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Besides trading and exploring, hunting is one of the best ways to collect food for you pack. If you have a skilled hunting team, or multiple, feeding your wolves is easy! Hunting is unlocked after completing the associated [[Tutorial Quests|tutorial quest]], "Time to Hunt". After this, it is accessible through the [https://www.wolvden.com/hunting Hunting] token on the [https://www.wolvden.com/crossroads Crossroads].
<center>[[File:huntingtoken.png]]</center>
<h2 class="c-header active">Hunting Basics</h2>
<h2 class="c-header active">Hunting Basics</h2>
<div class="c-content" style="display: block;">
<div class="c-content" style="display: block;">
== Hunting Basics==
== Hunting Basics ==


Hunting is one of the best ways to collect food for your pack, other than through trading or exploring. Hunting is unlocked after completing the associated tutorial quest, "Time to Hunt". After this, it is accessible through the [https://www.wolvden.com/hunting Hunting] token on the [https://www.wolvden.com/crossroads Crossroads].
In order to start hunting, you will need to assign some of your wolves as '''Hunters'''. This role is unlocked during the Time to Hunt tutorial quest. There is no limit to the amount of hunters that you have in your pack, nor hunting parties you can make with them, but you will never be able to use more than four hunting parties concurrently.




<center>[[File:foothunt.png]]</center>


<center>[[File:huntingtoken.png]]</center>


After you've assigned a wolf the Hunter role in the Settings section of their page, you must create a '''hunting party'''. Wolves cannot be sent out to hunt unless they are in a hunting party. This can be done on the [https://www.wolvden.com/hunting/parties/create Create Hunting Party tab] at the top of the Hunting page. Here, you can select up to five hunters to create a hunting party with. Once the party is built, you can view its stats on the [https://www.wolvden.com/hunting/parties Hunting Parties] page. We'll further explain each of the values listed on this page, profiencies and synergy, in the [[Hunting#Hunting_Party_Components]] section of this page.


To get started, you must first select the biome which you would like to hunt in. <b>You have the ability to hunt in any biome which you have fully scouted (meaning that you are able to explore in it with your lead wolf). </b>


<center>[[File:huntingparty.png|600px]]</center>


Hunts take longer in biomes that are further away from your home territory. Each border of land that your hunting party must cross in order to get to the biome they are hunting in adds +15 minutes to the total hunt time. For example, if you are located in the Grasslands and sending a hunt to the Prairie, the hunt will take 45 minutes rather than the usual 30 minutes.


A hunting party may have fewer than five members, but single wolves will be required to double up on party roles, expending more energy each hunt. For the highest rate of success, make sure your hunting parties have five wolves in them. Each hunter is able to go on 10 hunts each rollover, and you can keep track of how many each wolf has gone on for the day on the Hunting Parties page.


<p class="text-center"><img src="https://cdn.discordapp.com/attachments/879247980962672640/980669893466812446/Screen_Shot_2022-05-29_at_9.11.44_PM.png"></p>


Once you're all set with a hunting party, you are able to hunt in any biome that you have fully discovered through scouting. After you've reached 100% in the scouting progress bar for the biome, and it becomes explorable for your lead wolf, you will be able to send a hunting party there, as well! In order to get a hunt started, you must select the biome that you want to hunt in from the list presented on the Hunting page.


<b>The amount of hunting parties that you are able to have out at one time is dependent on your territory size.</b> The more adult wolf slots you have, the more parties you can send out at a time, with a maximum of four. Note that this is dependent only on territory size, and not how many adult wolves you actually have at the time.


<center>[[File:huntingbiomelist.png|600px]]</center>


The hunting party limit increases every 25 territory slots:


'''Hunts take longer in biomes that are further away from your home territory'''. Each border of land that your hunting party must cross in order to get to the biome they are hunting in adds +15 minutes to the total hunt time. For example, if you are located in the Grasslands and sending a hunt to the Prairie, the hunt will take 45 minutes rather than the usual 30 minutes. The list of biomes on your Hunting page will provide the travel time extensions for each available biome.


1-24 slots: 1 hunting party<br>
25-49 slots: 2 hunting parties<br>
50-74 slots: 3 hunting parties<br>
75+ slots: 4 hunting parties


The banner at the top of the Hunting page keeps track of how many hunts you currently have in progress. <b>The amount of hunting parties that you are able to have out at one time is dependent on your territory size.</b> The more adult wolf slots you have, the more parties you can send out at a time, with a maximum of four. Note that this is dependent only on territory size, and not how many adult wolves you actually have at the time. So, you could have a pack size of 75, with only 30 adult wolves, and still be able to send out 4 hunting parties at once. This value does not determine how many hunting parties you can have, as you can have an unlimited number of parties. Rather, it only determines how many parties you can have hunting at once. You can only send one hunting party to each biome at any given time.


A single wolf has the ability to participate in ten hunts a day. You can view how many hunts a wolf has left by visiting the Hunting Parties tab of the Hunting page.


<center>[[File:huntsinprogress.png|600px]]</center>


[[File:HuntLeft.png]]


The hunting limit increases every 25 territory slots, with the maximum amount of concurrent hunts possible being four.


Before starting a hunt, you must assign your hunters into five different positions. The positions/roles in a hunting party are detailed later in this guide.


<table class="tableA" style="width: 50%; margin: auto;">
<tr>
<th>Territory Adult Slots</th>
<th>Possible Concurrent Hunts</th>
</tr>
<th>1-24 slots</th>
<td>1 hunting party</td>
</tr>
<tr>
<th>25-49 slots</th>
<td>2 hunting parties</td>
</tr>
<tr>
<th>50-74 slots</th>
<td>3 hunting parties</td>
</tr>
<tr>
<th>75+ slots</th>
<td>4 hunting parties</td>
</tr>
</table>


Every hunt, your wolves will find one to four scent trails. You must pick one of the scent trails for them to follow. The size of the scent trail directly affects how difficult the hunt will be and what prey your hunting could bring back. The biome that you hunt in will also determine which prey your wolves will bring back.


Before starting a hunt, '''you must assign your hunters into five different positions''': one stalker, three chasers, and one finisher. Each role directly affects the outcome of the hunt in different ways. The Stalker's role is to find scent trails. Having a higher stat stalker will allow the party to find larger trails and therefore larger prey. The party's chasers will tire out the prey, but the hunt may fail if they lose track of the trail. Finally, the finisher must land the final blow on the prey, and it's up to their strength to make sure it doesn't get away. Each role requires '''specific stats''', which are explained in the [[Hunting#Hunting_Roles_and_Stats]] section of this page.


<p class="text-center"><img src="https://cdn.discordapp.com/attachments/879247980962672640/893920164020645918/Screen_Shot_2021-10-02_at_11.59.30_AM.png"></p>


Every hunt, your wolves will find one to four scent trails. You will be able to pick one scent trail for the team to follow, the size of which will determine how difficult the hunt will be and what prey the team may bring back.The pool of possible prey is affected by the size of the trail, the location of the trail in the biome, and the biome itself. A list of prey for every trail and biome is provided in the [[Hunting#Biome_Hunting_Trails]] section of this page. Before selecting a hunting trail, you can view the percent chance that your hunting party has to succeed if you were to choose this trail. This percent chance is based on the stats of your hunting party in relation to biome and trail difficulty, as well as their synergy and proficiency, and the current season. The maximum success chance in Summer and Autumn is 90%. In Spring, the maximum success chance is 100%, while it drops down to 75% in the Winter.


Each size of hunting trail comes in a few different shapes, but the shape does not affect what your hunters can catch, it is purely cosmetic.


<center>[[File:huntingscenttrails.png|600px]]</center>


Critter hunting trails are green, and they will contain prey items with 4 uses or less.
<table style="width:100%;text-align:center;"><tr><td style="width:50%;">[[File:critter1.png]]</td><td style="width:50%;">[[File:critter2.png]]</td></tr></table>


Each size of hunting trail comes in a couple different shapes, but the shape does not affect what your hunters can catch, it is purely cosmetic. If you find yourself with a [[Questing|daily quest]] or [[Melvin's Missions|Melvin mission]] to send your wolves on a specific size of hunt, you will be looking for a trail of the sizes below.


Small hunting trails are blue, and they will contain prey items with between 8 and 10 uses.
<table style="width:100%;text-align:center;"><tr><td style="width:50%;">[[File:small1.png]]</td><td style="width:50%;">[[File:small2.png]]</td></tr></table>


'''Critter''' hunting trails are green. These are the easiest hunts, and therefore provide the lowest EXP gain. They will result in prey items with 4 uses or less.
<center>[[File:critter1.png]][[File:critter2.png]]</center>


Medium hunting trails are purple, and they will contain prey items with between 10 and 16 uses.
<table style="width:100%;text-align:center;"><tr><td style="width:50%;">[[File:medium1.png]]</td><td style="width:50%;">[[File:medium2.png]]</td></tr></table>


'''Small''' hunting trails are blue. They will result in prey items with between 8 and 10 uses.
<center>[[File:small1.png]][[File:small2.png]]</center>


Large hunting trails are pink, and they will contain prey items with between 16 and 30 uses.
<table style="width:100%;text-align:center;"><tr><td style="width:50%;">[[File:large1.png]]</td><td style="width:50%;">[[File:large2.png]]</td></tr></table>
Before selecting a hunting trail, you can view the percent chance that your hunting party has to succeed if you were to choose this trail. This percent chance is based on the stats of your hunting party in relation to biome and trail difficulty, as well as their synergy and proficiencies, and the current season.


'''Medium''' hunting trails are purple. They will contain prey items with between 10 and 16 uses.
<center>[[File:medium1.png]][[File:medium2.png]]</center>


[[File:HuntingChance.png]]


'''Large''' hunting trails are pink. These are the most difficult hunts, which will provide the highest EXP gain. They will contain prey items with between 16 and 30 uses.
<center>[[File:large1.png]][[File:large2.png]]</center>


The result of any given hunt could be either successful or unsuccessful. If the hunt is successful, your hunters will bring back a prey item and will gain EXP.


There are three possible results for each hunt. If the hunt is successful, your wolves will bring back a prey item corresponding to the scent trail size and will gain a larger amount of EXP. If the hunt is unsuccessful, your hunters will gain a lower amount of EXP and they will not return a prey item corresponding to the scent trail. However, every unsuccessful hunt provides a '''33% chance of bringing back a critter carcass''' as a consolation prize, not matter what size of trail they were originally hunting!


If the hunt is unsuccessful, your hunters will not bring back a prey item, but they will still earn EXP. However, the EXP earned from a failed hunt is less than from a successful hunt. In the case of a failed hunt, your hunting party also has a 33% chance of bringing back a critter carcass as a consolation prize, no matter what size of trail they originally were hunting!


Hunters also have a small chance of contracting an illness after a hunt, whether successful or unsuccessful. There is a higher chance that your wolves will get an Open Wound if they are hunting a large trail, and there are other illnesses or ailments that your wolves could get, as well. More details about illnesses can be found on the [[Illnesses]] page.


Hunters also have a small chance of contracting an illness after a hunt, whether successful or unsuccessful. There is a higher chance that your wolves will get an Open Wound if they are hunting a large trail, and there are other illnesses or ailments that your wolves could get, as well. More details about illnesses can be found in [[https://grousehouse.wiki/Illnesses this guide]].


</div>
</div>
<h2 class="c-header active">Hunting Party Components</h2>
<h2 class="c-header active">Hunting Party Components</h2>
<div class="c-content" style="display: block;">
<div class="c-content" style="display: block;">
== Hunting Party Components==
== Hunting Party Components ==
You can have an unlimited amount of hunting parties! Each party can have up to five wolves, but parties with fewer than five will expend energy quicker as one wolf will have to double up on roles. You can view all of your hunting parties on the [https://www.wolvden.com/hunting/parties Hunting Parties] page.
   
   
</div>
 
<h3 class="c-header active">Hunting Roles & Stats</h3>
<h3 class="c-header active">Hunting Roles and Stats</h3>
<div class="c-content" style="display: block;">
<div class="c-content" style="display: block;">
=== Hunting Roles & Stats===
=== Hunting Roles and Stats===
There are five different positions that must be filled in a hunting party -- 1 Stalker, 3 Chasers, and 1 Finisher. <b>Luckily, you don't need five wolves to fill all five party positions.</b> One wolf can fill multiple positions in a party, which can be helpful for new players who may not have five wolves yet. However, each position that a wolf fills up will take 20% of their energy, for a maximum expenditure of 100% of their energy if they take on all five positions. Additionally, they will only earn proficiency for the first position that they fill. For example, if a wolf acts as both a Chaser and a Finisher, they will only earn proficiency for the Chaser position.
 
There are five different positions that must be filled in a hunting party -- '''one stalker''', '''three chasers''', and '''one finisher'''. '''You don't need five wolves to fill all five party positions''', as wolf can fill multiple positions in a party, which can be helpful for new players who may not have five wolves yet. However, each position that a wolf fills up will take 20% of their energy, for a maximum expenditure of 100% of their energy if they take on all five positions. Additionally, '''they will only earn proficiency for the first position that they fill'''. For example, if a wolf acts as both a chaser and a finisher, they will only earn proficiency for the chaser position. With this in mind, it's highly recommended that you make sure your hunting parties have five wolves to guarantee the highest success rates.




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Each position in a hunting party uses a certain stat, and a wolf with a high amount of this stat will do better in that role than a wolf with a lower amount of that stat. When considering which wolf to assign to each position, you should look at which of their stats are the highest.
'''Each position in a hunting party uses certain stats to determine role competancy'''. A wolf with a high combined amount of the stats required for their hunting role will perform better in the role than a wolf with lower stats. Each role only uses these one or two specific stats, and will not pull any influence from other stats. For example, chasers will only use Speed and Agility, and will have no influence from Smarts. Stats hold a larger weight over hunting success than proficiency and synergy, so you will notice greater changes in success when stats change over when other values change. When considering which wolf to assign to each position, you should look at which of their stats are the highest. You can assign their [[Stats#Priority Stats]] to match their hunting role, as well, to guarantee that the stats they're using are continually increasing the most.




<b>Stalkers</b> require high <b>Smarts</b> and <b>Wisdom</b>.<br>
<table class="tableA" style="width: 50%; margin: auto;">
<b>Chasers</b> require high <b>Agility</b> and <b>Speed</b>.<br>
<tr>
<b>Finishers</b> require high <b>Strength</b>.<br>
<th>Hunting Party Role</th>
<th>Stats Used</th>
</tr>
<tr>
<th>Stalker</th>
<td>'''Smarts''' and '''Wisdom'''</td>
</tr>
<th>Chaser</th>
<td>'''Agility''' and '''Speed'''</td>
</tr>
<th>Finisher</th>
<td>'''Strength'''</td>
</tr>
</table>




Line 105: Line 142:


</div>
</div>
<h3 class="c-header active">Proficiency</h3>
<h3 class="c-header active">Proficiency</h3>
<div class="c-content" style="display: block;">
<div class="c-content" style="display: block;">
=== Proficiency ===
=== Proficiency ===


'''The more a wolf hunts, the more proficient they will become that the position in the hunting party they've been placed in'''. A wolf can be proficient in more than one hunting party position, but will only actively gain proficiency for the first position they've been assigned to (with stalker being looked at first in the order, followed by chaser and finished). Stalking proficiency, chasing proficiency, and finishing proficiency are all separate values which do not interact with each other nor affect the two other roles with which they are not associated.


The more a wolf hunts, the more proficient they will become that the position in the hunting party they've been placed in. A wolf can be proficient in more than one hunting party position, but will only actively gain proficiency for the first position they've been assigned to.


<center>[[File:hunterolestats.png|600px]]</center>


For every hunt, each wolf will gain one proficiency point, unless they're at 100 proficiency.
 
For every hunt, each wolf will gain one proficiency point, unless they're at 100 proficiency. The only thing that will make proficiency increase is hunting continually. '''Proficiency is not affected by stats or party synergy'''. '''Proficiency also decays by one point every rollover''', so your wolf's proficiency will only increase each day if they are completing more than one hunt a day.
 
 
The more proficiency a wolf is in their hunting role, the more successful they will become in performing that role, with 100% proficiency providing the largest boost.




</div>
</div>
<h3 class="c-header active">Synergy</h2>
<h3 class="c-header active">Synergy</h2>
<div class="c-content" style="display: block;">
<div class="c-content" style="display: block;">
=== Synergy ===
=== Synergy ===
Hunting party synergy, which also contributes largely to the success of the party, increases the more a specific party hunts together. It also decreases a small margin every day.


'''Hunting party synergy''', which also contributes largely to the success of the party, '''increases the more a specific party hunts together'''. It decreases by a small margin every day, so keep sending your party on hunts together to guarantee synergy increase.


<b>Party synergy is not affected by wolf personalities despite common conception.</b> It is only based on how much a certain party hunts together, and personality plays no effect in how much synergy a party can gain.
<br><br>
Synergy is gained on an individual wolf level, not a whole-party level. The synergy of the party is completely dependent on the individual synergies of the wolves. When you send a wolf hunting, as long as they're in a party with two or more wolves, they will gain synergy points. From there, the synergy of the party is calculated in the following manner, where 'WS' equals Wolf Synergy. With each hunt, the wolves in a hunting party of two or more wolves will gain 2-5 synergy points.


<center>[[File:partysynergy.png|600px]]</center>


<p class="text-center">(WS + WS + WS + WS + WS) / 5 = Party Synergy</p>


'''Party synergy is not affected by wolf personalities despite common conception'''. It is only based on how much a certain party has hunted together. Personality plays has no affect on how much synergy a party can gain.


The amount of the wolves in the hunting party can fluctuate, but the total synergy of the party will remain the average of the synergies of the wolves within it.


Synergy is gained on an individual wolf level, not a whole-party level. The synergy of the party is completely dependent on the individual synergies of the wolves. When you send a wolf hunting, as long as they're in a party with two or more wolves, they will gain synergy points. From there, the synergy of the party is calculated as the average individual synergy of all of the wolves in the party. With each hunt, the wolves in a hunting party of two or more wolves will gain 2-5 synergy points each. There is no way to see each wolf's individual synergy value, but it can be theorized based on how frequently the same wolves have been hunting together uninterrupted.


If a single wolf with 0% synergy were to join a party of two wolves, each with 50% synergy, the total party synergy would be calculated as follows: 50 + 50 + 0 / 3 = approx. 33%.


<p class="text-center">'''Party Synergy = Average of Individual Wolf Synergies'''</p>


Due to the nature of this formula, if you consistently leave a wolf out of hunting in a five-wolf hunting party, you will only ever be able to get up to about 80% synergy, because the left-out wolf will have a much lower synergy than the rest (100 + 100 + 100 + 100 + 0 / 5 = 80).


The amount of the wolves in the hunting party can fluctuate, but the total synergy of the party will remain the average of the synergies of the wolves within it. If a single wolf with 0% synergy were to join a party of two wolves, each with 50% synergy, the party's synergy would drop from 50% (50 + 50 / 2) to approximately 33% (50 + 50 + 0 / 3). Due to the nature of this formula, if you consistently leave a wolf out of hunting in a five-wolf hunting party, you will only ever be able to get up to about 80% synergy, because the left-out wolf will have a much lower synergy than the rest (100 + 100 + 100 + 100 + 0 / 5 = 80).


When a wolf is taken out of a hunting party, its individual synergy is reset back to 0%. It's a common thought that removing a wolf from a hunting party will lower the party's synergy. However, this is mostly only true for parties which have been hunting together for a while. There is also a possibility that your party could actually gain a bit of synergy when a wolf is taken out of it. For example, a party of 5 wolves, each with the synergies of 100, 100, 75, 20, and 35, could increase in synergy if you take the last two wolves out of it, because their low synergies will no longer be dragging the average down.


'''When a wolf is taken out of a hunting party, its individual synergy is reset back to 0%'''. It's a common thought that removing a wolf from a hunting party will lower the party's synergy. However, this is mostly only true for parties which have been hunting together for a while. There is also a possibility that your party could actually gain a bit of synergy when a wolf is taken out of it. For example, a party of 5 wolves, each with the synergies of 100, 100, 75, 20, and 35, could increase in synergy if you take the last two wolves out of it, because their low synergies will no longer be dragging the average down.


The formula above can provide a good estimate, however the synergy amounts themselves fluctuate a bit when wolves join and leave a hunting party, so their actual synergy may end up being a few percentage points off of what the formula would give you.
 
The formula above can provide a good estimate, but the synergy amounts themselves fluctuate a bit within a small range when wolves join and leave a hunting party, so their actual synergy may end up being a few percentage points off of what the formula would give you.




</div>
</div>
<h3 class="c-header active">Personalities</h2>
<h3 class="c-header active">Personalities</h2>
<div class="c-content" style="display: block;">
<div class="c-content" style="display: block;">
=== Personalities ===
=== Personalities ===
You should also take note of the personalities of the wolves in a hunting party, as clashing dispositions may cause arguments mid-hunt, which can result in a loss of prey and an injury for one or more of your wolves. At the moment, <b>Friendly wolves will fight with Aggressive wolves and Romantic wolves will fight with Stoic wolves.</b> Friendly and Romantic wolves get along, while Aggressive and Stoic wolves get along, as well as any other combination of personalities which don't fall into the above clashing groups.
The [[Personality|personalities]] of the wolves in your hunting party of very important! If the wolves do not get along, a hunt with 100% success chance could fail, just because the wolves got into a disagreement. If the personalities of two or more wolves in your hunting party are incompatible, a fail chance will be rolled on top of the success chance, which could cause a hunt to fail even when success previously seemed to be a guarantee. There is one benefit to pairing wolves with incompatible personality- hunts which fail due to disagreements can reward [[Scars]]!




For more specific information about personalities, check out [[https://grousehouse.wiki/Personality this guide]]!
<table class="tableB" style="width: 70%; margin:auto;">
<tr>
<td class="scaleA0">Hunters with these dispositions '''will disagree'''!</td>
</tr>
<tr>
<td>[[File:disposition aggressive.png]] '''Aggressive''' and [[File:disposition friendly.png]] '''Friendly'''</td>
</tr>
<tr>
<td>[[File:disposition romantic.png]] '''Romantic''' and [[File:disposition stoic.png]] '''Stoic'''</td>
</tr>
</table>




</div>
<table class="tableB" style="width: 70%; margin:auto;">
<h2 class="c-header active">Hunting Successfully</h2>
<tr>
<div class="c-content" style="display: block;">
<td class="scaleA100">Hunters with these dispositions '''will get along'''!</td>
== Hunting Successfully ==
</tr>
Early on in the game, you'll notice that your hunting party will have a very hard time bringing prey back for your pack. If anything, they'll only be able to catch critters. Hunting is indeed very difficult if your hunting party is not experienced.
<tr>
<td>[[File:disposition aggressive.png]] '''Aggressive''' and [[File:disposition romantic.png]] '''Romantic'''</td>
</tr>
<tr>
<td>[[File:disposition aggressive.png]] '''Aggressive''' and [[File:disposition stoic.png]] '''Stoic'''</td>
</tr>
<tr>
<td>[[File:disposition friendly.png]] '''Friendly''' and [[File:disposition romantic.png]] '''Romantic'''</td>
</tr>
<tr>
<td>[[File:disposition friendly.png]] '''Friendly''' and [[File:disposition stoic.png]] '''Stoic'''</td>
</tr>
</table>




As early on in the game as you can, try to get your hunting party as you'd like it to be for a while. That is, put the wolves in the party that you'd like to keep in that party, and try not to move them in and out of the party too much. Keeping the hunting party consistent will allow the party's synergy to grow steadily and not drop.
If you're unsure whether or not your hunting party personalities are compatible, the [https://grousehouse.wiki/Personality#Hunting Personality Snake] can assess your team for [[File:icon-sc.png]] 50 Silver Cones. It will tell you which wolves disagree, if any, so you know which personalities you'll have to change!




As your wolves complete more hunts and gain more proficiency and synergy, they will grow more successful.  
<center>[[File:personalityevaluation.png|600px]]</center>




However, proficiency and synergy will only get you so far. Eventually, if you'd like guaranteed chances for catching prey, or the ability to catch prey in more difficult biomes, your wolves will need higher stats. The amount of stats that they need in order to scent and catch prey in more difficult biomes increases with the difficulty of the biome. In order to find larger prey in more difficult biomes, it is your Stalker that needs higher stats. Specifically, your Stalker needs higher Smarts and Wisdom in order to sniff out large trail sizes. Then, the rest of your party must have similarly high stats in order to have a decent chance at catching the prey.
</div>
</div>


<h2 class="c-header active">Seasonal Effects</h2>
<div class="c-content" style="display: block;">
== Seasonal Effects ==


Specific stat caps for trail sizes in every biome are currently unknown, however we plan to collect data about this in the future.
Throughout the Wolvden year, you'll notice your hunting party's success rates fluctuating. This is because success rate is strongly affected by the current season! Hunting in the Summer and Autumn is considered the standard and your hunters will be at their base success rate. In the Winter, this base rate is decreased by 15% in easier biomes, and a little bit less than 15% in more challenging biomes. In Spring, this base rate is increased by 10%, a 25% increase over the Winter rates. With these changes in mind, the maximum hunting success rate is also keeped at 90% in the Summer and Autumn, 75% in the Winter, and 100% in the Spring.




Seasons also affect hunting. Hunting in the Summer and Autumn is the base hunting chance and the normal hunting rates of your hunting party. In the Winter, this base rate is decreased by 15% in easier biomes, and a little less than 15% in challenging biomes. In the Spring, this base rate is increased by 10% (or a 25% increase from the Winter rates). Additionally, hunting success is capped at 90% during Summer and Autumn, 75% during Winter, and 100% during Spring. Overall, hunting is much easier in the Spring!
<table class="tableA" style="width: 50%; margin: auto;">
 
<tr>
 
<th>Season</th>
<table style="width: 60%;">
<th>Effect on Success Rates</th>
<th>Success Cap</th>
</tr>
<tr>
<tr>
<td style="width: 20%;">
<th style="text-align: center;">Spring<br>[[File:icon-season-spring.png]]</th>
<p class="text-center">[[File:icon-season-spring.png]]</p>
<td>+10% success</td>
</td>
<td>100%</td>
<td style="width: 80%;">
<b>Spring</b>: +10% hunting rates, 100% cap
</td>
</tr>
</tr>
<tr>
<tr>
<td style="width: 20%;">
<th style="text-align: center;">Summer<br>[[File:icon-season-summer.png]]</th>
<p class="text-center">[[File:icon-season-summer.png]]</p>
<td>+0% success</td>
</td>
<td>90%</td>
<td style="width: 80%;">
<b>Summer</b>: Base hunting rates, 90% cap
</td>
</tr>
</tr>
<tr>
<tr>
<td style="width: 20%;">
<th style="text-align: center;">Autumn<br>[[File:icon-season-autumn.png]]</th>
<p class="text-center">[[File:icon-season-autumn.png]]</p>
<td>+0% success</td>
</td>
<td>90%</td>
<td style="width: 80%;">
<b>Autumn</b>: Base hunting rates, 90% cap
</td>
</tr>
</tr>
<tr>
<tr>
<td style="width: 20%;">
<th style="text-align: center;">Winter<br>[[File:icon-season-winter.png]]</th>
<p class="text-center">[[File:icon-season-winter.png]]</p>
<td>-15% success (<15% in challenging biomes)</td>
</td>
<td>75%</td>
<td style="width: 80%;">
<b>Winter</b>: -15% hunting rates, 75% cap (this debuff is lessened in challenging biomes)
</td>
</tr>
</tr>
</table>
</table>
</div>
<h2 class="c-header active">Scars</h2>
<div class="c-content" style="display: block;">
== Scars ==
There is a small chance that your wolves will receive [[scars]] from hunts failed due to personality clashes. These scars will be automatically sent to your Hoard after the hunt results are collected.
The pool of possible scars is listed below.
<div class="itemgrid">
{{Decor|Scar: Abdomen|/images/s/ss/Scarabdomen.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Cheekbone [Left]|/images/s/ss/Scarcheekboneleft.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Cheekbone [Right]|/images/s/ss/Scarcheekboneright.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Eye - Long [Left]|/images/s/ss/Scareyelongleft.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Eye - Long [Right]|/images/s/ss/Scareyelongright.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Ear Notch [Left]|/images/s/ss/Scarearnotchleft.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Ear Notch [Right]|/images/s/ss/Scarearnotchright.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Dorsal Scratch|/images/s/ss/Scardorsalscratch.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Hock [Left]|/images/s/ss/Scarhockleft.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Hock [Right]|/images/s/ss/Scarhockright.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Scratched Back|/images/s/ss/Scarscratchedback.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Scratched Shoulder [Left]|/images/s/ss/Scarscratchedshoulderleft.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Scratched Shoulder [Right]|/images/s/ss/Scarscratchedshoulderright.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Scratched Hing Leg [Left]|/images/s/ss/Scarscratchedhindlegleft.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Scratched Hind Leg [Right]|/images/s/ss/Scarscratchedhindlegright.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Snout|/images/s/ss/Scarsnout.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Stop|/images/s/ss/Scarstop.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Thigh Swipe [Left]|/images/s/ss/Scarthighswipeleft.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Thigh Swipe [Right]|/images/s/ss/Scarthighswiperight.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Trieps Scratch [Left]|/images/s/ss/Scartricepsscratchleft.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Triceps Scratch [Right]|/images/s/ss/Scartricepsscratchright.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Wrist [Left]|/images/s/ss/Scarwristleft.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Wrist [Right]|/images/s/ss/Scarwristright.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
{{Decor|Scar: Throat|/images/s/ss/Scarthroat.png| |Hunting personality disagreements| | | | | | | | | | | | | }}
</div>


</div>
</div>
<h2 class="c-header active">Prey Items</h2>
 
<h2 class="c-header active">Hunting Successfully</h2>
<div class="c-content" style="display: block;">
<div class="c-content" style="display: block;">
== Prey Items ==
== Hunting Successfully ==
Early on in the game, you'll notice that your hunting party will have a very hard time bringing prey back for your pack. If anything, they'll only be able to catch critters. Hunting is indeed very difficult if your hunting party is not experienced.
 
 
'''Try to solidify your hunting party early on''', adding all five wolves and avoiding removing any. Give every wolf a set role in the party based on their stats, and make sure that they're sticking to that role every hunt. This will allow your party to gain synergy and role proficiencies quickly! You will also want to keep in mind that '''more difficult biomes will present more challenge when hunting'''. Hunting in one of the three starter biomes (Mountains, Deciduous Forest, or Grasslands) will help your success rate stay high while your hunting party is growing. Sending the hunting party to a more difficult biome may help them gain EXP quicker, but their success rate will be drastically lower.
 
 
Proficiency and synergy will only get you so far. Eventually, if you'd like guaranteed chances for catching prey, or the ability to catch prey in more difficult biomes, your wolves will need higher stats. Pay close attention to the stats associated with each of your wolves' hunting party roles. Your stalker will need high Wisdom and Smarts, your chasers will need high Speed and Agility, and your finisher will need high Strength. The amount of stats that they need in order to scent and catch prey in more difficult biomes increases with the difficulty of the biome. In order to have the chance to find larger prey in more difficult biomes, it is your stalker's stats that must increase. Then, the rest of your party must have similarly high stats in order to have a decent chance at catching the prey.
 
 
</div>
 
<h2 class="c-header active">All Possible Prey Items</h2>
<div class="c-content" style="display: block;">
== All Possible Prey Items ==
   
   
Below is a list of every prey item available in game. The Trail Size column lists which size of trail is required to hunt in order to get this prey item. The Biomes column lists all of the biomes which you must hunt in to give you the chance of obtaining the item.
Below is a list of every prey item available in game. Some of these items can also be obtained through specific explore encounters, but each can be hunted in the right conditions.
 


<table class="tableA">
<tr>
<th>Prey Item</th>
<th>Uses</th>
<th>Biomes</th>
</tr>
<tr>
<th colspan=3 style="background: #a5ffa5; color: black; text-align: center;">Critter Prey</th>
</tr>
<tr>
<th>Bat Carcass</th>
<td rowspan=2>1 use</td>
<td rowspan=2>Grasslands (All trails)</td>
</tr>
<tr>
<td>[[File:bat.png]]</td>
</tr>
</table>


<b>Biome Key</b><br>
<b>Biome Key</b><br>

Revision as of 18:54, 5 July 2024

Besides trading and exploring, hunting is one of the best ways to collect food for you pack. If you have a skilled hunting team, or multiple, feeding your wolves is easy! Hunting is unlocked after completing the associated tutorial quest, "Time to Hunt". After this, it is accessible through the Hunting token on the Crossroads.



Hunting Basics

Hunting Basics

In order to start hunting, you will need to assign some of your wolves as Hunters. This role is unlocked during the Time to Hunt tutorial quest. There is no limit to the amount of hunters that you have in your pack, nor hunting parties you can make with them, but you will never be able to use more than four hunting parties concurrently.



After you've assigned a wolf the Hunter role in the Settings section of their page, you must create a hunting party. Wolves cannot be sent out to hunt unless they are in a hunting party. This can be done on the Create Hunting Party tab at the top of the Hunting page. Here, you can select up to five hunters to create a hunting party with. Once the party is built, you can view its stats on the Hunting Parties page. We'll further explain each of the values listed on this page, profiencies and synergy, in the Hunting#Hunting_Party_Components section of this page.



A hunting party may have fewer than five members, but single wolves will be required to double up on party roles, expending more energy each hunt. For the highest rate of success, make sure your hunting parties have five wolves in them. Each hunter is able to go on 10 hunts each rollover, and you can keep track of how many each wolf has gone on for the day on the Hunting Parties page.


Once you're all set with a hunting party, you are able to hunt in any biome that you have fully discovered through scouting. After you've reached 100% in the scouting progress bar for the biome, and it becomes explorable for your lead wolf, you will be able to send a hunting party there, as well! In order to get a hunt started, you must select the biome that you want to hunt in from the list presented on the Hunting page.



Hunts take longer in biomes that are further away from your home territory. Each border of land that your hunting party must cross in order to get to the biome they are hunting in adds +15 minutes to the total hunt time. For example, if you are located in the Grasslands and sending a hunt to the Prairie, the hunt will take 45 minutes rather than the usual 30 minutes. The list of biomes on your Hunting page will provide the travel time extensions for each available biome.


The banner at the top of the Hunting page keeps track of how many hunts you currently have in progress. The amount of hunting parties that you are able to have out at one time is dependent on your territory size. The more adult wolf slots you have, the more parties you can send out at a time, with a maximum of four. Note that this is dependent only on territory size, and not how many adult wolves you actually have at the time. So, you could have a pack size of 75, with only 30 adult wolves, and still be able to send out 4 hunting parties at once. This value does not determine how many hunting parties you can have, as you can have an unlimited number of parties. Rather, it only determines how many parties you can have hunting at once. You can only send one hunting party to each biome at any given time.



The hunting limit increases every 25 territory slots, with the maximum amount of concurrent hunts possible being four.


Territory Adult Slots Possible Concurrent Hunts
1-24 slots 1 hunting party
25-49 slots 2 hunting parties
50-74 slots 3 hunting parties
75+ slots 4 hunting parties


Before starting a hunt, you must assign your hunters into five different positions: one stalker, three chasers, and one finisher. Each role directly affects the outcome of the hunt in different ways. The Stalker's role is to find scent trails. Having a higher stat stalker will allow the party to find larger trails and therefore larger prey. The party's chasers will tire out the prey, but the hunt may fail if they lose track of the trail. Finally, the finisher must land the final blow on the prey, and it's up to their strength to make sure it doesn't get away. Each role requires specific stats, which are explained in the Hunting#Hunting_Roles_and_Stats section of this page.


Every hunt, your wolves will find one to four scent trails. You will be able to pick one scent trail for the team to follow, the size of which will determine how difficult the hunt will be and what prey the team may bring back.The pool of possible prey is affected by the size of the trail, the location of the trail in the biome, and the biome itself. A list of prey for every trail and biome is provided in the Hunting#Biome_Hunting_Trails section of this page. Before selecting a hunting trail, you can view the percent chance that your hunting party has to succeed if you were to choose this trail. This percent chance is based on the stats of your hunting party in relation to biome and trail difficulty, as well as their synergy and proficiency, and the current season. The maximum success chance in Summer and Autumn is 90%. In Spring, the maximum success chance is 100%, while it drops down to 75% in the Winter.



Each size of hunting trail comes in a couple different shapes, but the shape does not affect what your hunters can catch, it is purely cosmetic. If you find yourself with a daily quest or Melvin mission to send your wolves on a specific size of hunt, you will be looking for a trail of the sizes below.


Critter hunting trails are green. These are the easiest hunts, and therefore provide the lowest EXP gain. They will result in prey items with 4 uses or less.


Small hunting trails are blue. They will result in prey items with between 8 and 10 uses.


Medium hunting trails are purple. They will contain prey items with between 10 and 16 uses.


Large hunting trails are pink. These are the most difficult hunts, which will provide the highest EXP gain. They will contain prey items with between 16 and 30 uses.


There are three possible results for each hunt. If the hunt is successful, your wolves will bring back a prey item corresponding to the scent trail size and will gain a larger amount of EXP. If the hunt is unsuccessful, your hunters will gain a lower amount of EXP and they will not return a prey item corresponding to the scent trail. However, every unsuccessful hunt provides a 33% chance of bringing back a critter carcass as a consolation prize, not matter what size of trail they were originally hunting!


Hunters also have a small chance of contracting an illness after a hunt, whether successful or unsuccessful. There is a higher chance that your wolves will get an Open Wound if they are hunting a large trail, and there are other illnesses or ailments that your wolves could get, as well. More details about illnesses can be found on the Illnesses page.


Hunting Party Components

Hunting Party Components

You can have an unlimited amount of hunting parties! Each party can have up to five wolves, but parties with fewer than five will expend energy quicker as one wolf will have to double up on roles. You can view all of your hunting parties on the Hunting Parties page.


Hunting Roles and Stats

Hunting Roles and Stats

There are five different positions that must be filled in a hunting party -- one stalker, three chasers, and one finisher. You don't need five wolves to fill all five party positions, as wolf can fill multiple positions in a party, which can be helpful for new players who may not have five wolves yet. However, each position that a wolf fills up will take 20% of their energy, for a maximum expenditure of 100% of their energy if they take on all five positions. Additionally, they will only earn proficiency for the first position that they fill. For example, if a wolf acts as both a chaser and a finisher, they will only earn proficiency for the chaser position. With this in mind, it's highly recommended that you make sure your hunting parties have five wolves to guarantee the highest success rates.


Wolves with the hunter role will have three different proficiency bars which fill up based on which position in the team they take on. You can view a wolf's proficiency on the Hunting Parties tab of the Hunting page or on the Wolf Role tab of an individual wolf's page.


Each position in a hunting party uses certain stats to determine role competancy. A wolf with a high combined amount of the stats required for their hunting role will perform better in the role than a wolf with lower stats. Each role only uses these one or two specific stats, and will not pull any influence from other stats. For example, chasers will only use Speed and Agility, and will have no influence from Smarts. Stats hold a larger weight over hunting success than proficiency and synergy, so you will notice greater changes in success when stats change over when other values change. When considering which wolf to assign to each position, you should look at which of their stats are the highest. You can assign their Stats#Priority Stats to match their hunting role, as well, to guarantee that the stats they're using are continually increasing the most.


Hunting Party Role Stats Used
Stalker Smarts and Wisdom
Chaser Agility and Speed
Finisher Strength


The hunting page will automatically sort your wolves into each of these positions, but it might not sort them as accurately as you could by hand, as it may look at proficiency more than stats. We recommend sorting your wolves manually into the positions you would like them to be in until the hunting page begins to sort them this way as well.


Proficiency

Proficiency

The more a wolf hunts, the more proficient they will become that the position in the hunting party they've been placed in. A wolf can be proficient in more than one hunting party position, but will only actively gain proficiency for the first position they've been assigned to (with stalker being looked at first in the order, followed by chaser and finished). Stalking proficiency, chasing proficiency, and finishing proficiency are all separate values which do not interact with each other nor affect the two other roles with which they are not associated.



For every hunt, each wolf will gain one proficiency point, unless they're at 100 proficiency. The only thing that will make proficiency increase is hunting continually. Proficiency is not affected by stats or party synergy. Proficiency also decays by one point every rollover, so your wolf's proficiency will only increase each day if they are completing more than one hunt a day.


The more proficiency a wolf is in their hunting role, the more successful they will become in performing that role, with 100% proficiency providing the largest boost.


Synergy

Synergy

Hunting party synergy, which also contributes largely to the success of the party, increases the more a specific party hunts together. It decreases by a small margin every day, so keep sending your party on hunts together to guarantee synergy increase.



Party synergy is not affected by wolf personalities despite common conception. It is only based on how much a certain party has hunted together. Personality plays has no affect on how much synergy a party can gain.


Synergy is gained on an individual wolf level, not a whole-party level. The synergy of the party is completely dependent on the individual synergies of the wolves. When you send a wolf hunting, as long as they're in a party with two or more wolves, they will gain synergy points. From there, the synergy of the party is calculated as the average individual synergy of all of the wolves in the party. With each hunt, the wolves in a hunting party of two or more wolves will gain 2-5 synergy points each. There is no way to see each wolf's individual synergy value, but it can be theorized based on how frequently the same wolves have been hunting together uninterrupted.


Party Synergy = Average of Individual Wolf Synergies


The amount of the wolves in the hunting party can fluctuate, but the total synergy of the party will remain the average of the synergies of the wolves within it. If a single wolf with 0% synergy were to join a party of two wolves, each with 50% synergy, the party's synergy would drop from 50% (50 + 50 / 2) to approximately 33% (50 + 50 + 0 / 3). Due to the nature of this formula, if you consistently leave a wolf out of hunting in a five-wolf hunting party, you will only ever be able to get up to about 80% synergy, because the left-out wolf will have a much lower synergy than the rest (100 + 100 + 100 + 100 + 0 / 5 = 80).


When a wolf is taken out of a hunting party, its individual synergy is reset back to 0%. It's a common thought that removing a wolf from a hunting party will lower the party's synergy. However, this is mostly only true for parties which have been hunting together for a while. There is also a possibility that your party could actually gain a bit of synergy when a wolf is taken out of it. For example, a party of 5 wolves, each with the synergies of 100, 100, 75, 20, and 35, could increase in synergy if you take the last two wolves out of it, because their low synergies will no longer be dragging the average down.


The formula above can provide a good estimate, but the synergy amounts themselves fluctuate a bit within a small range when wolves join and leave a hunting party, so their actual synergy may end up being a few percentage points off of what the formula would give you.


Personalities

Personalities

The personalities of the wolves in your hunting party of very important! If the wolves do not get along, a hunt with 100% success chance could fail, just because the wolves got into a disagreement. If the personalities of two or more wolves in your hunting party are incompatible, a fail chance will be rolled on top of the success chance, which could cause a hunt to fail even when success previously seemed to be a guarantee. There is one benefit to pairing wolves with incompatible personality- hunts which fail due to disagreements can reward Scars!


Hunters with these dispositions will disagree!
Aggressive and Friendly
Romantic and Stoic


Hunters with these dispositions will get along!
Aggressive and Romantic
Aggressive and Stoic
Friendly and Romantic
Friendly and Stoic


If you're unsure whether or not your hunting party personalities are compatible, the Personality Snake can assess your team for 50 Silver Cones. It will tell you which wolves disagree, if any, so you know which personalities you'll have to change!



Seasonal Effects

Seasonal Effects

Throughout the Wolvden year, you'll notice your hunting party's success rates fluctuating. This is because success rate is strongly affected by the current season! Hunting in the Summer and Autumn is considered the standard and your hunters will be at their base success rate. In the Winter, this base rate is decreased by 15% in easier biomes, and a little bit less than 15% in more challenging biomes. In Spring, this base rate is increased by 10%, a 25% increase over the Winter rates. With these changes in mind, the maximum hunting success rate is also keeped at 90% in the Summer and Autumn, 75% in the Winter, and 100% in the Spring.


Season Effect on Success Rates Success Cap
Spring
+10% success 100%
Summer
+0% success 90%
Autumn
+0% success 90%
Winter
-15% success (<15% in challenging biomes) 75%


Scars

Scars

There is a small chance that your wolves will receive scars from hunts failed due to personality clashes. These scars will be automatically sent to your Hoard after the hunt results are collected.


The pool of possible scars is listed below.


Scar: Abdomen
Scar: Cheekbone [Left]
Scar: Cheekbone [Right]
Scar: Eye - Long [Left]
Scar: Eye - Long [Right]
Scar: Ear Notch [Left]
Scar: Ear Notch [Right]
Scar: Dorsal Scratch
Scar: Hock [Left]
Scar: Hock [Right]
Scar: Scratched Back
Scar: Scratched Shoulder [Left]
Scar: Scratched Shoulder [Right]
Scar: Scratched Hing Leg [Left]
Scar: Scratched Hind Leg [Right]
Scar: Snout
Scar: Stop
Scar: Thigh Swipe [Left]
Scar: Thigh Swipe [Right]
Scar: Trieps Scratch [Left]
Scar: Triceps Scratch [Right]
Scar: Wrist [Left]
Scar: Wrist [Right]
Scar: Throat


Hunting Successfully

Hunting Successfully

Early on in the game, you'll notice that your hunting party will have a very hard time bringing prey back for your pack. If anything, they'll only be able to catch critters. Hunting is indeed very difficult if your hunting party is not experienced.


Try to solidify your hunting party early on, adding all five wolves and avoiding removing any. Give every wolf a set role in the party based on their stats, and make sure that they're sticking to that role every hunt. This will allow your party to gain synergy and role proficiencies quickly! You will also want to keep in mind that more difficult biomes will present more challenge when hunting. Hunting in one of the three starter biomes (Mountains, Deciduous Forest, or Grasslands) will help your success rate stay high while your hunting party is growing. Sending the hunting party to a more difficult biome may help them gain EXP quicker, but their success rate will be drastically lower.


Proficiency and synergy will only get you so far. Eventually, if you'd like guaranteed chances for catching prey, or the ability to catch prey in more difficult biomes, your wolves will need higher stats. Pay close attention to the stats associated with each of your wolves' hunting party roles. Your stalker will need high Wisdom and Smarts, your chasers will need high Speed and Agility, and your finisher will need high Strength. The amount of stats that they need in order to scent and catch prey in more difficult biomes increases with the difficulty of the biome. In order to have the chance to find larger prey in more difficult biomes, it is your stalker's stats that must increase. Then, the rest of your party must have similarly high stats in order to have a decent chance at catching the prey.


All Possible Prey Items

All Possible Prey Items

Below is a list of every prey item available in game. Some of these items can also be obtained through specific explore encounters, but each can be hunted in the right conditions.


Prey Item Uses Biomes
Critter Prey
Bat Carcass 1 use Grasslands (All trails)

Biome Key

DF: Deciduous ForestGr: GrasslandsM: Mountains
CF: Coniferous ForestP: PrairieRW: Riparian Woodland
De: DesertTa: TaigaS: Swamp
Tu: TundraGl: GlacierRa: Rainforest
Item & Uses Trail Size Biomes
Bat



1 use


Critter


Gr
Ta
Ground Squirrel



1 use


Critter


Tu
Gl
Lemming



1 use


Critter


Gl
Woodpecker



1 use


Critter


M
Jacana



2 uses


Critter


Sw
Merlin



2 uses


Critter


CF
Milksnake



2 uses


Critter


P
File:Mink.png Mink



2 uses


Critter


Ta
Tu
Gl
Woodcock



2 uses


Critter


DF
Jackrabbit



3 uses


Critter


De
Raccoon



3 uses


Critter


RW
Stoat



3 uses


Critter


Tu
Gl
Agouti



4 uses


Critter


Ra
Grouse



4 uses


Critter


DF
M
Gull



4 uses


Critter


Tu
Gl
Hare



4 uses


Critter


DF
M
P
De
Tu
Muskrat



4 uses


Critter


DF
Opossum



4 uses


Critter


S
Ra
Pheasant Rooster



4 uses


Critter


DF
P
Pheasant Hen



4 uses


Critter


DF
P
Quail



4 uses


Critter


M
De
Rabbit



4 uses


Critter


P
S
Ra
Silky Anteater



4 uses


Critter


Ra
Porcupine



8 uses


Small


DF
P
De
Ta
Tu
Ra
Beaver



8 uses


Small


DF
Gr
M
Ta
S
Boar



8 uses


Small


DF
S
Muskox Calf



8 uses


Small


Tu
Gl
Peccary



8 uses


Small


De
Ra
Turkey Tom



8 uses


Small


DF
P
S
Turkey Hen



8 uses


Small


DF
Gr
S
Small Doe



8 uses


Small


DF
M
P
De
S
Ra
Swine



9 uses


Small


Gr
De
S
Ra
Seal Pup



9 uses


Small


Tu
Gl
Pronghorn Buck



10 uses


Medium


Gr
P
De
Pronghorn Doe



10 uses


Medium


Gr
P
De
Whitetail



10 uses


Medium


DF
Gr
M
P
De
Ta
S
Bighorn Sheep Ewe



12 uses


Medium


M
De
Ta
Bighorn Sheep Ram



12 uses


Medium


M
De
Ta
Blacktail



12 uses


Medium


DF
Gr
Doe



12 uses


Medium


DF
Gr
M
P
De
S
Mule Deer



12 uses


Medium


M
De
Ta
Caribou Calf



12 uses


Medium


Tu
Seal



15 uses


Medium


Tu
Donkey



16 uses


Medium


De
Mountain Goat



16 uses


Medium


M
Ta
Tapir



16 uses


Medium


TBD
Walrus Pup



16 uses


Unknown


TBD
Dall Sheep



17 uses


Large


TBD
Elk Cow



17 uses


Large


DF
M
P
De
Ta
Horse



18 uses


Large


Gr
P
Alligator



20 uses


Large


RW
Caribou Bull



20 uses


Large


Ta
Caribou Cow



20 uses


Large


Ta
Bovine



20 uses


Large


Gr
De
Elk Bull



20 uses


Large


DF
M
P
De
Ta
Crocodile



20 uses


Large


TBD
Moose Bull



24 uses


Large


Ta
Moose Cow



24 uses


Large


Ta
Muskox



24 uses


Large


Tu
Bison



28 uses


Large


P
CF
Walrus



30 uses


Large


TBD