Acheron WorldDocumentation

Crywolf

Twice a week, the whole server defends the Wolf Statue — and the result changes everyone's EXP until the next one.

Crywolf is the only event on the server whose result affects every player, even those who didn't take part. If the fortress holds, monsters on every map become weaker until the next battle. If it falls, the whole server's experience drops 30%.

That's why it isn't optional. If you're online at that time, show up.

When it happens#

Wednesday and Saturday, at 20:30.

The whole battle takes about 23 minutes, divided like this:

TimePhaseDuration
20:30Attack warning5 minutes
20:35Alert — the map enters a state of war1 minute
20:36Preparation — the altars open and the army spawns2 minutes
20:38Battle15 minutes
20:43the monsters change strategy and run for the statue
20:48Balgass takes the field
20:53Result

How to take part#

Just be on the Crywolf map. There is no registration, ticket, minimum level or cost. The 🐺 Crywolf panel, in the MENU, shows everything that's happening.

But there is a special role, and it decides the event.

The Elfs and the altars#

Only a Fairy Elf of level 260 or higher can connect to a Wolf Altar. And with no Elf connected, the battle is lost.

There are 5 altars, on the platforms around the statue. Each connected Elf gives 15% damage reduction to the Wolf Statue:

Connected altarsDamage the statue takes
0100%
185%
270%
355%
440%
525%

With no altar at all, the statue falls in under a minute under heavy siege. With all five, it holds four times longer.

How to connect#

Stand on top of the altar and click it, or use the panel button. The connection takes 5 seconds to become valid.

What breaks the connection#

Taking damage does not break the connection. What breaks it is the Elf leaving her spot:

  • stepping off the altar;
  • dying;
  • logging out or leaving the map.

Clicking the altar again also disconnects.

Each altar accepts at most 2 connections per event. After that it's no longer usable.

That means the Elf needs bodyguards. She stands still, in the middle of the war, taking hits from the monsters and from the Tankers' artillery — and if she dies, she uses up one of the altar's two connections. The most important job in Crywolf isn't killing Balgass: it's keeping five Elfs alive on top of the altars for 15 minutes. Build a team around each altar.

Balgass's army#

Seventy-five monsters advance on three fronts — south, west and east — in twelve groups, each led by a Dark Elf.

MonsterHow manyHP each
Dark Elf121,500,000
Soram39100,000
Balram990,000
Death Spirit995,000
Tanker6450,000
Balgass1500,000

Total invasion HP: almost 27 million — not counting the monsters the Dark Elfs bring back.

At 5 minutes into the battle, the army changes strategy and runs straight for the statue. At 10 minutes, Balgass takes the field.

Outside the war, Crywolf is a hunting map like any other (Hammer, Lance and Bow Scouts, Werewolves, Balram, Soram). From the Alert until the result those monsters disappear — only Balgass's army stays on the map — and they come back when the war ends.

Dark Elfs and Tankers#

Two monsters in the army don't fight like the others:

  • Dark Elf — the group leader, who revives the dead members of his own group, at full health, up to 10 tiles from where he stands. While he is alive, killing the Sorams and Balrams around him is bailing water.
  • Tanker — fixed artillery: it doesn't walk, stays at the back, where it spawned, and every 2 or 3 seconds fires at a spot near the fortress, hurting everyone within 6 tiles of where the shot lands. Many of the shots land around the statue and the altars — that's why the Elfs need healing.

The Dark Elf doesn't bring back the Tankers, nor another Dark Elf.

Each monster within 3 tiles of the statue deals damage per second:

WhoDamage per second
Balgass60
Dark Elf25
Soram, Balram, Death Spirit10

The Tankers don't get close to the statue: their danger is to the players.

The statue has 60,000 HP.

How to win#

There is only one way: kill Balgass before the 15 minutes are up.

The four ways to lose:

  1. Starting the battle with no Elf connected;
  2. Running out of connected Elfs mid-battle;
  3. The statue reaching zero;
  4. Time running out with Balgass alive.

The statue having its own HP and being able to fall is a rule of this server. In the original MU it never dies.

Balgass is adaptive#

Like every boss on the server, Balgass gets stronger if he is brought down too fast or by too few people. His target is shorter than the other bosses', because he only stays on the field for 5 minutes: 5 players fighting for 5 minutes (the other bosses count 10). Taking him down with fewer people or in less time than that strengthens him for the next Crywolf; taking much longer weakens him back, never below the original. The history is on the 🐉 Bosses panel, Empowerment tab.

The consequences for the server#

This is the part many people don't know:

ResultEffect on the whole server, until the next Crywolf
Victoryyou deal +25% damage against any monster, on any map
Defeatall experience on the server drops 30%

It's not a map or event bonus: it applies to you hunting alone in Lorencia at three in the morning on a Tuesday.

Thirty percent less experience, for three or four days, is a very high price. Go to Crywolf.

The scoreboard and the rewards#

You score by killing:

MonsterPoints
Balgass7,000
Dark Elf3,000
Tanker1,000
Soram700
Balram, Death Spirit600

And the Elf who finishes the event with the altar connected earns 6,000 points — enough to guarantee a good rank without killing anything.

Experience by rank#

PointsExp on victoryExp on defeat
up to 1,00000
1,001 to 3,000200,00020,000
3,001 to 5,000800,00080,000
5,001 to 10,0001,200,000120,000
more than 10,0001,800,000180,000

On a defeat, experience drops to 10% — and the server's 30% penalty still stacks on top.

Items#

On a victory, these get a jewel:

  • each Elf who finished with the altar connected;
  • the top 5 on the scoreboard.

The jewel is rolled like this:

JewelChance
Jewel of Bless31.25%
Jewel of Soul31.25%
Jewel of Chaos18.75%
Jewel of Life12.5%
Jewel of Creation6.25%

On a defeat there are no items at all. The jewel goes straight to your Gremory Case — claim it before it expires.

Strategy#

  • Bring five Fairy Elfs of level 260 or higher. Without them, it's over before it starts.
  • Each Elf needs an escort and healing. She can't step off the altar, and dying uses up one of its two connections. Stay between the altar and the attack front.
  • Prioritize the Dark Elfs. They are worth 3,000 points, have 1.5 million HP, deal 25 damage per second to the statue and revive their own group while they are alive.
  • Send someone after the Tankers if the artillery is punishing the altars: they stand still at the back, far from the fortress.
  • Hold the three fronts. If one front gets through, monsters pile up around the statue and the damage adds up fast.
  • Save strength for Balgass. He enters at 10 minutes and is the only way to win: whoever spent everything on the army can't bring him down in five minutes.
  • Hunting in Crywolf is also worth it for Bless of Guardian, Claw of Beast and Splinter of Armor, which drop there and are the materials for the Horn of Fenrir.