The Wild Hunt
The horn that should never be blown, and the riders who answer it.
- Kind
- Storm, cast
- Mana
- 260
- Cooldown
- 480s
- Range
- 14 tiles
- Price
- 17,500 gold
- Needs first
- Dire Shade, The White Hart
- Deed
- A task from the teacher. The Hunt rides only for one the beasts would follow to the world's end: bring Orrin a companion at the height of its strength (level 60).
What it does
A horn call (~1.5 s with a staff), then the Hunt rides for 18 s. The foe under the cursor becomes the quarry (if it falls, the mark leaps to the nearest foe within 8 tiles of it). Every 1.5 s a wave of 3 spectral runners (wolves, frost wolves, sabre-tooths, boars) pours from behind you and courses at 12 tiles/s toward the quarry, homing. Runners pierce: a foe in their path takes focusRoll x0.3 and may bleed (at most 3 such hits per wave); each runner that reaches the quarry deals focusRoll x0.4. The 12th wave is one spectral mammoth: a 2.5-tile slam at the quarry, focusRoll x2.0 area and stun 1 s. While it rides you have haste +20% and brave, and your summons within 10 tiles have might +20%. No Bond; at most 12 runners alive. Quarry total if every runner lands ~15 (expect ~10).