A Guide for the Student on the Ways and Means of the Warg and the Stalking of Prey

Archive for December, 2012

LEGO: Attack of the Wargs

I know what I want for Xmas!



Positional Damage

Positional damage is a mechanic that whilst not unique to wargs isn’t widespread in the game and thus it is something that many players may not fully understand or even know about. Here we will take a look at positional damage; what it is and how best to use it.

What Is Positional Damage?

Positional damage is a mechanic that causes your skills to hit harder when you attack your opponent from behind. When you hit an opponent from behind the base damage of your attacks is increased by 50%. It is as simple as that.

A few additional notes are in order though to help you better understand this mechanic. For starters the additional 50% damage applies to the base damage of the skill, it is not a critical damage multiplier. Secondly you do have to be behind the target, not at the side of them or slightly off centre from the front, but behind them.

Which Skills Benefit From Positional Damage?

All of our damage skills benefit from the positional damage mechanic. You will notice that some skills include a note about this on their tooltip, but through testing it seems that all of our skills that deal damage, whether their tooltips state sit or not, have positional damage.

Skills that deal extra damage from stealth will receive both the stealth damage boost and the positional damage boost if used from behind a target.

How Do I Best Use Positional Damage?

This is very simple and also very tricky. On the one hand to use positional damage you just have to stand behind your opponent. On the other hand that isn’t always an easy thing to do.

At the start of a fight you can of course start with a stun from behind, which will give you a few seconds to freely hit your opponent from behind and get the positional damage boost. A stunned opponent provides one of the few opportunities to make use of positional damage easily. The other opportunity is when your opponent is fighting more than one person and if not focused upon yourself you can position yourself behind your opponent.

Apart from those two situations you will have to work hard to get behind your opponent. Astute freeps will know about positional damage and deliberately try and minimise opportunities for you to get behind them such as turning constantly to face you or by placing their back to a wall, etc.

It is worth constantly trying to constantly get behind your opponent though, even if he is turning to face you constantly. The extra damage you will deal from behind is too big a boost to easily pass up.

Update 9 Combat Changes: Part III

To wrap this series of posts up I thought it might be wise to spend a few moments looking at the overall picture of these combat changes. The forums contain some lively debate on the subject, as you might expect, and various issues and questions have been raised concerning the changes. Here I will give my take on some of those issues.


It’s a simple enough question: why are these changes being made? Different explanations have been given on the forums, but one theme has surfaced again and again. It’s PvMP driven. This has predictably caused something of a backlash amongst those who think that PvMP is the work of the devil and that PvMPers should be seen and not heard. I would offer a different view.

For one thing I don’t think you can take all these changes as a single entity with a single reason behind them for their implementation. For example, the changes being made to how interrupts work could very well be the result of a desire on the part of the devs to make interrupt mechanics work better in the PVE game rather than players negating such mechanics through simply spamming short cooldown interrupt skills. So too the critical damage changes may come from a desire to make the mechanic as a whole less based on chance and more reliable in terms of allowing players to setup their characters around a consistent mechanic.

The point I am making here is that I think it’s too simplistic to point at one source and say ‘That’s why!”.

Are They Needed?

Yes and no. On the one hand induction based classes have suffered for a long time in PvMP, notably Hunters and Lore-masters. There did need to be something to make inductions a bit more reliable, however, I think the changes we see coming to inductions and interrupts take it too far. They also have the knock on effect of making self-healing even more powerful than it already is and in seeing unrelated areas, such as warg’s crowd control abilities, being nerfed.

The critical damage changes are very interesting for me because this is one area where a number of people have criticised PvMP. Long term players will no doubt remember the days of Rune-keepers ‘one shotting’ creeps and will probably be glad of these changes. On the other hand classes that rely on high spike damage may not be so keen. As I have said before this is a set of changes that will need time to settle down before we get a better view of how they will play out.

The changes to miss chance are at least something most people will welcome. It’s not fun to have skills fail, through whatever mechanic, and making skill usage more consistent and reliable is a good thing for all players.

How Will These Changes Affect Balance?

That is a very big question and one I can’t possibly hope to answer here. Nevertheless we can speculate a little with regards to broad trends.

The big winners from these changes are induction based classes. In terms of both attacking and healing inductions gain a significant boost with these changes. Self-healing, which is already very potent, will probably become even more so due to a diminished ability across the board to interrupt or knock-back such abilities. So too induction based attacks should be more reliable now, and maybe Hunters might even see a small boost with more consistent attacks, more critical hits and fewer interruptions.

It is of course impossible to accurately predict how these changes will play out so we will simply have to wait and see and hope for the best.

Update 9 Combat Changes: Part II

In the last part we looked at the various combat changes coming with Update 9. In this part we will be looking at how these changes will affect the gameplay of everyone’s favourite creeps … wargs! I highly recommend that you read part one before reading this article so that you understand what these changes are.

Miss Chance

The changes being brought in here don’t really affect us in an appreciably different manner to any other class. The most obvious change we will see if more of our attacks actually hitting freeps since we will no longer be able to miss (unless we are debuffed). There is a little extra advantage here for us though due to how Shadow stance works. Because some of our attacks in Shadow stance can’t be blocked, parried or evaded e.g. Bestial Claws this will mean that such attacks are almost guaranteed to hit every single time. These attacks pretty much hit all the time anyway, but by no longer having the chance to miss either we gain a little boost.

Of course this change works both ways and we will also see ourselves being hit more by freeps.

Summary: Overall neither a buff nor a nerf for wargs. If anything wargs gain a slight boost from this change, but it isn’t going to have any major effect on our existing gameplay.

Inductions & Interrupts

The changes being made to induction and interrupts are quite frankly a awful for wargs. That may sound alarmist, but allow me to explain.

For starters inductions will now be essentially impossible to knock-back. Inductions can only be knocked back once and even that will only add an extra 0.5sec to the duration of the induction. This will make dealing with self-healing classes, for example Minstrels or Lore-masters, a lot more difficult than it is right now, which is saying something.

The changes to interrupts are even worse for wargs. For starters we are not only loosing one of our interrupts entirely, we are also seeing another one have its cooldown increased by 50%. This increase in Sudden Pounce/Pounce’s cooldown is particularly bad because this skill isn’t just an interrupt, it also functions as a stun as well as a combat opener. What we have here is a very firm nerf for not only our ability to interrupt, but also our ability to perform crowd control.

The removal of the Raking Claws Brute Bonus is another serious blow. This skill had a fairly low chance of activating (5% base or 25% enhanced) and because of that the power level of the skill had a check placed upon it. It was a useful skill to employ against self-healing classes who can effectively negate your damage through the extremely high potency that healing currently enjoys in PvMP. This potency makes fighting classes with good self-healing abilities very problematic for wargs and being able to interrupt their inductions would at least give us a chance against them. Unfortunately the replacement for this Brute Bonus is a debuff that increases induction times by 50%. That might look good on paper, but to be blunt it is next to useless. Most inductions are in the order of 2sec or less so at best we will mostly see an extra 0.5-1sec added to an induction. That is of course if the effect even procs at all considering the low chance of it doing so. For an effect with a 5% chance to apply this debuff feels remarkably weak.

The one bright spot in all of this is that when we do interrupt an induction that induction won’t be immediately available again. Even so the induction will be available again after 4sec and with our reduced ability to interrupt the chances are that we won’t be putting very many skills on that 4sec cooldown.

Note: We can regain some of our interrupt functionality by using the trait Enhanced Skill: Eye Rake. This will mean that we once again have two interrupts available on a 10sec and 15sec coodlown. However, it is a rank 11 trait so you will either need the appropriate rank or have to spend Turbine Points in order to use it. It also means sacrificing a valuable class trait slot simply to restore some of our current functionality and those slot are always in high demand. Lastly this tactic will of course do nothing about the fact that we are also loosing one of our interrupt skills entirely.

Summary: Unfortunately the changes here are an out and out nerf for wargs, particularly when dealing with classes that have significant self-healing abilities. It could already be a stretch to deal with classes effectively and these changes will only exacerbate this particular area of existing imbalance. It’s a double blow that we are also seeing our crowd abilities being nerfed into the bargain.

Critical Hits & Damage

The changes here are something of a mixed bag. On the one hand we will be able to land more critical hits against targets, but on the other our critical hits will deal less damage. This probably won’t matter too much in Flayer stance given that the usual approach when using Flayer isn’t to burn targets down quickly. However, for Shadow stance it may prove to be a different story. Using Shadow stance the aim is usually to burn targets down as quickly as possible to compensate for our inherent lack of survivability in that stance. Depending upon how much our critical damage is reduced by the balance between damage and survivability may be thrown off.

The other factor to consider here is that we will be subject to more critical hits ourselves. Again this looks to be something of a mixed bag. On the one hand taking more critical hits is obviously a bad thing, but if we see fewer ‘mega crits’ from the likes of Rune-keepers, etc then this could prove to be a genuine boost for our survivability. Of course that will depend upon how many Critical Protection Boost corruptions you slot. This will probably require some testing to get a fuller idea of how much this will affect our survivability.

Summary: It’s hard to say how good or bad these changes are at the moment. There is the potential for it to go either way for wargs, either with our survivability being improved our our damage being diminished. We will probably have to wait and see how these particular changes bed down first before we can get an accurate sense of how they are impacting our gameplay.

Update 9 Combat Changes: Part I

In case you missed it there are big changes coming to the game’s combat mechanics in Update 9. Given how important these changes are it is worth spending a little time looking both at what the changes are as well as how they will impact wargs. In this first part we will be looking at exactly what is changing and then how they will impact wargs in the second part.

What Is Changing?

Several things as it happens, so let’s look at each in turn.

Miss Chance

Simply put there will be no more misses in the game. Up until now only tactical attacks could not miss, but this will now also apply to melee and ranged attacks too. Thus no one will ever see any of their attacks miss, with few exceptions. This is not the same thing as blocking, parrying, evading or resisting an attack; none of those mechanics are changing. Thus it is still possible to block an attack, for example; it is just that players will no longer be able to miss when attacking.

I said there was an exception to this and that is when a player has a debuff that increases their miss chance. All players will start with 0% miss chance. If a debuff is applied that increases a player’s miss chance by 5%, for example, then that player will have a 5% to miss when attacking until the debuff expires.

Inductions & Interrupts

This is where things get really interesting. Both induction knock-back mechanics and interrupts are changing in Update 9.

When a player is performing an induction and you hit them the induction is ‘knocked back’, that is the duration of the induction is extended because of the attack. With Update 9 how this will function is that inductions can only be knocked back once no matter how many times the player performing the induction is hit. This single knock-back will extend the induction by 0.5sec.

In terms of interrupting inductions we see changes here too. For starters interrupting an induction will not only cancel the skill being used, it will also place that skill on cooldown for 4sec before the player can attempt to use it again. For example, if I were to interrupt a Lore-master trying to use Lightning Storm the Lore-master would then have to wait 4sec before he could try using Lightning-storm again.

Because of this change there will be changes made to several interrupt skills on both creep and freepside. This includes changes to our own interrupt skills. The following skills will be changed:

Sudden Pounce/Pounce – cooldown increased from 10sec to 15sec.

Raking Claws Brute Bonus – the existing Brute Bonus will be completely removed and replaced with a new debuff that increases induction times by 50%.

Critical Hits & Damage

The last of the combat changes coming with Update 9 is a big one. At the moment each player has a ‘Critical Hit Avoidance’ rating, which reduces the chance that incoming attacks will be critical or devastating critical hits. Update 9 will change this so that instead of reducing the chance of an attack being a critical hit it will instead reduce the damage of critical hits.

How this works is that when you receive a critical hit from an opponent the amount of damage the critical hit strikes you for is worked as follows:

Critical Damage = base damage of the skill x critical damage multiplier

Once the damage has been worked out you then factor in any defensive measures that will reduce that damage e.g. Audacity, mitigations, etc.

The important part here though is the critical damage multiplier. This is the part of the damage equation that your critical defense rating will modify. For example, a player that has a critical damage multiplier of 50% will increase an attack’s damage by x1.5. That’s the base damage of the skill, the ‘1’ part, plus half again, the 0.5′ part. Now let’s say that your critical defence rating reduces critical damage by 20%. We would then take away 20% of the attack’s critical damage multiplier:

1.5 x 0.2 = 0.3

That means that the critical damage multiplier would be reduced from 1.5 to 1.2 or in percentage terms the attacker’s critical damage multiplier would go from 50% to 20%.

Note: Critical damage multipliers will never be reduced below 1. In other words an attack can never deal less damage than its base value (before mitigations, etc obviously).

What all this means is that you should see more critical hits, but they will be doing less damage than they are right now.

In part two we’ll take a look at how these changes will affect wargs.

Playing A Warg In A Pack

So you want to join a warg pack? Well before you do there are some things you need to know and that is exactly what we are going to look at here.

Warg Packs

In simple terms a warg pack is a group of three or more wargs. Some warg packs will be quite small with just 3 or 4 wargs whilst others can be very large with as many as twenty four wargs. Most packs usually contain around 4-6 wargs. The common factor  though is that the entire group will be composed of wargs: you MUST be a warg to join.

Warg packs can be incredibly efficient killing machines and they can net you a lot of kills and a lot of infamy, they operate differently to groups of mixed creeps. You will notice a few of these differences right away if you have never been in a warg pack before. For starters the leader of the warg pack (often called The Paw because he will mark himself with a paw symbol) will not only be leading the pack he will also probably be the pack’s RAT (raid assist target). That means that the leader will also be picking targets to attack rather than having someone else do it.

You will notice other differences too, such as the fact that there are no healers or ranged damage. For healing all the pack will have is the Rallying Howl skill, which means that you will be relying on each for healing. So too you will always be in  lose with your targets rather than being able to take targets down at range.

One last thing to mention is a very important difference, perhaps the most important. Warg packs kill targets through force of numbers i.e. the entire pack attacks the exact same target at the exact same time. Wargs are pretty squishy and often don’t get second chances at kills so it is very important that everyone in the pack attacks at the same time to maximise damage.

Your Role In A Pack

The pack acts as one so in almost all cases you will all be attacking the same target together and you will all be moving around the map together to look for freeps. Thus there aren’t really any separate roles within a pack, everyone is doing pretty much the same thing. Occasionally you might be given a special task separate from the rest of the pack, but most of the time the pack will be acting as one. It’s an easy setup to follow because really all you have to do is stick close to the Paw and attack the targets he picks out when he tells you. This is the most basic way a warg pack works so let’s take a look at how a typical attack would play out.

The Attack

  1. The Paw will pick out a target for the pack to attack and tell the pack to form up somewhere, usually on his position, but sometimes he may give you a specific location to stand in before the attack.
  2. When the time is right the Paw will command the pack to attack the target. You must attack as soon as the Paw tells you to because warg packs need to kill quickly, there isn’t room for hesitation.
  3. The Paw will almost always use Sudden Pounce to stun the target and everyone else is expected to use either Claws or Maul as their opening attack.
  4. Once the initial hits have been delivered the target may be dead depending upon how many wargs are in the pack. If not then the next thing you will do is hit the target again. The Paw will usually apply Crippling Bite himself to slow a target that survives the initial attack so just keep hitting the target.
  5. If the target somehow survives and tries to flee give chase unless the Paw tells you to leave the target i.e. chasing the target might get the pack wiped somehow. Once the target is dead you move on to the next target or re-stealth if there are no more targets.

What To Expect

  • Fun – Warg packs can be a lot of fun!
  • Obedience – Warg packs work best when everyone is working together. Thus you are expected to follow the Paw’s commands and not to wander off on your own.
  • Teamwork – You will be relying on your pack mates for everything: healing, killing, escape, finding freeps, etc. Make sure you are a team player.
  • Healing – Wargs have relatively little healing so expect to die from time to time and with no rezzes either you will be making a few trips back to the graveyard.
  • Maps – Warg packs are very mobile. Even though many freeps think we just sit and camp certain locations warg packs actually move around a lot. Make sure you have as many maps as possible, but if you don’t have all your maps make sure to tell the leader of the pack when you join.
  • Focus – Warg packs need to kill targets quickly because they don’t have a lot of options to turn a fight around. That means they need to act quickly when opportunities present themselves so make sure you are paying attention.
  • Enhanced Skill: Stealth – For new wargs it is very important you have this trait. You may not be allowed to join a pack unless you do because without it you will move too slowly to keep up with the pack.

Rules Of The Pack

The following is a set of basic rules to follow when in a warg pack:

  • Follow the Paw! You are expected to follow the Paw wherever he goes and do what he tells you. This isn’t a raid full of orcs, the warg pack is an exercise in pack mentality efficiency. If you are told to jump you should already know how high.
  • If you are tracked i..e you get the message (You feel as though you are being followed …” you immediately inform the rest of the pack and move AWAY from the pack. When in a safe location you can negate the track by dropping from stealth and then re-stealthing. For more information on dealing with tracks click here.
  • DO NOT use Sudden pounce to start a fight. The Paw will often use this skill himself to stun the target with the rest of the pack expected to use Claws/Maul instead. Only start a fight with Sudden pounce if the Paw tells you to.
  • Do not broadcast the location of any freeps you find in public chat channels unless told to do so by the Paw. The freeps you find are for the pack, not the orcs.
  • Help your packmates when possible. If they are being chased by freeps try to stun or slow the chasing freeps. Obviously only do this if you can also get away safely or if you can kill the freeps. You aren’t expect to sacrifice yourself to save someone else who is almost certainly going to die.
  • Do not pull NPCs unless told to do so. Pulling NPCs means the entire pack will be in combat and thus unable to stealth.
  • Make sure you have the in-game voice function enabled. You don’t need to have a microphone, but you do need to be able to hear the Paw’s commands.



If you have never played in a warg pack before it is important to make sure that you do not get spotted or broken out of stealth. When you are playing solo or are in a mixed creep group it doesn’t really affect anyone else if you are spotted in stealth, but it can have a huge impact on a warg pack.

The pack relies on stealth both to attack and for protection. If any one member is spotted or broken out of stealth it can compromise the entire pack. A Hunter or Champion or Lore-master, etc that spots you might target you with an AOE skill that will also hit other members of the pack near you, for example.

Try not to stand too close to freeps or NPCs or take silly risks. Similarly don’t hang around too close to visible creeps either in case it gives away your position.

If you are spotted or broken out of stealth inform the rest of the pack and adopt the same strategy for dealing with as if you had been tracked i..e move away from the pack.


Wargs packs use the Rallying Howl skill to heal themselves. It’s a pretty weak heal when used by itself, but it can stack so when 6 wargs use it together it becomes a relatively effective heal. This means that it is important to use Rallying Howl together with the rest of the pack rather than whenever you feel like it. The Paw will usually tell you when to use it by using the command ‘Howls Up!’ or ‘Heals Up!’.


A good rule of thumb for using these skills in a warg pack is “Disappear is for you, Sprint is for the pack”.

What this means is that you should feel free to use Disappear whenever you feel the need to. You can use it defensively to escape or offensively if you need to get a guaranteed stun on a target.

Sprint on the other hand should be saved for use when the pack needs you to catch a freep on horseback or a freep trying to escape. Thus it is important that you don’t have this skill on cooldown when the packs needs to make use of it. You can use Sprint to escape though if you are out of other options, no one expects you to die just to ave a cooldown.


Wargs have various debuffs they can apply to a target although unfortunately many of them aren’t particularly power, at least not on their own. Some of our debuffs stack, such as Howl of the Unnerving, and Shadow Pack.

The rule of thumb for using debuffs is that you should feel free to use them without being told, but obviously try not to waste them For example, don’t use Howl of the Unnerving to fear a target that has already been feared or Throat Rip to silence a target that is currently silenced.

Whilst you are generally free to use debuffs as you see fit remember that when first attacking a target with the pack you are expected to contribute to the attack with damage. not a debuff, unless told otherwise. Wait until you have at least hit the target once before thinking about using a debuff skill.


The first thing to mention is something I have touched upon above: the pack mentality. You aren’t expected to use your own judgement, you are simply expected to follow the Paw’s commands. It’s as simple as that.

The pack works best when it operate as one and you will be expected to be a team player. This means putting the pack’s needs before your own. For example, you will be saving your Rallying Howl heal to use alongside the rest of the pack rather than whenever you feel like it, or looking out for your pack mates when they are trying to escape. The important thing here is that you see the pack’s success or failure depending upon each member. The pack comes before the individual.

The Paw will pick the targets and determine what are the best conditions for his pack to fight under. You might think that a particular freep would make a good target and you can mention this to the Paw, but it us up to him to decide. If you wander off and attack that freep anyway you won’t have the rest of the pack behind you and you might loose the kill or worse get the pack wiped.

One last point: in a mixed creep group a warg might be expected to fight to the death alongside his visible friends. That isn’t the case in a warg pack. If something goes wrong the pack will expect you to escape. If you can help your pack mates escape all the better, but you are not expected to sacrifice yourself for them or to fight to the death. In fact daring escapes from freeps are often seen as being feats on par with actually killing freeps.

Benefits of Warg Packs

One warg is awesome so imagine how awesome a whole group of wargs is! A good warg pack can be a real nightmare for freeps and you can make a lot of infamy. Against similarly sized freep groups warg packs are often at a disadvantage because they lack variety in skills, etc, which means that fighting and beating such freep groups can be both a fun challenge and an exhilarating experience when you win.

Warg packs are also capable of feats that mixed groups aren’t. The pack cans sneak inside keeps or fight close to freep held territory more easily than visible groups. This can make for some very fun fights. Warg packs are also capable of getting kills when mixed groups might not be able to. For example, even a small warg pack can sneak up to a full freep raid to kill someone and get away if they are quick enough.

Because the pack is made up entirely of wargs there will also be fewer situations that you find frustrating. Wargs know it is annoying to be in combat with NPCs because it means we can’t stealth so a warg pack will take care not to do pull NPCs. So too will the pack try not to pick annoying locations to fight in such as tight spaces where AOE can break us out of stealth. Because the entire will have the same strengths and weaknesses their gameplay can be tailored to suit them all much more easily.

At the end of the day a warg pack can be tremendous fun and I highly recommend that you give it a go!

Camping Spots – The South Western Ettenmoors

As always the traffic routes presented below may vary from server to server.

Freep travel routes are denote din blue. Warg camping spots are marked in red.

South Western Intercepts


In the map above we have three main areas of interest for camping. The first is the general area of the Hithlad Outpost and the routes leading into it. The second is the general River Outpost area and the routes leading into and away from it. The third is the Hoarhallow area.

Hithlad Outpost – Glan Vraig/Lumber Camp

Freeps travelling down towards the Hithlad Outpost from Glan Vraig will generally take one of two routes; a route that hugs the southern most edge of the map and another that veers a little closer to the Lumber Camp. Freeps may also tarvel towards the Hithlad Outpost from the Lumber Camp.

For the first two routes there is a common camping spot and it’s a good distance away from the outpost. I have marked this camping spot on the map as being a little bit south of the Good Grimwood map point. The reason for this is that this is the area where the two routes can diverge so this spot gives you a chance to intercept freeps using either route. The other major advantage of this spot is that is far away from any friendly freep forces so you shouldn’t have to worry about freeps running for safety.

The third route, the one from Lumber Camp to the Hithlad Outpost, is a little more tricky. More often than not freeps travelling from Lumber Camp to the Hithlad Outpost will probably be doing so after having just captured the Lumber Camp. That is to say they are probably travelling as a group. Nevertheless there may be stragglers. This si why I have placed the camping spot in the general area in front of the bridge leading to the Hithlad Outpost. This means that you have a chance to catch any stragglers, but at the maximum distance from the Outpost (an the rest of the freep group) and possibly freep NPCs at the Lumber Camp. It’s not an ideal camping location, but a quick thinking warg who gets into position after the Lumber Camp has been captured by freeps might bag himself a kill.

River Outpost – Hoarhallow/Elf Camp

There are two routes here: the first between Hoarhallow and the River Outpost and the second between the River Outpost and Elf Camp.

For the first of these routes the idea is that the River Outpost is currently either neutral or under creep control with freeps heading toward sit to take it. The camping spot for this route is by the riverside beneath the River Outpost. A lone warg might catch a straggler here or a pack could net itself a small freep group. Either way this can be a good camping spot if there is know outpost flipping going on.

The second route is between the River Outpost and Elf Camp. This spot is really only good if the River Outpost has just fallen and you can get into position quickly. You might be able to catch the freeps who just captured the River Outpost heading towards Elf Camp. It’s a situational route, but again if you are fast it can pay off.

Hoarhallow – Cow Field

The third route is between Hoarhallow and the general direction of the Good Tol Ascarnen Map point. Freeps may be travelling along this rote for various reasons: to search for creeps at the Good Tol Ascarnen map point, to head towards Tol Ascarnen itself, to head up towards the Lugazag graveyard, etc. Whatever the reason it can be a lucrative route.

The camping spot for this route can really be anywhere between Hoarhallow and the Good Tol Ascarnen map point, but I would suggest that it be no farther away from Hoarhallow than about half way between those two points. That ensures that you aren’t too close to Hoarhallow with its freep NPCs, but also that you don’t go so far that freeps start branching off the route towards other areas. It also means that you are relatively close to the Good Tol Ascarnen map point in case you need to call in help.

This can be a good route to camp during quiet periods as freeps tend to think that this is a quiet area for creeps. That canw ork to your advantage as freeps might consider it semi-safe territory, which means more freeps passing through hopefully.


Some of these trade routes can be situational and require you to be in position fairly quickly. That’s the nature of them though, but conversely they are in spots that tend to see at least some traffic because of the outposts and so on in the area. It can be worth taking a sniff at these locations if other areas are proving to be dry wells.