Training firstChoose a target you hit reliably and can sustain with regular potions or a healer. A complete defensive set often matters more than one new weapon.
Hunt for an upgradeOpen each camp’s equipment list. Collect the next set on the previous comfortable hunt; an item’s requirements are not a promise that you can safely fight its source.
Gather with a purposeOpen an item to see exact recipes, skill requirements and material sources. Compare a safe material farm with a direct equipment hunt before spending a whole batch.
Build 85 · 26 October 2026
Your next step, in one place
Find the Human Hunt Steward in town 1 at map coordinates 290, 118. Open Bounties, My hunt, Hunting scrolls or Guides. Humans can choose any eligible same-stage weapon family.
Starting out. Your training weapon and Cheap clothes start Hardened. Existing untagged starter items are upgraded without replacing better tags. Visit the Blacksmith and Armour Vendor for the expanded ordinary equipment choices.
Choose a hunt, then one reward
Your Hunt Steward shows ordinary monsters appropriate to your permanent stats, level, class and equipment requirements. Pick one item, one material bundle or one progression potion before accepting. Complete the hunt and return to collect.
Equipment rolls with a Hardened, Rare, Epic or Intense tag. Materials and potions have their listed quantity.
Account limits
- One active hunt; three rewarded hunts per rolling 24 hours.
- Each monster family: one reward per 24 hours.
- Equipment: one item per world and progression stage, and two per rolling seven days.
- Bounty progression potion: one per 24 hours, instead of the item/material reward.
Daily rewards: choose one bundle
Rested, Hunting Focus and Crafting Insight join the other choices. You receive the selected bundle only. Complete the usual daily playtime requirement, then choose and claim.
Days 1–7: 1 · 1 · 2 · 2 · 3 · 3 · 4 potions, then back to day one. A missed daily claim retains the existing streak-reset rule.
32 total potions per account across both worlds, carried items, warehouses and pending rewards. These potions are account-bound; move them only through your own account’s permitted storage.
Which potion?
Small Rested: refills reserve by 25% of your current level, within its cap; it is not instant EXP.
Hunting Focus: 30 minutes of +10 percentage points to eligible hunting gains.
Crafting Insight: 30 minutes of additional ordinary crafting-skill work, taking the current 2× to 2.1×. No faster actions or improved success. Focus and Insight do not stack or extend and their timers continue offline.
Human progression and equipment
The recent 2× boost is replaced by 4×. Common eligible hunting EXP/stat/weapon training is 117⅓× the original reference, previously 58⅔×, before other bonuses, eligibility, caps and rounding. Magic-school training doubles on its separate path. CON doubles separately; charisma stays unchanged. Both worlds retain the already-live 2× crafting training.
Attainable Human equipment with raw durability below 2,500 receives 30% more base durability. Items already at or above 2,500 are unchanged; existing rolled equipment is not repaired or recalculated.
Human town equipment shops: 10 equipment units per account per rolling 24 hours, maximum three per item family. Expanded stock rolls Hardened or Rare; original training/Cheap starters remain Hardened. Recovery potions and materials are outside this equipment limit.
Hunting scroll destinations and prices
Buy with Barr or POS. Ten scrolls per rolling 24 hours and thirty owned per account, across both worlds and storage. Northern destinations require discovery; War Spoils requires current Continental ownership. Use while alive and out of combat. These are approaches, not safe zones. Old retired hunting scrolls are removed.
| Destination | Zone | Level | Barr | POS |
|---|
| Dire Wolf Approach | 1 | 1+ | 500 | 1 |
| Werewolf Approach | 1 | 15+ | 1,500 | 3 |
| Devil Warrior Approach | 4 | 35+ | 4,000 | 8 |
| Beast Lord Guardian Approach | 12 | 60+ | 8,000 | 16 |
| Frontier Guardian Approach | 12 | 80+ | 12,000 | 24 |
| Dark Warmess Approach | 41 | 90+ | 20,000 | 40 |
| Dark War Beast Approach | 43 | 90+ | 20,000 | 40 |
| Dark War Beast Commander Approach | 41 | 120+ | 30,000 | 60 |
| Dark War Beast Commander Approach | 43 | 120+ | 30,000 | 60 |
| Dark Cyclone Shanis Approach | 41 | 145+ | 45,000 | 90 |
| Dark Cyclone Shanis Approach | 43 | 145+ | 45,000 | 90 |
| Dark Beast Lord Guardian Approach | 41 | 170+ | 60,000 | 120 |
| Dark Beast Lord Guardian Approach | 43 | 170+ | 60,000 | 120 |
| White Tiger Approach | 1 | 1+ | 500 | 1 |
| Raptor Approach | 4 | 15+ | 1,500 | 3 |
| Anachrota Approach | 6 | 35+ | 4,000 | 8 |
| Palus Approach | 12 | 60+ | 8,000 | 16 |
| Frontier Palus Approach | 12 | 80+ | 12,000 | 24 |
| Dark Warmess Approach | 41 | 90+ | 20,000 | 40 |
| Dark Palus Approach | 43 | 90+ | 20,000 | 40 |
| Dark Devilfish Approach | 41 | 120+ | 30,000 | 60 |
| Dark Devilfish Approach | 43 | 120+ | 30,000 | 60 |
| Dark War Beast Commander Approach | 41 | 145+ | 45,000 | 90 |
| Dark War Beast Commander Approach | 43 | 145+ | 45,000 | 90 |
| Dark Cyclone Shanis Approach | 41 | 170+ | 60,000 | 120 |
| Dark Cyclone Shanis Approach | 43 | 170+ | 60,000 | 120 |
| Lich Approach | 1 | 1+ | 500 | 1 |
| Prismatic Entity Approach | 5 | 15+ | 1,500 | 3 |
| Lich Lord Approach | 12 | 35+ | 4,000 | 8 |
| Nightmare Approach | 12 | 60+ | 8,000 | 16 |
| Frontier Nightmare Approach | 12 | 80+ | 12,000 | 24 |
| Shadow Drazil Approach | 41 | 90+ | 20,000 | 40 |
| Shadow Drazil Approach | 43 | 90+ | 20,000 | 40 |
| Dark Nightmare Approach | 41 | 120+ | 30,000 | 60 |
| Dark Nightmare Approach | 43 | 120+ | 30,000 | 60 |
| Shadow King Druid Approach | 41 | 145+ | 45,000 | 90 |
| Shadow King Druid Approach | 43 | 145+ | 45,000 | 90 |
| Shadow Gargoyle Shaman Approach | 41 | 170+ | 60,000 | 120 |
| Shadow Gargoyle Shaman Approach | 43 | 170+ | 60,000 | 120 |
Continental, weather and useful town services
Eligible ordinary kills in zones 14 / 17 / 43 have a 35% chance of 0.1 / 1 / 1.5 POS. The kill must qualify for EXP or STR, DEX or INT training, and your world must own Continental. Weapon skill, Moral or charisma alone do not qualify. Active WoTW stone occupation earns 1 POS per full continuous second.
Rain returns 3% of actual damage to both HP and MP. Check the small weather-status icon for the active effect.
Shared storage unlocks for Barr without an account-age wait. Extra warehouses sit near crafting stations. Eligible vendor sales have a two-hour private buyback. Ground pickup reaches two spaces, respecting walls; loot protection lasts eight seconds.
Choose your route
From original lands to the northern frontier
The order below follows training and preparation, not a fixed character-level checklist. Original monsters’ internal levels are not your recommended player level. The northern ladder supports the extended journey towards 200; move when your stats, equipment and recovery are ready.
Training values describe the monster, not a stat requirement for your character. Preparation references show tested player stats and equipment where available. Equipment and crafting lists explain what to collect here for later use; open an item to find the exact ingredient sources.
Travel & camp choice
Start low. Work north.
Markers show camp centres, not a precise boundary or a safe standing tile. Enter from the south and avoid walking through the stronger northern camps to reach another target. Nearby camps remain separate; pull towards clear ground rather than across the next camp.
Plan your materials
Craft an upgrade you can use
Before you spend a batch
- Check STR, DEX, INT and weapon skill separately.
- Use the correct crafting category and equipment gender.
- Gather every exact ingredient and quantity; different bones, metals or woods are not interchangeable.
- Allow for failure: a failed production attempt consumes the batch.
- Keep your current weapon and armour until the replacement is ready.
Craft skill is not weapon skill
New progression equipment starts at 130 crafting and rises with its tier. At the required skill, production starts at 60%, gaining one percentage point per additional skill level up to 95%.
At the 200 skill ceiling, a 170 requirement reaches 90%, 175 reaches 85%, and 180 reaches 80%. Higher tiers therefore keep a real failure risk.
Open any craftable item below to calculate its success chance and expected batches. Some original named recipes have their own lower requirements.
Hero equipment remains quest equipment. Optional named, boss and upgrade rewards are not required to follow the ordinary hunting ladder. Do not plan a leveling route around waiting for a boss spawn.
Your equipment notebook
What to look for · every equipment choice
Levels 1–110 cover original progression; 110–200 cover the frontier and northern tiers. Soma equipment is gated by stats and weapon skill, so compare the exact requirements rather than treating character level as an equip requirement. Sort by requirements to see the full ladder, including crafting-only choices.
Search a set, weapon, bone, wood or gem. Each item shows its requirements, recipe options and ordinary hunts, optional encounters, shops, conditional quests and crafting. Every configured source is accounted for. Weapons include swords, axes, bows, crossbows, spears, knuckles and staffs. Definitions with no verified acquisition source can be inspected separately; they are not promised drops.
Make the most of your hunt
Normal route
Stay on a reliable single-pull camp while gathering the next complete armour set and weapon. Repair before a long trip, carry recovery supplies and leave space for materials. Move back a camp if misses, potion use or deaths erase the extra training.
Advanced route
Test the next target in small pulls once its equipment and stat checks are met. Measure a few full kills, including recovery and travel. If your current hunt still trains well, use it to finish the materials instead of forcing a slow fight.
Choose the weapon you enjoy
Bows attack faster with lower hits; crossbows attack slower with higher hits. One-handed swords and axes trade some hit power for speed and a shield. Two-handed versions hit harder and cannot use a shield. Axe Speed Up remains available with either hand style.
Optional accessories
Choose power when kills are comfortable, and defence or magic protection when incoming damage is the problem. Check their actual bonuses and requirements; a higher tier name alone does not make an accessory better for every hunt.