may be taken from the pool before payout. It's 0% by default, so normally the whole pool goes to the winners.

Events run on Shards. They may be temporarily disabled by the team.


Dungeons (PvE)

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.

How a run works

  • Each dungeon is 2–8 monster waves followed by a boss (wave count scales with tier — the apex tiers run the longest gauntlets: 6 waves at T8, 7 at T9, 8 at T10).
  • You tap Next wave between waves to advance — runs are turn-by-turn, not real-time.
  • Pup HP carries between waves. There's no auto-heal.
  • Killing a monster has a chance to drop a health globe (10% of your max HP) — auto-pickup. The chance scales with tier (30% at T1, capped at 70%).
  • If your pup dies (or you tap Quit), the run ends and the key is spent. You still get a small consolation: 10% × waves cleared of the clear reward (cap 50%). No loot box on a fail.

Dungeon Keys

  • 3 free Keys per day, refilled at 00:00 UTC.
  • Need more? Buy extra Keys for 10 Shards each — one at a time or several at once (up to the daily cap). Daily cap of 5 extras by default.
  • Keys are the only entry cost — dungeons don't spend stamina.

Tiers + leaderboard

  • You start at Tier 0. Clear T0 → T1 unlocks. Clear T1 → T2 unlocks. And so on, up to T10 — the themed ladder runs T0 → T10, with T8–T10 as the apex tiers. Unlocking is strict: you can only enter a tier once you've cleared the one below it.
  • You can re-run any unlocked tier — farming a safe tier is still a legit playstyle, and a handful of runs a day costs you almost nothing. XP: the first clear of a tier pays full, re-clears pay 50%. Bones: a per-day repeat decay (see below). Loot Boxes and boss-drop chances still pay at full rate on every clear (re-clears included — there's no drop penalty), so re-running remains the way to chase gear. Pushing into a brand-new tier is the only way to earn full XP, and the first clear also guarantees a gear drop.
  • Bones shrink the more you run in a day. Every dungeon run you spend a Key on that day shrinks the next run's Bones by 10% compounding — your 1st run 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 around run #34 (defaults; admin-tunable). It scales both halves of the Bones reward: the per-kill Bones and the guaranteed clear prize alike. It counts per pup, across all tiers, cleared or failed — so switching dungeons doesn't reset it, and neither does dying on purpose. The counter resets at 00:00 UTC. This is the same shape the Endless Howl and Den Raid already use. Your first-ever clear of a NEW tier is exempt and always pays full Bones, so a day spent farming can never clip your progression.
  • Out-levelling a dungeon cuts its XP sharply, with a hard cap at +20. Each level above the dungeon's recommended level multiplies XP by 0.80 (compounding), and at +20 levels above the XP drops to 0 entirely (loot and Bones still pay out). The curve bites hardest in the first few levels then softens, but the cutoff means deep over-levelled dungeons are pure loot/Bone farms. Rough table: +1 → 80%, +3 → 51%, +5 → 33%, +10 → 11%, +15 → 3.5%, +19 → 1.4%, +20 and beyond → 0. Run dungeons near your level for any meaningful XP.
  • The leaderboard ranks pups by highest tier cleared this season, with fewer rounds-to-clear as the tiebreaker.
  • Season tracks the same calendar as the arena season.

Affixes

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 tiers1 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:

  • Executioner — replaces the elite's weapon effect with a low-HP execute: once you drop under 22% HP, it can finish you outright. Chip damage is no longer safe damage.
  • Overwhelm — raw pressure: +40% power and armor penetration at once, so it cracks glass and tank builds alike.

Bosses

One of five is rolled per dungeon:

  • Alpha Wolf — vanilla brawler with sky-high crit.
  • Lich — stacks burn DoTs, heals from your damage-over-time.
  • Stone Golem — thorns + sky-high defense. Slow, but punishes glass-cannon builds.
  • Wraith — fast and dodgy with lifesteal. Burst-damage builds wreck it.
  • Beast Lord — stuns you, immune to stuns himself. DPS race.

Each rewards a different build. Learn them by losing to them — the affix chips in the Boss approaches banner tell you what's coming.

Apex bosses (T8–T10)

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:

TierDungeonBossBreaks
T8Gravemarch CatacombsCarrion SovereignSustain — heavy lifesteal plus Grievous, and it's immune to your lifesteal. Every wound you close, it pries back open.
T9Adamantine Forge-DeepVarkoth the SundererArmor — deep armor penetration with a high crit rate. It finds the seams in any plate.
T10The Apex MawUlgrath the WorldfangEverything — execute under low HP, Grievous, high crit, and immune to both stuns and your lifesteal.

The apex tiers (T8–T10)

The top three tiers are endgame content, tuned against maxed pups with real gear and enchants:

TierDungeonRecommended levelWavesBones per full clear
T8Gravemarch Catacombs906~980
T9Adamantine Forge-Deep957~1,180
T10The Apex Maw1008~1,390

(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.

Rewards

  • Per-kill XP + Bones. Every monster you defeat pays a small flat XP and Bones reward; the boss pays a larger share; elite monsters (the affixed ones in a wave) pay a small bonus on top. Final XP and Bones for the run are the sum of all kills, scaled by the tier-growth curve and your level-vs-tier multiplier (punching up pays more, punching down pays less). The reward is paid at the end of the run regardless of outcome — a failed run still pays for everything you killed before dying.
  • Guaranteed Bones prize (clear only). On top of the per-kill Bones, every clear pays a flat Bones prize that scales with tier — roughly 15 Bones at T0 rising to ~600 at T7, then capped at ~650 for T8 and above (defaults; admin-tunable). It's paid on every clear, but it takes the per-day repeat decay with everything else (see the re-run note above) — so your first run of the day is the big one, and farming the same tier all day trails off toward the 3% floor rather than repeating at full price. Past T7 the prize stops growing on purpose: the apex tiers pay their extra Bones through the per-kill term (they run 6–8 waves instead of ~3) and their real reward in gear, so a Key spent up there can't mint back more than it cost.
  • Per-run XP ceiling. However big the run, a single dungeon grants up to ~500 XP on a clear and up to ~300 XP on a failed/quit run (defaults; admin-tunable per server). When a run is big enough to hit the ceiling the award lands a little under it and varies run to run, so it's a soft cap rather than a flat wall. It's applied last — after every per-kill, tier, re-clear, level, and rested-XP-catch-up multiplier. Bones, Loot Boxes, and boss-gear drops are not affected by it.
  • Loot Box (clear only). A successful clear rolls the tier-banded Loot Box. T1–T7 roll Common only; the apex tiers roll far richer — T8/T9 roll Common 30% / Rare 15% / Epic 5%, and T10 rolls Common 40% / Rare 25% / Epic 12%. (Above the themed ladder, the Endless Howl bands resume at T11+ for Rare and T51+ for Epic.) Every clear rolls at the full listed rates — re-clears included (no drop penalty). Failed / quit runs never roll a Loot Box.
  • Boss equipment drops (clear only): every boss has its own drop table — a list of gear pieces and per-item drop chances. Each entry on the table rolls independently on a successful clear, so a single kill can drop multiple pieces. Drops per kill are hard-capped (max 5). Every clear rolls at the full per-item chances — re-clears included. First clears additionally guarantee a gear drop instead of rolling. Level gate: items whose required level is above your pup's current level are filtered out of the table before the roll — you'll never see a "you got X" notice for gear you can't equip, and the cap budget isn't wasted on ineligible items.
  • Enchant Scroll (clear only): a successful clear also has a chance to drop an Enchant Scroll (the global scroll used to enchant gear) straight into your inventory — ~20% by default, admin-tunable per tier. Scrolls only drop when enchanting is available for your pup (the global Enchant feature is on, or your pup has early-access).

Tips

  • Bring a strong build and good gear (or over-level a touch) to clear consistently; each dungeon card shows how its difficulty sits against your pup, and pushing well under that gets steep fast.
  • Push tiers slowly — every clear at your push tier raises your leaderboard rank.
  • Build matters MORE than level: a tank pup outlasts attrition; a glass-cannon pup needs the speed to win the DPS race before its HP runs out.
  • Stat-buff potions (24h) apply during the run if active.

The Endless Howl

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.

How a Howl works

  • A Howl is a random gauntlet: monsters pulled from every dungeon theme, scaled up by tier, capped off with a random boss.
  • Entry costs stamina (1 by default) — the same stamina pool your arena attacks use, which regenerates over time. Howls do not cost a Dungeon Key; Keys are a reward here, not an entry gate.
  • HP potions auto-use here too. Howls draw from the same HP-potion stockpile as the dungeons — a potion fires automatically when your pup drops below 50% HP (restoring a random 10–25% of its max HP), capped at one per wave so a single rough wave can't drain your whole stash. Only the potions that actually fire are spent. The sticky "auto-use HP potions" preference is shared, so turning it off for dungeons turns it off for Howls.
  • No death, ever. A failed push just spends the key; your pup walks away unharmed. Try the tier again or drop down.
  • Clear-and-climb. You can attempt any tier from Howl 1 up to (your highest cleared + 1). Clear a tier to unlock the next. Every tier you've cleared stays farmable.

Scaling

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.

Clear rewards (Bones, potions, keys, scrolls + gear)

Every Howl you clear drops loot:

  • Bones prize (guaranteed) — the only guaranteed reward. Bones that scale with Howl depth: roughly 10 Bones at Howl 1, ~120 at Howl 50, ~1500 at Howl 100 (defaults; admin-tunable, accelerating curve). Howls pay no per-kill Bones, so this clear prize is the Howl's Bones faucet — pushing deeper pays dramatically more.
  • HP potions — a weighted chance into your stockpile: by default ~50% of clears drop none, otherwise 1–3 (the same potions the auto-use feature spends mid-fight). Capped by your stockpile ceiling, so a clear can never overflow it.
  • Dungeon Key — a chance roll on each clear (~10%) to drop a Key into your wallet. Since Howls cost stamina to enter, this makes them a way to earn Keys for the regular dungeons.
  • Enchant Scroll — a chance roll on each clear (~20% by default) to drop a scroll into your inventory. Only drops when enchanting is available for your pup (global Enchant feature on, or your pup has early-access).
  • Equipment — each clear has a small chance to drop a single piece of gear straight into your inventory (a fresh, full-durability item). This gear is Howl-exclusive — it can't be bought in the shop or rolled from training/Loot Boxes.

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.

Milestones

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.

Leaderboard & seasons

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).


Den Raid (Action Roguelike)

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.

The three modes

ModeShapeUnlocks
Den TrialA fixed Den — a set number of combat rooms ending in that Den's boss.Clear the previous Den. Strictly one at a time.
Howl GauntletOne 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 DenOne 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:

  • Den Trial opens the poster board — every Den on screen at once as its own banner, locked chapters sitting there as dark tiles.
  • Howl Gauntlet opens the shaft: a scrolling ladder of every Howl, held centred on the one you are about to run. Cleared Howls recede above it, everything past your edge falls away below. Pick any Howl you have already cleared, or the next one — nothing deeper is selectable.
  • Daily Den opens Today's Seed: the day's date and seed fingerprint, today's forced modifier, the depths a boss waits at, your best on today's seed, and the countdown to 00:00 UTC. No key is spent until you press Descend.

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.

Entry cost

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.

Inside a run

  • The shape depends on the mode. A Den Trial and a Howl are a single corridor: combat rooms, then a treasure-or-Moon-Wheel breather, then the boss. The Daily Den branches — every clear opens two doors and the map shows what each leads to (combat, elite, treasure, wheel, campfire).
  • Marrow. Pickups, chests, the Moon Wheel and combo kills drop Marrow. Each room has a Marrow budget, so farming respawns dries up — move on. Marrow also earns your Pact Runes (below).
  • Drafting Pact Runes. Power-ups are called Pact Runes, and they're earned by Marrow, not by clearing rooms. Every run opens with one free starter Pact Rune (your first draft lands on the first room clear). After that, a meter at the top fills as you scavenge; every 500 Marrow banked owes you a Pact Rune — the meter then glows gold ("CLEAR ROOM TO UNLOCK PACT RUNE") and you draft 1-of-3 when the room is cleared. Each Pact Rune can be taken once — no stacking — so the pool is finite: draft everything and the offers stop (the meter reads BUILD COMPLETE). Every Pact Rune is a trade-off, shown on the card as YOU GET (a real upside) BUT ALSO (a real downside) — e.g. +12% attack damage but −6% attack speed — so a build is a set of directional choices, not runaway power. Combo Pact Runes (evolutions that can forgive a component's penalty) appear once you own both prerequisites. You get one banish and one reroll per run. Bosses drop a big Marrow lump, and campfires and the Moon Wheel can hand you a Pact Rune too.
  • Re-reading your runes. Every Pact Rune you own sits as an emblem along the bottom of the screen. Hover one (mouse) or tap it (touch) and its full card comes back — rarity, the YOU GET / BUT ALSO trade-off, and the COMBO ribbon — so you can check what a rune actually does mid-run. A tapped card clears itself after a few seconds so it never sits over the fight. The same trick works on the Your build row of the run-result screen.
  • Modifiers. From Den 3 (and Howl 3) every monster in the run carries one affix — Swift (+30% move speed), Fortified (+60% max HP), Vampiric (heals itself for what it deals you), Thorny (spits a retaliation bolt when hit) or Brutal (+25% damage). Abilities that counter the active affix are twice as likely to be offered.
  • Devil's deals. Cursed chests trade power for max HP. Exactly one chest per treasure room is a mimic.
  • Objectives. Some rooms roll a bonus condition — survive 20s, clear in 15s, no dashing, take no damage — paying extra Bones when met.
  • Resume. Close the tab mid-run and you can pick the same run back up where you left it, same layout, same build. If the Dens change underneath an unfinished run, it can't be resumed.

How deep it scales

Every room down, the monsters get tougher — more HP, more damage, and fuller rooms.

  • Den Trial is a fixed Den: it ends at that Den's boss, so its difficulty is tuned and finite. The scaling below does not apply to it. Instead each Den is tuned to its own posted recommended level — the deeper Dens are not merely longer, they hit genuinely harder, and turning up badly under-levelled is punishing rather than free. The picker shows each Den's recommended level; treat it as a real requirement, not a suggestion.
    DenRecommended level
    I Briar Hollow8
    II Ember Caverns18
    III Stone Reach28
    IV Hollow Wind38
    V Yoke of Beasts48
    VI Iron Foundry58
    VII Storm-Yoke66
    VIII Hoarvault77
    IX Gravemarch Catacombs90
    X Adamantine Forge-Deep95
    XI The Apex Maw100

    Room density follows each Den's own authored wave size, so the shallow Dens field smaller packs than the deep ones — Briar Hollow throws a handful of foes where the Apex Maw fills the room. From Den VII onward enemy HP and damage carry an additional per-Den multiplier on top of room depth, climbing to roughly ×2.5 HP and ×4 damage by the Apex Maw, and its boss hits several times harder than the shallow Fangs. A level-100 pup should expect the last Dens to take real dodging, not a walk.
  • The Howl Gauntlet scales by Howl number, not by depth. Each Howl is short and finite, so nothing compounds inside one run — the dial is the Howl you picked: it adds roughly one room's worth of difficulty per Howl on top of that run's own depth, and adds an actual room every fourth Howl (to a ceiling of 10). What makes a chain end is that you keep your wounds between links and never heal, so the climb runs out of health long before it runs out of Howls.
  • The Daily Den never stops climbing. The first ~10 rooms are a gentle ramp, but past that both enemy HP and damage compound each room instead of rising in a flat line. Because your build's power stacks multiplicatively too, this keeps the two racing — but the den pulls ahead: even a fully-stacked build tends to hit a wall somewhere in the deep rooms (a strong build stalls around the 40s–50s) rather than running forever. Room count also thickens as you descend, up to a capped ceiling, so late rooms throw denser packs, not just spongier ones.

There's no "immortal run" — push as far as your dodging and build will carry you, then the den closes in.

Marrow vs. Bones

Two different things, deliberately named and iconed apart:

  • Marrow (💰, the sack) is what you scavenge during a run — from pickups, chests, the Moon Wheel and combo kills. It's a score: it feeds your Den Score and the anti-farm room budget, and it ends with the raid. It is deliberately named and iconed differently from Bones because it is not currency.
  • Bones (🦴) are the real payout, shown on the result screen and credited to your pup's balance — the same Bones you spend in the Shop and at the Howl Shrine.

Only clearing pays. Dying pays nothing.

ModeClear reward (defaults)First-ever clear bonus
Den Trial40 + 30 per Den tier above the first+120
Howl Gauntlet25 + 8 per Howl + 12 per room depth+80
Daily Den30 + 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.

What else a clear pays

Raiding advances your wolf, not just your balance. Clearing a Den also rolls the same kinds of reward the auto-resolved modes pay:

Den TrialHowl GauntletDaily 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:

  • Gear comes from the same pools as the mode it mirrors. A Den Trial chases exactly what the matching dungeon's boss drops; the Howl Gauntlet chases what the Endless Howl drops. Nothing is Den-Raid-exclusive, so an item you want has two ways to reach you.
  • Only clearing opens the loot table. Dying still pays XP and Bones for what you actually did, but no gear, potions, scrolls or Keys — otherwise quitting early would be a farming strategy.
  • The Howl Gauntlet pays no XP — same as the Endless Howl it mirrors. It's the consumables-and-gear run; the Den Trials are where you level.
  • XP falls off if you out-level a Den. Each Den is tuned for a level; run one far below yours and the XP shrinks fast. Punching up pays a bonus. Re-clears pay half XP, so the first clear of each Den is the meaningful one.
  • XP obeys the same daily cap as everything else. Den Raid is a legitimate way to reach level 60, never a faster one.
  • The Gauntlet drops Keys; Trials and the Daily don't. The Gauntlet is the one mode that can partly pay for its own entries.
  • Gauntlet milestones pay the same rewards as the Endless Howl's, and land automatically. Reach Howl 5, 10, 25, 50 or 100 in the Gauntlet and that milestone's bundle is credited the moment the run ends — there is nothing to claim. The two ladders are completely separate: reaching Howl 10 in the Gauntlet does not touch your Endless Howl milestones, and clearing Endless Howl 10 does not touch your Gauntlet ones. You can earn each milestone once per mode. A tier with no reward assigned still records as reached and simply pays nothing.
  • Repeat-clear decay applies to drops too, on the same per-Den, per-day counter as the Bones reward.

The result screen

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:

ClearedDied
Den TrialContinue — the chapter's story beat plays, then you're back at Select a Den to pick your next oneTry again (costs a Key) or back to the Keep
Howl GauntletContinue to Howl N — the chain, keeping your build, your charges and your HP (a fresh run: costs a Key) — or CloseTry again (costs a Key) or back to the Keep
Daily DenContinue 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.

Den Score

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.

Chaining the Gauntlet

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.

Howl Blessings

Permanent, account-wide upgrades bought with real Bones at the Howl Shrine. They apply to every future run and are never lost.

BlessingEffectRanksCost per rank
❤️ Thick Blood+5% max HP per rank4200 / 400 / 800 / 1600
🗡️ Sharp Instincts+4% damage per rank4200 / 400 / 800 / 1600
💨 Fleet Paws+4% move speed per rank2300 / 600
🐺 Pack MemoryStart every run with a random common ability11500
🕊️ Second WindOnce per run, survive a lethal hit at 30% HP12500

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.

The Daily Den

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.

Combat Rating tiers

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.

TierCombat RatingEnemy HP + damageScore weight
🐾 Stray0–199×0.42×1.0
🦴 Whelp200–399×0.58×1.3
👣 Scout400–599×0.94×1.7
🏹 Hunter600–799×1.35×2.2
🧭 Tracker800–999×1.76×3.0
🐺 Fang1000–1199×2.42×4.5
🌑 Warg1200+×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.

  • Difficulty scales in finer steps than the tiers do, every 200 CR. Warg is open-ended — it holds everyone from CR 1200 up — so a CR 1800 wolf faces a considerably harder den than a CR 1200 one even though they share a board. More tiers open up above Warg as the top of the ladder climbs.
  • You compete only against your own tier. A new player can genuinely be #1 of Stray rather than #400 overall — that's the point of the brackets.
  • Only the Daily is tiered. Den Trials and the Howl Gauntlet have their own ladders (the Den's chapter and the Howl number), and the Top Runs board stays server-wide.
  • Brews and food don't change your tier. Your bracket reads the same Combat Rating everything else does — allocations, gear and enchants, never brews (see Combat Rating under Arena & PvP) — so buffing before a run makes you stronger without making the den harder.
  • You can't drop a tier by unequipping. Your bracket floors on the highest Combat Rating you've ever entered with, so stripping gear to farm an easier band doesn't work. Gaining power moves you up; losing it doesn't move you down.

Weekly mini-seasons

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.

  • Your weekly place is your best single run, not a total. One great run counts for more than five mediocre ones.
  • A run counts for the week it FINISHES in. Start a run at 23:50 on Sunday and finish it after midnight and it belongs to the new season.
  • Closed seasons stay readable for a while, then age out (8 weeks by default, admin-tunable) — long enough to compare against recent form, not forever.
  • Only the Daily Den is seasonal. Den Trials, the Howl Gauntlet and Top Runs are all-time boards.

The First Hunt (prologue)

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.)

Story Mode — "The Long Howl"

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:

WhoRole
The Hollow MoonA buried patron who guides you and grants your power. It sounds like salvation. It is not.
Barrow, the Last WardenThe old wolf who keeps the fire at the Keep, writes the journal, and distrusts the Moon out loud.
Kaelmar, the Yoke-SwornYour 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.

  • The chapter card opens every run. While the Den loads you get its art, your pup squared up against the Fang waiting at the bottom, and the chapter's act, title and epigraph. The loading bar works as it always did; once it fills, the card waits for you to click to continue — so you always get to read it, even on a fast connection. This one shows every time, not just on a first clear.
  • Chapter scenes play the first time you clear a Den — after the chapter card on the way in, and again on the way out. They're always skippable, and they never replay on a farm run.
  • Barks in the arena. Bosses speak above their own heads as they change phase, and again as they fall; beasts call out when they notice you. It's dialogue in the world, not a banner over your screen.
  • Barrow's journal fills in as you descend — one page per Den, written the first time you free it. Open it from the Den Trial picker.
  • Affixes are curses. The Den modifiers get names: the Sealing (fortified), the Thirst (vampiric), the Bramble-Wrath (thorny), the Sundering (brutal), the Quickening (swift). Same mechanics, named for what they are in-world.

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.

Walking out of a cleared Den

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.

Leaderboards

The Hall of Fame in the base world carries four boards:

  • Top Runs — highest Den Score, any mode.
  • Den Trials — best Trial scores.
  • Howl Gauntlet — ranked by depth, not score, and it records deaths too — how far you got is the whole point.
  • Daily Den — today's Daily.

The main menu

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.

  • Play — walk into the base world (below). If you left a run unfinished this entry reads Resume run instead, and names which run it is and how old — an open run never expires, so it can be days stale.
  • Settings — audio and frame rate (below), without leaving the screen. The same preferences as the village Watch Camp.
  • Credits — who made it.
  • Quit — back out of Den Raid, to your wolf's overview.

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.

The base world

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 Arena

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 or , 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.

Your bag

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 Yard

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.

  • Quick Start takes the best available partner automatically, at whichever location the rail is set to. Choose partner opens the full picker if you want an exact one.
  • Instant finish on a running post spends a Speed Up potion — the sheet lets you buy one first if you have none.
  • Collect all takes every finished post in one go.

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 Exchange

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.

The Howl Shrine

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.

  • Thick Blood — +5% max HP per rank (4 ranks)
  • Sharp Instincts — +4% damage per rank (4 ranks)
  • Fleet Paws — +4% move speed per rank (2 ranks)
  • Pack Memory — start every run with a random common ability (1 rank)
  • Second Wind — once per run, survive a lethal hit at 30% HP (1 rank)

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 Enemy Book — Wall of Fangs

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.

  • The Fangs — one per Den Trial, eleven in all. A Fang mounts itself once you clear its Den.
  • Den Creatures — the thirteen archetypes, each unlocking the first time you meet one, with your lifetime kill count engraved on the plate.
  • Curses of the Yoke — the five elite affixes that start rolling at depth 6.

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.

MoveAttackDashEverything else
Touchleft-thumb joystickthe ⚔️ button — one swing per tap, auto-aimed at the nearest enemythe 💨 buttonwalk into a building to enter it
DesktopWASD / arrowsclick — one swing toward the cursor (holding the button does nothing)Space or ShiftE / Enter to enter a building, Esc to pause (in the village it opens settings)
Controllerleft stickR2 — one swing per pull; the right stick aims itL2 or ✕ / X confirm, back, Start pause (Places, in the village), your bag

Attacking is a melee swing, and two details decide how it feels:

  • Three charges. You get three quick swings, then a short recharge — spacing your swings beats mashing.
  • Charged swings. Stand still for a second and the next swing is primed: longer reach, wider arc and 2.2× damage. Dodging in and out of a fight pays better than standing in it.

Dashing has invincibility frames, so a telegraphed attack is dodged by dashing through it, not away from it.

Frame rate

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:

  • Balanced (default) — 60 frames per second. The pace the Den's timing is tuned at, and the setting everything in this guide describes.
  • Performance — 30 frames per second. Coolest and longest-lasting on older phones; motion is noticeably choppier.
  • Quality — uncapped, drawing as fast as your screen allows. On a 120 Hz phone that's the smoothest option and roughly twice the battery and heat.

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 shared village

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).

WhereThe village and the Keep's interior — you can walk into the Keep together and still see each other. A run is yours alone.
How manyUp to 25 wolves per village, you included. Past that, the next arrivals get their own copy of the village.
GuildsGuildmates are put in the same village whenever there is room in it, so your pack lands together.
Who you seeName, level and guild float over each pup. That's all — no wallet, no inventory, no location history.
EmotesEvery 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.

Meeting other wolves

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).

AttackStarts 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.
FollowThe 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.

Fishing

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:

  • Reeling pulls it in. Reach 0 m and it's yours.
  • Letting go lets it run. There is no safe pause: the moment you stop reeling it takes water back, and if it reaches 250 m it has run the line out and it's gone.
  • The Tension bar tightens while you reel against a fish that's resisting, and slackens when you stop. Let it top out and the line snaps.

The fish cycles green → orange → red:

ReelingIf you let go
🟢 Greenpulls hardest, never tightens the linedrifts back slowly
🟠 Orangepulls at about half speed, line tightenstakes water at full speed
🔴 Redbarely pulls at all, line tightens fastruns 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:

RodPriceBite timeRare oddsBiggest catchSpecies reachable
Reed Rod100 Bones7–20 s×1.0Common10 of 24
Willow Rod40 Shards6–18 s×1.0Uncommon17 of 24
Ironwood Rod150 Shards5–14 s×1.4Rare23 of 24
Moonline RodFish Book, 20 species4–12 s×1.8Legendary24 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 200400 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:

  • Shoals. Three shoals move around the pond every 4 minutes, marked by fish breaking the surface. A cast within 140 px of one doubles your rare odds. Shoals are seeded per day, so everyone in the village sees the same ones.
  • The Circle. Other wolves fishing within 160 px of you sweeten the bite: each neighbour (up to 3) cuts the wait by 8% and multiplies rare odds by 1.1. The dashed ring under your pup shows the count.

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:

SpeciesRewardWhat it does
8Deep CreelDoubles your bait bag (200 → 400) and pays 25 grubs on the spot
14Read the WaterThe 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
20Moonline RodThe only rod that can hook a legendary
24200 ShardsPaid 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.

MealNeedsBuffLasts
Fish Stew3 common+6% HP, +6% Power2h
Smoked Trout3 uncommon+8% HP, +8% Power, +8% Defense3h
Pike Roast3 rare+10% HP, +12% Power, +12% Speed4h
Greywater Broth1 legendary+15% HP, Power, Defense and Speed8h

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.


Daily Routine

A "perfect-play" day looks roughly like:

  1. Log in — collect your daily streak reward. It escalates the longer your streak runs (keep it alive; a banked freeze covers the odd missed day).
  2. Pet your pup (10 XP, free, once per UTC day).
  3. Feed with a Royal Feast (24h Fed buff, +10% HP/Power in arena).
  4. Start 3 trainings (free, each runs for 2h).
  5. Come back every 2h — collect, restart. Or batch: collect all → restart all.
  6. Arena attacks with leftover stamina (2 per attack, target same-rating-ish opponents).
  7. Play consistently across the day — there's no daily XP cap by default, so more activity means faster levels (and if you're behind the pack, rested-XP gives you a boost).

Reset

If you want to start over (rebuild your pup from scratch), the Reset action wipes everything tied to the pup:

  • Hard-deletes the pup doc — XP, level, allocations, gear, Bones, items, equipment presets are gone.
  • Inserts an audit row (level + total XP at reset) for the historical record.
  • Deletes all in-flight training rows.
  • Does NOT delete: past activity log, past fights, past-season leaderboard rows, follow rows pointing at you.

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):

  • Per pup: 1 reset per 24h. Once a pup is reset, that same NFT can't be reset again until 24h after the previous reset — even if you re-hatch it right away.
  • Per account: 3 resets per rolling 24h window, across all your pups.

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.


Bans & Unban Requests

Admins can ban wallets that break the rules (botting, exploit abuse, etc.). A ban is account-wide and thorough:

  • Hatching is blocked — NFT hatch, trial hatch, and trial upgrade all reject.
  • Existing pups are locked — training, fighting, feeding, dungeons, howls, and the shop all reject. You can still view the pup.
  • The ban follows the pup — a banned pup stays banned even if the NFT is sold or transferred to another wallet.

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.