AlexTier 1
- Affiliation
- Starters
Ultimate
- Alpha
For a while you lead the pack. Your wolves come to you, fight harder and faster, and follow your quarry unbidden; everything in range is marked; your bow is quick.
- Killing Shot
Hold to draw. The shot builds only while something you have marked is in your sights, and released at full it hits harder than anything else you own.
Moves
- Quarry Mark
Mark what you are aiming at. While the mark holds it glows for everyone, everything you land on it hits harder, and the rest of the hunt answers to it.
- Items
Equips the items your suit comes with, and puts them away again.
- Sic
Send the pack, or call it back.
- Call Pack
The pack arrives, and whichever wolves are already out come back to you. It is a small pack now and grows as you climb.
- Wind Step
A hard step in the direction you are looking, with enough lift to clear a wall or break out of a melee, and no fall damage when you land.
- Howl
The pack howls and everything nearby is quarry: marked and slowed, while your wolves quicken and your next shot is a bullseye, drawn or not.
- Sentinel
A spectral crossbow hangs over your shoulder, tracks your quarry, and shoots it with your own arrows while you do something else.
Passives
- Companion Wolf
A wolf that is always with you. It follows, it fights, and it goes for whatever you have marked without being told. When it falls, another finds you.
- Looting
Extra Looting on everything you kill. Grows as you climb the ladder.
- Harvester
A better cut from anything fibrous: string, sugar cane, bamboo and vines all drop more.
- Keen Nose
Whatever you have marked leaves a scent. A trail leads from you to your quarry, and every wolf of yours with nothing better to do follows it.
- Tracker's Nose
Hold what you want and the nose finds where it comes from. Sneak with wool, feathers, leather, string, bone, a saddle or wheat in your off-hand.
- Light Footed
Your footsteps make no sound.
- Animal Whisperer
Any animal that can be tamed is tamed by a touch. Chickens hand over a feather instead.
- Hunter's Patience
Hold a full draw on your quarry for a beat, and the shot is a bullseye: harder, piercing, and it renews the mark. A tap is still a tap.
- Pack Tactics
Your animals hit harder against your quarry, and your arrows hit harder against anything your animals are already fighting.
- Bounty
A marked kill pays. Anything that dies as your quarry drops more, and always leaves what its kind is hunted for: bone, string, hide or feather.
- Wolf Healing
Wolves near you mend on their own, so a pack lasts more than one fight.
- Bloodhound
A wounded quarry cannot shake the mark. Every hit you or your wolves land on something marked renews the mark in full.
- Retrieve
The pack brings it back. Drops near your wolves are drawn to them, and a wolf beside you hands over what it carries.
- Balanced Landing
You take no fall damage, and a hard landing briefly quickens you and sharpens your next hit.
- Mounted Archery
From the saddle, your bow draws twice as fast. A full draw at a gallop.
- Quick Nock
Your bow draws half again as fast, on foot or off.
- Clean Kill
A patient shot wastes nothing. An animal brought down by a bullseye drops its meat cooked and its hide twice over.
- Thick Fur
Your wolves shrug off more, and fire does not touch them.
Utility and cosmetic
- Hunter's Quiver
Your arrows, handed out by the ladder. The plain arrow is always ready; the others each do one thing for the hunt.
- Summon Horse
Calls a horse to your side. A better one as you climb.