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The Wild Hunt

Summon · Archmage · Fang

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).