Werewolf

WOODSCREATURENIGHT

The Werewolf is a big, shaggy, wolf-headed hunter that walks on two bent legs, with long arms ending in black claws. It is one of the woods' hardest night creatures and is rare: only one is ever about at a time. It is fast, claws in combos of three, leaps back and sidesteps round you, pounces from a distance, and can catch you in its jaws, shake you and throw you.

The Werewolf is a big, shaggy, wolf-headed hunter that walks on two bent legs, with long arms ending in black claws. It is one of the woods' hardest night creatures and is rare: only one is ever about at a time. It is fast, claws in combos of three, leaps back and sidesteps round you, pounces from a distance, and can catch you in its jaws, shake you and throw you.

CONTENTS
  1. Where and when
  2. Health and damage
  3. Attacks
  4. Behaviour
  5. How to fight it
  6. Drops
  7. Spirits and experience

Where and when

  • In the woods, at night, rarely. Only one werewolf is about at a time.
  • In the woods' dungeons of the Dire and Fatal tiers, now and then. See Dungeons.

Like the other night creatures, it leaves at dawn (Day and Night).

Health and damage

Out in the world, its health and damage grow with the number of Jewels you hold (Jewels): each Jewel adds 70% of its base health and 40% of its base damage. Health is rounded; damage is before your defence lowers it.

Jewels heldHealthThird claw damage
07924
113533
219042
324652
430161
535671

In a dungeon, its health and damage follow the dungeon's tier and the Jewels you hold instead.

Attacks

Damage below is with no Jewels.

The howl

The first time it hunts you, it stops and throws its head back to howl (1.6 seconds) before running at you.

Claw combo

Up close (within 34 px), it usually rakes you three times in 0.96 seconds, stepping in hard with each: one claw (16 damage), the other claw (16), then both brought down together (24, with a bigger push). Afterwards, 1 time in 4 it leaps back out of reach.

  • Parry: press right-click or R as a claw lands. It flinches and the combo stops.
  • Block: a guard held up earlier blocks each claw, and you take 4 damage from each instead.

Lunge and grab

From a little way off (within 75 px), it may crouch with its jaws open and its eyes blazing (0.42 seconds: the tell), then lunge (0.36 seconds), aiming a little ahead of where you are heading. If it catches you:

  • You are held in its jaws and shaken for up to 1.3 seconds: 4 bites of 4 damage each.
  • Then it throws you, for 16 more damage.
  • Strike it while it holds you and it lets go at once.

Parry the lunge with right-click or R and it flinches; block it and you take 7 damage and are not caught. When it can't hold you, the lunge does 19 damage instead.

Pounce

From 50 to 125 px away, it may crouch (0.36 seconds), then leap up and over (0.44 seconds, up to 120 px) to land claws first where you are heading. The landing does 22 damage and pushes you back. Afterwards, 65 in 100 times it goes straight into a claw combo if you are still close.

  • Parry: press right-click or R as it lands. It flinches.
  • Block: you take 7 damage instead.
  • Jump: the landing only hits you if you are low to the ground, so a Space as it comes down carries you over it.
  • If it has no clear leap to where you are, it runs round instead.

Behaviour

  • Dodging: when you hit it while it runs or stands, it may sidestep (35 in 100 times), then circles to one side before coming back.
  • Flinching: how often your blows make it flinch depends on your weapon: every blow with the greatsword or war hammer; every second blow with the sword or blade staff; every fifth with the daggers or bow; every third with anything else. It never flinches mid-pounce.
  • Hunting animals: it goes after animals too. When it kills one, it stops to eat, healing 1.5 health a second for up to 2.6 seconds, until you come close.

How to fight it

  • A heavy weapon is the best answer: each blow stops whatever it was doing.
  • Watch for the crouch with blazing eyes: that is the grab. Parry it, block it, or get out of its line.
  • If you are caught, hit it straight away to be let go before the throw.
  • Keep your companions close: a werewolf will hunt them, and heals by eating.
In online play, its health grows with the number of players within 400 px of it (checked once a second): 30% more with two players, 60% with three, 90% with four and 120% with five. In a dungeon, each other player adds 60% to 80%, by the dungeon's tier. One game runs it and everyone sees the same Werewolf. It may go after any player, and when it catches another Wanderer, they are held and shaken in their own game. Every player's blows count the same. See Online Play.

Drops

Each one you defeat leaves:

Spirits and experience

When it falls it lets go of 8 Earth and 5 Fire spirits. You gain experience in:

Health60
Attack60
Speed30

See also