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The Wolf Den

Dungeon

  • Level 15+
  • 1–5 players
  • Wolfwood

The Wolfkin's den, dug among the roots. Blackgale and its black wolves hold the gate, The Great Pelt holds the hall, and Odo's carters sit in a stake pen. Someone pays the Wolfkin to keep the forest busy.

Getting in

Through the den's mouth under the rocky knoll in Wolfwood's south-east.

Loot and the daily lock

Everyone in the party who took part in the fight (a blow in it, or a heal) gets their own chest, however far above the boss your level is. Gear 5 times a day: kill it a sixth time the same day and only gold and materials come out. The tries renew every day at 04:00.

Alone or in a group

Players12345
Health×1×1.5×2×2.5×3
Blows×1×1.25×1.5×1.75×2

The creatures inside grow with the party: health and blows by the number of players. A boss calls more helpers and marks more circles for a bigger party (the counts in its fight read alone / 2–3 / 4–5). Fought alone, a boss's chest holds less gold and is less likely to hold gear.

Floors and who lives there

The Wolfkin Camp

The Wolf Den

The Bone Pit

The Passage

Blackgale's Gate

The Great Pelt's Hall

Bosses

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (14), in place of the blow multiples below: a move you could dodge 155 damage, a hazard 136 damage, its signature failed 213 damage, burning ground 47 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Charge

    It lowers its head and marks a lane through the player farthest from it (1.8 tiles wide, 6–12 tiles long); 1.3 s later it runs the lane (19.4 tiles a second) and hits everyone in its path for 2.2 × a normal blow.

    WhenIn turn: Charge; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.2 s. It runs faster (23.8 tiles a second).

    TipStanding far off doesn't help: it runs at the farthest one. Step to the side of the lane, not to its end; 0.9 tiles sideways is enough.

  • Aroooo

    It shouts: "Aroooo!" 1/1/2/3/3 Black Wolf (level 13) come and attack the boss's target.

    WhenAt 70% and 35% of its health, once each.

    TipCut down the newcomers first: whoever holds the boss keeps holding it, the others turn on the helpers. Use your area skills here.

  • Black Ring

    It howls and its pack rings the party: 4/5/6 Black Shades (alone/2–3/4–5) on a circle 5 tiles round them, Blackgale itself one more link. The band fills in 6 s (7 s alone); then the shades still standing lunge at the middle (1 blows each, 2 at most). A shade falls to a skill or a few blows and leaves a gap; crossing the ring anywhere else bites (0.6 blows, slowed), beside Blackgale 1.6. The shades still standing rise as black wolves (1/1/3/3/3 at most).

    When12 s into the fight, then every 24 s.

    EnragedEvery 19 s.

    TipCut a shade on the far side from Blackgale and go out through its gap together. In the black wind's dark only their eyes show; a shade in a fire's light takes 2× the blows.

  • The Pack's Prey

    Each time its wolves come, one of the party (not the one it fights, when there is another) is their prey for 6 s: a red claw over their head, and the wolves run at them.

    WhenWhen its wolves come.

    TipThe tank takes them (Challenge), or the prey runs them to the tank.

  • Black Wind

    A long howl puts 1/2/2 of the gate's fires out (alone/2–3/4–5): the gate goes dark for 20 s (12 s alone) or until they burn again, and its wolves bite 20% harder in the dark.

    WhenOnce, at 50% health.

    TipLight the fires again (use them): the dark ends and it reels 1.5 s.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 30% of its health; it lasts to the end of the fight.

    EnragedMoves every 5.2 s.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (15), in place of the blow multiples below: a move you could dodge 164 damage, a hazard 144 damage, its signature failed 226 damage, burning ground 49 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Stomp

    It draws a red ring round itself (radius 3.3 tiles); 1.6 s later it hits everyone inside for 2.2 × a normal blow. It stands still while the mark lasts.

    WhenIn turn: Stomp and Spirit Wolves and Ember Kick; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.5 s. The ring grows (radius 4 tiles).

    TipAs soon as the ring appears, move away from the boss: walking, you cover 5.6 tiles in 1.6 s, enough even from right beside it. Then come back and keep hitting.

  • Spirit Wolves

    It marks lanes from itself through the party (2/3/4 for 1, 2–3 and 4–5 players), 1.5 tiles wide; 1.7 s later spirit wolves run them and hit everyone they pass for 1.8 × a normal blow.

    WhenIn turn: Stomp and Spirit Wolves and Ember Kick; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.5 s.

    TipStep sideways out of your lane (0.8 tiles is enough): running along it doesn't help.

  • The pack is one

    It shouts: "The pack is one!" 1/2/3 Wolfkin (level 14) come and attack the boss's target.

    WhenAt 75% and 30% of its health, once each.

    TipCut down the newcomers first: whoever holds the boss keeps holding it, the others turn on the helpers. Use your area skills here.

  • The Pelt's Spirit

    In its first phase its pelt's spirit leaps out as a Spirit Wolf with 6% of its health for 12 s, biting the nearest. Stand within 3 tiles of it and strike it not: its trust fills in 5 s/3.3 s/2.5 s (one/two/three by it). A blow aimed at it takes 35% of the trust off; area blows never touch it. Tamed, it turns on the Pelt for 10 s: it bites it (1% of its health each), its lanes run through it (2% each) and the Pelt takes 15% more. Neither tamed nor killed, it goes back into the pelt and heals it 3%.

    When12 s into the fight, then every 24 s.

    EnragedEvery 18 s.

    TipThe tank keeps the Pelt off the wolf; the healer and one more stand by it. Killing the wolf stops the heal, but gives nothing.

  • Shed Pelt

    Its pelt rises as the Great Spirit Wolf, a Spirit Wolf with 15% of its health: tamed as its spirits are, only slower (8 s/5.3 s/4 s with one/two/three by it). Every 15 s it calls it back ("Come back to me!", 3 s; skills from 1/2/3 players break it): through, the trust is lost and the wolf heals it 5%. Tamed, the wolf fights it to the end: its lanes run through the Pelt (3% each), the Pelt takes 20% more and its Wolfkin come no more. Neither tamed nor killed in 30 s, it goes back into the pelt and heals it 10%.

    WhenAt 50% health, the second phase; again if the wolf went back.

    TipTame it and break its call. Killing the wolf is the old way: the bond breaks and it reels 1.5 s, but there is no reward.

  • Ember Kick

    It kicks its fire: 3 circles 1.5 tiles round, under the party and near them, land in 1.6 s (1.6 blows) and burn the ground for 6 s.

    WhenOne of its turns.

    TipStep out of the circles, and off the burning ground.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 30% of its health; it lasts to the end of the fight.

    EnragedMoves every 5.5 s.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.