Wolfage is a free-to-play, off-chain pet game on WolfSwap. Hatch a pup bound to your Wolfie NFT, train it, equip it, and fight other pups in a seasonal arena. The game runs entirely off-chain — no gas fees, no transactions, no smart-contract risk. Your Wolfie NFT stays in your wallet; the pup is just gameplay state on WolfSwap's servers.
This guide covers everything: hatching, stats, XP, training, food, arena combat, gear, the shop, seasons, and the full economy.
TL;DR — Hatch a pup → start free 2h training slots to level up → equip gear that drops in training → feed it daily so it doesn't starve → climb the arena leaderboard → collect season prizes.
To play, you need to hatch a pup against a Wolfie NFT you own. Hatching:
chain:collection:tokenId.A pup is bound to its Wolfie NFT — if you sell or transfer the Wolfie, the pup transfers with it. The new owner sees the pup automatically in their picker (no re-hatching needed).
Each supported NFT collection can hatch one pup per token. Your wallet's NFTs in a supported collection are snapshotted hourly so the picker stays fast; hatching itself re-checks ownership on-chain at submit time, so a token sold between snapshots can't be double-hatched and a token you just bought becomes hatchable as soon as the snapshot refreshes.
Default cap is 1 pup per account. The cap is enforced only at hatch time — buying an already-hatched Wolfie on the secondary market doesn't re-check the cap, so the buyer always gets to play their bought pup.
Don't have a Wolfie NFT yet? You can still play. Log in and pick Try for free to create a trial pup — name it and you're in.
A trial pup plays like any other pup: train, run Dungeons, feed, allocate stat points, equip gear, and earn Bones. The key differences:
These are the defaults at launch and may change.
One trial pup per account. You can have at most one active trial pup at a time.
When you own a supported NFT, the Upgrade button appears on your trial pup's page. Clicking it lets you pick one of your eligible NFTs and converts the trial pup into that NFT's bound pup. All progress carries over — level, stats, skill points, items, Bones, Shards, and equipped gear transfer intact. The level cap is removed, and PvP and Shards top-up unlock immediately.
Every pup has 6 stats, all visible on the Overview tab:
| Stat | Base → Each Point | What It Does |
|---|---|---|
| Vitality (VIT) | 50 HP → +5 HP per point | Grows the HP pool. 1 VIT = 5 max HP. |
| Power (PWR) | 10 → +1 per point | Damage dealt per strike |
| Defense (DEF) | 10 → +1 per point | Reduces incoming damage; chance to block |
| Speed (SPD) | 10 → +1 per point | First-strike priority + dodge chance + extra strikes |
| Crit Chance (CRIT) | 5% → +1% per point | % chance per strike to deal double damage (capped at 50%) |
| Stamina Cap | 10 → +1 per point | Max stamina pool size (capped at 50 — up to 40 points) |
HP vs VIT — VIT is the stat (what allocation points and gear add). HP is the realized life pool — the bar that ticks down in combat. Wherever you see "+1 VIT" on a piece of gear, that's +5 HP in your actual pool.
Defense reduces incoming damage with diminishing returns — stacking more defense always helps, but each additional point yields a smaller marginal reduction than the previous one. A pure-tank build never reaches damage immunity; some damage always lands. Crit doubles a strike's damage; block softens a strike significantly; dodge makes a strike miss outright.
You get 5 skill points per level. Spend them on whichever stats fit your playstyle. The Allocate dialog lets you preview the changes before confirming.
Got a build wrong? Buy a Respec Scroll in the shop (5,000 Shards) to refund every spent point. You can re-allocate freely afterwards.
Cumulative XP needed for level L:
xpForLevel(L) = floor(50 × L^1.95)
This means:
Once at L100, the pup is maxed. XP grants stop, but all other rewards still flow (Bones, items, potions). Stage badges: Pup (L1–4), Young (L5–14), Adult (L15–29), Alpha (L30+).
By default there is no daily XP cap — how fast you level is set by how much you actually play (stamina-gated arena / Solo Shuffle, dungeon runs, training) and softened by the rested-XP catch-up above. Every XP grant lands in full.
An optional rolling-24h ceiling can be in effect. When one is active, it blocks XP only — Bones, drops, and item rewards still apply — and there's no midnight reset: every individual XP grant has its own personal 24h timer, so capacity returns chunk by chunk as each grant ages past 24h. While a cap is active, the Overview portrait card shows the current 24h usage and a live countdown to the next chunk of headroom (e.g. "Next +120 XP unlocks in 2h 14m").
Leveling speed now reflects effort: the most active players reach L100 in a few months; lighter players take longer, and the rested-XP catch-up lifts the floor for anyone behind the pack.
If your pup is well below the active pack, it earns bonus XP so newcomers and low-level pups can catch up. The boost scales with how far behind you are — up to +100% XP at the biggest gap — and shrinks automatically as you climb, reaching the normal rate once you reach the pack. Players at or above the pack get no bonus (no inflation at the top), and trial pups are excluded. The "pack" is the level most active players have reached; it updates as the game grows.
| Source | XP per action | Notes |
|---|---|---|
| Training (2h) | ~25 base × location multiplier × collection multiplier | Independent of stats — same XP at L1 and L99. |
| Arena win | ~180 base × level-gap multiplier | Level multiplier rewards punching up and penalizes farming much lower-level opponents (zero rewards past a wide gap). |
| Arena loss | ~20% consolation XP scaled by the same level multiplier | Losing attacker also keeps 25% of a win's Bones (same multipliers; still zero past a wide punch-down gap). The defender never earns anything. |
| Pet (1× per UTC day) | 10 | Free, no cost. |
| Daily Login | 5 + 25 Bones | Awarded on first action of a new UTC day. |
Stamina gates arena attacks. (Training is free — it no longer costs stamina.)
| Item | Effect | Price (Shards) |
|---|---|---|
| Stamina Potion | +5 stamina (clamped to cap) | 2,000 |
| Large Stamina Potion | Refills to full cap | 5,000 |
| Speed-up Potion | Instantly completes 1 training slot | 2,000 |
Drops: every training has a 5% chance (forest) of dropping a potion. The drop pool is weighted 80% Stamina Potion, 20% Speed-up.
Training is a free, passive idle layer. Each slot runs for 2 hours, costs no stamina, and pays out XP plus a chance at a tier-stamped Loot Box (Common / Rare / Epic). Because it's time-gated rather than stamina-gated, training is a steady background trickle of XP — the bulk of your daily XP now comes from the arena (which your stamina fuels), with training, dungeons, and login topping it up. The box itself is what drops the Bones, potions, and equipment when you open it — see the Loot Boxes section for what's inside.
Default cap is 3 concurrent slots per pup. The slot grid resizes to match the cap. Lowering the cap doesn't cancel in-flight trainings — they finish on schedule and stay collectable, but you can't start new ones until you drop back below the cap.
Each slot picks a location that skews XP. The Loot Box drop is rolled separately (see below) and isn't affected by location:
| Location | XP multiplier |
|---|---|
| Forest | 1.0× |
| Arena | 1.4× |
| Den | 0.7× |
Forest is the default, balanced choice. Arena maximizes XP. Den is for slower-leveling players who want to spread out daily-XP-cap consumption.
Each training rolls for a Loot Box at start time (snapshotted onto the slot, so you see the tier — if one dropped — the moment the timer hits zero). The default rates per training:
| Tier | Drop chance (per training) |
|---|---|
| Common | 9% |
| Rare | 2.5% |
| Epic | 0.65% |
Rates are treated as a probability distribution. They currently sum to ~12%, so most trainings drop no box (the ~88% residual) — boxes are an occasional bonus on top of the guaranteed XP. Raising the rates so they sum to ≥ 1 would make a box guaranteed every training.
Some special "training collections" (other NFT collections WolfSwap partners with) have an XP multiplier that stacks with location. Available collections show a per-token cooldown so you can't farm the same Wolfie endlessly.
No trainable NFT? Every pup can train against the Training Dummy — a free, infinite target. It has no per-token cooldown and no ownership check, so you can fill all your slots with it as many times as you like.
The trade-off is a reward multiplier (default 0.1×) applied to everything the training pays out — XP, Bones, the Loot Box drop chance, and equipment drops all scale down by the same factor. So the Dummy is the entry-level / last-resort option: it keeps you progressing when you have no eligible token, but owning a trainable collection always pays the full rate.
The slot cap (and the daily XP cap, if one is active) still applies, so the Dummy can't be used to farm around those limits. Quick Start prioritizes your owned, off-cooldown tokens and only falls back to the Dummy when none are available.
Pups need to eat. If you stop feeding, they starve, then they die.
Sold in the shop, stored in inventory, applied via the Feed action:
| Food | Fed buff duration | Price (Shards) |
|---|---|---|
| Kibble Bits | 4h | 100 |
| Meat Stew | 12h | 500 |
| Royal Feast | 24h | 1,000 |
While Fed, your pup has +10% HP and +10% Power in arena fights. Feeding stamps lastFedAt = now, resetting any starvation debuff.
Always-available Free Feed action — no inventory cost, 12h cooldown. It resets your feed timer so your pup doesn't starve, but it does not apply the +10% Fed buff (only paid food applies the buff). Free Feed exists so a player who's broke or AFK can keep their pup alive.
If your pup hasn't been fed in more than 24h, every passing day adds a 10% debuff to every combat stat (HP, Power, Defense, Speed, Crit) — capped at 90% just before death. The debuff is shown as a "Starving −X%" pill on the Overview tab.
Stamina is never debuffed by starvation — so a starving player can always Free Feed.
After 240h (10 days) without feeding, the pup dies. Every action except revive is blocked: no training, no arena, no shop, no allocations, no presets, nothing. The pup's combat stats are pinned at the 90% debuff visually but it doesn't matter — it can't fight anyway.
Two paths out:
Either way, the starvation timer resets (lastFedAt = now) so the pup walks out alive with a fresh 24h grace window.
Click the pencil icon next to your pup's name on the Overview tab. Costs 100 Shards by default. Same rules as hatching: 1–20 characters, letters / numbers / spaces only, profanity blocklist. Saving the same name (post-trim) is a no-op and doesn't charge. If your Shards balance is short, the Save button flips to Get Shards so you can top up without leaving the dialog.
Two per-pup currencies. Shards is what you spend; Bones is what you earn from gameplay and convert to Shards.
| Currency | Where it comes from | What it buys |
|---|---|---|
| Shards | Bones conversion, DEX-points exchange, on-chain CRO top-up, gifts | Everything in the shop — food, potions, items, repair, revive, rename, cosmetics, extras |
| Bones | Training, arena wins, daily login, season prizes | Only convertible to Shards (default 1:1) |
| Source | Bones |
|---|---|
| Training (forest, per slot) | 7–18 |
| Training (arena, per slot) | ~4–9 |
| Training (den, per slot) | ~5–13 |
| Arena win | 20–60 × CR multiplier |
| Arena loss (attacker consolation) | 25% of a win — same CR & level-gap multipliers |
| Dungeon clear | per-kill Bones + a guaranteed prize (~15 at T0 → ~600 at T7) |
| Endless Howl clear | guaranteed prize (~10 at Howl 1 → ~1500 at Howl 100) |
| Loot Box | 10–20 / 20–50 / 50–100 by tier |
| Daily login | 25 |
| Season-end prizes | 50 / 250 / 1000 / 2500 (see Seasons) |
Everything in the shop is priced in Shards:
The shop's left rail has a Send Gift entry (next to your Shards balance). Pick a recipient by pup name, choose an amount, confirm. Both sides see it in the activity feed (shards_gift_sent / shards_gift_received). Gifts are a Shards-only flow — no Bones, items, or buffs are giftable.
Don't want an item? Disenchant it from the shop for Bones that scale with the item's required level — higher-level gear refunds more. Items with no level requirement refund a small flat amount. Refund lands in your Bones balance — convert to Shards if you want to spend it.
Items are gear you equip on your pup to boost combat stats. They drop from training (tempered/steel) or are bought / awarded.
rusty → iron → steel → tempered → gilded → dragonscale → voidforged → set
Higher tiers have larger stat bonuses. Set items belong to a named set and unlock additional bonuses when worn together (e.g. 2-piece, 4-piece, full-set bonuses).
Each equipped item adds flat stat bonuses (VIT / Power / Defense / Speed / Crit) and may also carry special effects on the Weapon/Shield slots. VIT on gear works the same as VIT from skill allocation — 1 VIT = 5 max HP.
Weapon effects (proc on landed hits):
Shield effects (proc when the wearer is hit):
Passive effects (any slot, no proc):
These don't fire on a trigger — they're always-on modifiers contributed by whatever piece carries them. Multiple pieces stack additively (engine-side cap on the stacked total where listed).
Some items have a minimum pup level. Buying is always allowed — you can stock up on gear before you've leveled into it — but the equip action is gated. Items below your level show a yellow "Lv X" pill; items at or above your level show a neutral pill. The picker dialog disables the Equip button on locked items and explains why.
When unset, an item has no level requirement.
An item can be hidden — it disappears from the shop, the training drop pool, the inventory panel, and the equipment picker in one go. A hidden item also stops contributing stats / effects in fights, even if it was previously equipped.
Set views still list the piece (so the set composition stays intact) but show "unavailable" instead of a buy button until the item is unhidden. Use this when you want to retire a piece of gear without leaving its stats live in the wild.
Every equipped item has durability that ticks down as you fight. Defending doesn't wear gear — only attacks roll for damage.
| Tier | Max durability |
|---|---|
| Rusty | 200 |
| Iron | 200 |
| Steel | 200 |
| Tempered | 200 |
| Gilded | 200 |
| Dragonscale | 200 |
| Voidforged | 200 |
| Set | 200 |
Average item lifespan at full gear is around 1,000 attacks per item — casual players barely notice, daily grinders still get a long runway between repair cycles.
When durability hits 0, the item is broken:
Tap the small wrench icon on a damaged equipment slot (paper-doll or list view) to repair it back to full durability.
Save up to 5 named loadouts ("Glass Cannon", "Tank", "Crit Build", etc.) and swap between them with one click. Presets reference items by id, so swapping doesn't require unequip/re-equip clicks.
Note: every owned copy of an item tracks its own durability. Unequipping a damaged item leaves it on the shelf at its current condition — re-equipping it later picks up exactly where it was. The inventory shows one row per copy so you can pick the freshest one when equipping (and disenchant the worst one when clearing junk).
Pour an Enchant Scroll into a piece of gear to push its enchant level from +0 up to +10. Each level scales that piece's stat bonuses up (compounding), so a high-enchant item is dramatically stronger than its base. Enchanting applies to every slot — weapons, all armor pieces, shields, and jewelry.
Enchant level lives on the specific copy of the item (each copy tracks its own, like durability), and the extra stats it grants show up in your displayed stats and in combat.
Loot Boxes are tier-stamped reward containers that replace the old direct potion / equipment drops from training and arena wins. Each box you open is an independent server-side roll: every box always grants Bones, plus a 50% chance for a potion (drawn from a per-tier weighted pool), a smaller chance for a piece of drop-only equipment, and a small chance for an Enchant Scroll.
Box Bones stack on top of the direct Bones grant from training and arena — opening a box is its own meaningful payoff, not just a potion dispenser.
| Tier | Bones | Potion chance | Potion pool | Equipment chance | Equipment pool | Enchant Scroll |
|---|---|---|---|---|---|---|
| Common | 10–20 | 50% | Stamina Small · Speed-up | 1% | Any tier — heavily weighted toward Iron / Steel | 2% |
| Rare | 20–50 | 50% | Stamina Small/Large · Speed-up · Respec Scroll · Vitality / Strength / Bulwark / Quickness Brews | 5% | Any tier — weighted toward Steel / Tempered | 5% |
| Epic | 50–100 | 50% | Stamina Small/Large · Speed-up · Respec Scroll · Wisdom Brew | 15% | Any tier — weighted toward Tempered / Gilded | 10% |
The Enchant Scroll chance is an independent per-tier roll (defaults 2% / 5% / 10%, admin-tunable) and only lands while enchanting is available for your pup (global Enchant feature on, or your pup has early-access).
Every box can drop equipment of any tier — the per-tier weights only shift the probability distribution, they don't lock a box to a tier band. The hard filter is a level band: an item's required level must be ≤ your current level (you can equip it) AND ≥ 75% of your current level (it's not stuff you've outgrown). So a L100 pup only rolls items requiring level 75+; a L50 pup only rolls 37+; a L10 pup only rolls 7+. Items with no required level count as 0 and only drop for low-level pups. Rolls outside the band don't substitute — Bones (and maybe a potion) still drop, the equipment slot just stays empty.
| Source | Common | Rare | Epic | No box |
|---|---|---|---|---|
| Training (per slot, rolled at start) | 9% × loc | 2.5% × loc | 0.65% × loc | residual |
| Arena (winner only, on settle) | 7% | 2% | 0.5% | 90.5% |
Training drop rates are scaled by the location's Loot Box × multiplier — Forest 1.0×, Arena 0.5× (trades box odds for raw XP), Den 1.5× (the loot-hunter pick). So Den rolls Common 13.5% / Rare 3.75% / Epic 0.975% — meaningfully better box odds in exchange for slower XP/Bones. Defenders and losing arena attackers earn no box.
Loot Boxes aren't sold in the shop by default — they're earned through training, the arena, and dungeons.
Boxes show up as a third bag inside the Inventory card on the Overview tab, alongside Consumables and Equipment. Each tier shows a count and an Open button. Click Open to crack one, or Open all to crack everything in that tier (capped at 25 per click for performance — repeat the click for larger stacks).
The Open dialog reveals each box's contents in turn: the aggregate Bones first, then any potions, then any equipment drops. Bones land in your wallet immediately; potions land in your normal inventory; equipment lands as a fresh full-durability item in your inventory.
The shop's Loot Boxes category lets you buy boxes for Shards (1–25 per click). Buying does NOT auto-open the boxes — they land in your Loot Boxes card on Overview to crack at your leisure. Some tiers may not be available for purchase.
Trainings started before the Loot Box deploy were rolled with the legacy reward shape (direct Bones + maybe a potion + maybe equipment, all baked in at start). Those trainings keep their original rewards on collect — the in-flight queue drains naturally over the ~1h training window. New trainings stamp a tier instead and grant a box on collect.
The shop has tabs for each item category:
Buff potions stack with the Fed buff (multiplicative). Drinking a second buff while one is active just resets the timer — it doesn't stack the bonus.
Fun pixel-art wolf expressions your pup pops above its head mid-fight. Purely cosmetic — no stats, no combat effect, just attitude. Buy them once with Shards in the shop's Emotes section (the same currency as avatar borders); once bought, your pup owns the emote forever.
Each pup has three equip slots, set right in the Emotes section:
Any owned emote can go in any slot (the same emote can fill several), and re-equipping or clearing a slot is free — swap as often as you like. Your opponent sees your emotes in the fight replay, snapshotted at fight time, so the emote you wore when the fight happened is the one the replay shows.
Emotes currently appear in the new arena fight screen (Quick Fight), the classic arena replay view, PvE battles, and Bracket (Last Man Standing) replays. 3v3 Solo Shuffle doesn't show them yet — support is coming later.
The starter catalog has 8 emotes. New ones appear in the Emotes section as the team enables them, so the catalog can grow beyond this set:
| Emote | Flavor | Price (Shards) |
|---|---|---|
| Howl Taunt | Throw your head back and let out a mocking victory howl. | 10 |
| Smug Grin | That insufferable "I've already won" smirk. | 10 |
| Sleepy | Curl up and pretend the fight's already boring. | 10 |
| Good Game | A respectful paw raise — GG, well played. | 25 |
| Rage Snarl | Fangs bared, eyes blazing — pure fury. | 25 |
| Cry Baby | Big watery puppy eyes and a trembling lip. | 25 |
| Heart Eyes | Your eyes turn to floating hearts — you adore the carnage. | 50 |
| Mind Blown | Jaw drops, eyes pop — utter disbelief. | 50 |
The shop's Extras tab holds QoL services priced in Shards. Today there's one entry; more will land here as the game grows.
Vacation insurance. Buying it sets a shield that lasts 7 days + 12h from purchase, during which:
Buying again while still active stacks — the new expiry is (current shield end) + 7d12h, not (now) + 7d12h. Top up before a long trip.
When the shield ends, the pup gets a fresh 24h grace before the starvation debuff kicks in (no "snap to tier-7 starving" cliff).
The summary bar shows an Auto-fed chip with "shield ends in X" while it's active.
You can send Shards from your pup to any other pup. The entry point is the Send gift button in the shop's left rail, just below the Shards balance pill.
Both sides see the gift in their activity feed: shards_gift_sent on the sender, shards_gift_received on the recipient. Either row carries the counterparty's pupId and name so the feed is self-contained.
Notes:
The arena is where pups fight other players' pups for rating, XP, and Bones.
You can attack the same opponent at most once per hour (ATTACK_COOLDOWN_MS = 1h). You can't attack yourself, dead pups, your own pups, or anyone outside ±200 rating from you.
Pups at level 5 or below are shielded from being attacked by higher-level pups. The bracket is one-directional:
The shield drops automatically once the pup hits L6. Every new pup joins the ladder at the default 1000 rating, which would put them in matchmaking range of high-level farmers; the shield gives newcomers a low-stakes bracket to climb in. You'll see a small Shielded chip on protected rows; the Attack button is hidden for unprotected viewers.
The Quick Fight button at the top of the Arena tab finds an opponent for you and runs the standard attack against them. Same 2-stamina cost, same per-defender 1-hour cooldown — it's a shortcut, not a power boost.
Matchmaking rules (server-side):
Punching up via Quick Fight is intentionally disabled for shielded pups. If you're L1–L5 and want to fight an L6+ opponent, tap their row on the leaderboard directly — that path still works.
XP and rating are decoupled. XP scales with the level gap between attacker and defender; rating uses its own Elo-style math (see Rating). The two no longer cross-reference — chasing high-level fights for XP and chasing same-rating opponents for ladder climb are separate decisions.
Punching up pays more, punching down pays less. Attacking a higher-level pup boosts both XP and Bones; attacking a much lower-level pup drops them, all the way to zero rewards if the gap is wide enough. Bones never get a punch-up bonus (only a punch-down penalty) — that's intentional, to keep alt-account farming unviable (a low-level alt fed Bones by a high-level main). The exact curves are intentionally not published; the fight result dialog shows the multipliers that applied so you can read them off your own fights.
Starts at 1000. Floor is 500 (you can't drop below). Rating resets every season.
Rating changes use a standard Elo-style formula: an even matchup moves both pups a moderate amount, an underdog win pays a bigger gain (and a smaller loss on defeat). Punching way above your weight is intentionally cheap to try — the rating delta on a loss against a much higher-rated opponent is small, while a win pays a meaningful jump. The opposite holds for stomping a much lower-rated opponent: the win pays peanuts, the loss costs more.
Follow up to 50 pups to track them in your Rivals list. Useful for grudge matches, watching strong opponents, or just keeping tabs on friends. Following doesn't notify the other player.
If a followed pup is reset and re-hatched, the follow stays attached to the same Wolfie NFT — when the new pup hatches, your Rivals list shows it again. If they're reset and not re-hatched, the row appears in a "Pup deleted" section so you can unfollow.
The arena runs in seasons. Each season has its own leaderboard, rating reset, and prize payout. Seasons advance manually (no auto-timer), so prize pools and timing stay aligned with WolfSwap events.
When a season advances, every leaderboard row gets finalized in place with a final rank, prize Bones, and badge:
| Rank | Bones | Badge |
|---|---|---|
| #1 Champion | 2,500 | Champion |
| #2–10 | 1,000 | Top 10 |
| #11–100 | 250 | Top 100 |
| #101+ | 50 | — |
The leaderboard then resets — fresh ratings of 1000 across the board, fresh win/loss records. Past seasons stay readable: a dropdown on the Leaderboard lets you browse historical results, and the preview dialog shows a "Past season" badge with the prize earned.
A scheduled, single-elimination PvP event that runs alongside the arena ladder. Default cadence: once daily at 19:00 UTC (open the Bracket tab to see the actual times).
Champion (fixed): 200 Bones + 300 XP + Epic Loot Box.
Prize pool (shared with non-champions): 10 Bones + 20 XP per entrant. So a 10-pup bracket has a 100 Bones / 200 XP pool, split among the 9 non-champions weighted by elimination round (R1 loser = weight 1, R2 = 2, runner-up = max). Concretely, a typical 10-pup bracket pays roughly:
| Result | Bones | XP |
|---|---|---|
| Champion | 200 | 300 (+ Epic box) |
| Runner-up (lost the final) | ~25 | ~50 |
| Semifinalist | ~18 | ~37 |
| Lost in round 2 | ~12 | ~25 |
| Lost in round 1 | ~6 | ~12 |
Numbers scale with the entrant count: more players = bigger pool = bigger non-champion shares.
The shared pool's split is driven by how deep you got (the round you were eliminated in), but the recap still lists everyone in rank order. Within the same elimination round (e.g. all four round-1 losers), order is decided by:
Pups eliminated in earlier rounds rank below pups eliminated later — runner-up always sits at rank 2.
Solo PvE: your pup vs randomly-generated monster waves and a boss. Each cleared Tier unlocks the next. Higher tiers stack more affixes on the enemies and pile on more waves — so build, gear, and potions all matter.
12 affixes can roll onto elite monsters (T41+) and bosses, all reusing existing combat mechanics: Burning (DoT on hit), Frozen (slow on hit), Thorny (reflects damage), Vampiric (lifesteal), Shielded (absorb), Stunner (chance to stun), Enraged (+50% power), Swift (+30% speed), Fortified (+50% defense), Brutal (+20% crit), Piercing (ignores a portion of target defense — counters pure-tank builds), Grievous (on hit, cuts the healing you receive — lifesteal, health globes, and potions — for a few rounds; counters sustain builds). More affixes per monster at higher tiers.
One of five is rolled per dungeon:
Each rewards a different build. Learn them by losing to them — the affix chips in the Boss approaches banner tell you what's coming.
A separate, endless PvE ladder that lives alongside the themed T0–T7 dungeons. Instead of fixed themes, each run — a Howl — pulls a random gauntlet of monsters drawn from all dungeon themes, scales them up, and ends in a random boss. Tiers are numbered Howl 1, Howl 2, … with no upper limit shown (the hard ceiling is Howl 500). There's no death here — push as deep as you dare.
Every Howl is tougher than the last — monsters hit harder and soak more, and the gauntlet grows longer with depth: the number of waves tracks the Howl number (roughly +1 wave every 4 Howls, up to 14), so a Howl 18 is ~5 waves and a Howl 50 is well over a dozen — real gauntlets, not skirmishes. Mobs-per-wave and monster stats ramp more gently (on a stretched curve) so each wave stays winnable. There's no level gate and no posted "recommended" level: bring your strongest build, lean on your gear and potions, and see how far you can climb.
Every Howl you clear drops loot:
How Howl gear drops are matched to your depth. The pool a clear rolls from is level-matched to the Howl tier: only gear whose level sits within ±5 of the tier can drop (Howl 50 drops level-45-to-55 gear, and so on). Within that band the drop is rarity-weighted — common-tier pieces drop most often and the top-tier (dragonscale / set) pieces are the rare chase, landing on the order of ~1% of clears or less. Pushing deeper is therefore how you reach higher-level gear; farming a shallow tier only ever drops gear matched to that tier.
Re-clears drop the same way; the stockpile cap, the per-clear stamina cost, and the low gear-drop odds keep farming in check.
Certain Howl tiers are milestones — checkpoints the team sets up, each carrying a claimable reward. The first time you clear one it's celebrated. There's no fixed list: the team configures which Howl tiers are milestones and what each one grants, so the set can change over time (the default starting set is Howl 5, 10, 25, 50, 75, and 100).
Claimable milestone rewards. Once your pup first-clears a milestone Howl, that milestone's reward unlocks in the Milestone rewards panel on the Howl screen — a horizontally-scrolling rail that auto-scrolls to your next claim. Tap Claim to receive it. A reward is a bundle of any mix of Bones, Shards, Enchant Scrolls, Loot Boxes, and specific gear — whatever the team has assigned to that tier. Each reward is claimable once per pup (it survives season resets), and the milestone stays "reached" forever once hit. If a milestone has no reward assigned, there's simply nothing to claim.
Milestones are reward checkpoints only — they don't grant titles.
A per-season leaderboard ranks pups by the deepest Howl cleared (ties broken by who reached that tier first). Seasons share the same season cycle as the Arena.
The leaderboard is bragging rights — at season close each pup's final rank is recorded so past seasons stay browsable, but there's no currency payout (the Howl ladder rewards you with HP-potion drops as you climb, not an end-of-season prize).
A "perfect-play" day looks roughly like:
If you want to start over (rebuild your pup from scratch), the Reset action wipes everything tied to the pup:
After reset, you can hatch a fresh pup on the same Wolfie or a different one. The pup-cap check passes because the pup doc is gone.
Reset is irreversible. There's a confirmation dialog asking you to type the pup's name to continue.
Admins can ban wallets that break the rules (botting, exploit abuse, etc.). A ban is account-wide and thorough:
If you believe a ban is a mistake — including the case where you bought an already-banned pup on the secondary market — use the Request Unban button on the banned banner. One request can be pending at a time; an admin reviews it and either accepts (the ban is lifted for your account and your pups) or rejects it (you can file a new request later).
Got more questions? Drop them in the WolfSwap Discord or reach out on X. Common ones are answered in the FAQ at the top of this page.