Challenges ›

Wilderness

Solo · Fixed boss runs, four chapters, each on Normal (Ordinary) and Hard (Difficulty). Clearing a chapter for the first time pays the chapter rewards; each wave also pays a first-clear reward.

Read from the game's own data (v1.15). All 46 wave rows match what the live game showed on screen. The client's numbers can be overridden by the server.

How it works

  • Wilderness Challenge:
  • Wilderness Challenge is a solo challenge mode. You can build a deck to take on the challenge.
  • You can select a chapter to challenge; each chapter has multiple waves. Each challenge must start from the first wave.
  • First-Win Rewards: Can only be claimed once. Defeating the boss of each wave for the first time grants you that wave's first-win reward. Completing an entire chapter's challenges grants you the chapter's first-win reward.
  • Idle Rewards: Wilderness Points are generated over time, with a maximum idle duration of 24 hours. The reward generation rate is determined by the highest wave you have cleared. Wilderness Points can be used for Wilderness Treasure Hunt.
  • You can experiment with different deck compositions and challenge the game repeatedly. The system will record your best challenge time for each chapter.
  • The Wilderness Challenge features multiple difficulty modes. Increasing your rank stars unlocks new difficulty modes.
  • Each difficulty mode has its own challenge progress track, and each progress milestone grants an idle reward.

Each run gives you 160 coins to start, then 80 per round, with 7 board slots, 90 seconds to shop and 62 seconds of fighting per wave. Idle rewards stop growing after 24 hours.

Normal difficulty

Boss: Dog God

Chapter 1 — Dog God

In-game tip: “Tip: Failing to deal with the Dog God's shield and summons in a timely manner may result in massive DMG!”

Chapter rewards (first clear)

  • Summon Scroll ×10
  • Diamonds ×1,000
  • Mythic Hero Selector ×1
  • Random Mythic Hero ×1
  • Random Legendary Hero ×2
  • Random Epic Hero ×5
  • Random Rare Hero ×10

Waves

Dog God, Normal: each wave's boss and first-clear rewards
WaveBossFirst-clear rewards
1
Dog God · HP 50,000 · ATK 200 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Claw: Deals 100% Physical DMG to the nearest target
  • Mane Armor: Physical DMG Reduction +5%, DMG Reduction +5%
  • Sweep: Every 5 seconds, deals 300% of ATK as Physical DMG to targets within a 5x2 area in front
  • Imprison: Every 7 seconds, roots the unit with the highest health for 4 seconds, dealing 100% Physical DMG per second.
  • Wilderness Points ×100
  • Diamonds ×20
  • Random Rare Hero ×2
2
Dog God · HP 100,000 · ATK 400 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Claw: Deals 100% Physical DMG to the nearest target
  • Mane Armor: Physical DMG Reduction +5%, DMG Reduction +5%
  • Earth Spike: Every 5 seconds, fires a spike at the farthest unit, dealing 200% of ATK as Physical DMG to units along the path.
  • Fury Strike: Every 7 seconds, deals 400% of ATK as Physical DMG to targets within a 3x1 area in front, and stuns them for 3 seconds.
  • Wilderness Points ×100
  • Diamonds ×22
  • Random Rare Hero ×3
3
Dog God · HP 200,000 · ATK 600 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Claw: Deals 100% Physical DMG to the nearest target
  • Lava Tread: Deals 175% of ATK as Physical DMG to all targets every 8 seconds and stuns them for 1 seconds
  • Mane Armor: Physical DMG Reduction +10%, DMG Reduction +10%
  • Flame Demon Shield: When health drops to 66% or 33%, generates a shield with 50000 HP. If the shield is not broken within 5 seconds, it will explode, dealing 600% Physical DMG to all enemies.
  • Wilderness Points ×100
  • Diamonds ×24
  • Random Epic Hero ×1
4
Dog God · HP 350,000 · ATK 800 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Claw: Deals 100% Physical DMG to the nearest target
  • Mane Armor: Physical DMG Reduction +10%, DMG Reduction +10%
  • Meteor: Every 7 seconds, deals 600% Physical DMG to the farthest unit; the DMG is shared among units within one tile of the target.
  • War Stomp: Every 5 seconds, knocks back surrounding units, deals 300% Physical DMG, and stuns them for 1 seconds.
  • Wilderness Points ×100
  • Diamonds ×26
  • Random Epic Hero ×2
5
Dog God · HP 520,000 · ATK 1,000 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Claw: Deals 100% Physical DMG to the nearest target
  • Mane Armor: Physical DMG Reduction +10%, DMG Reduction +10%
  • Summon Cadaver Camel: Summons 4 special Cadaver Camels when HP is at 25%. Each camel increases your DMG Reduction by 25%. Each unit killed by a Cadaver Camel restores 10% HP to the summoner.
  • Corrosive Flame: Every 7 seconds, deals 200% Physical DMG to a random unit and ignites it. The ignite deals 10% DMG per second based on the unit's maximum HP, lasting 3 seconds.
  • Wilderness Points ×100
  • Diamonds ×28
  • Random Legendary Hero ×1

Community strategies

Normal Ch1 — Dog God (low-spend)

by Iris · official guide · Source: Don't Die Discord #strategies-share, “Wilderness Challenge Chapter 1-3 Day 1 Low-Spend Clear Guide”, 2026-07-14

  • Jhin

Summary of the post. The full guide, with the author’s screenshots of every line-up, is linked below.

  1. Save all Summon Scrolls (except quest needs) until you reach 2,000 stars and can pull Jhin. Have at least one Jhin.
  2. Positions are shown in the author's screenshots (an Archer-heavy board).
  • Positions exist only as images in the source thread.

Read the complete post with screenshotsOriginal thread on Discord

Boss: Ymir

Chapter 2 — Ymir

In-game tip: “Tip: Ymir will significantly reduce hero ATK!”

Chapter rewards (first clear)

  • Summon Scroll ×15
  • Diamonds ×1,500
  • Mythic Hero Selector ×1
  • Random Mythic Hero ×2
  • Random Legendary Hero ×3
  • Random Epic Hero ×8
  • Random Rare Hero ×20

Waves

Ymir, Normal: each wave's boss and first-clear rewards
WaveBossFirst-clear rewards
1
Ymir · HP 75,000 · ATK 400 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Icicle Smash: Deals 100% of ATK as Magic DMG to the nearest target.
  • Frostbite I: Reduces the 100 ATK of all targets at the start of the battle, lasting until the end of the battle.
  • Summon Raven: Every 12s, summons 2 Ravens to freeze the furthest target, dealing 100% Magic DMG per second for 10s. Killing all Ravens breaks the freeze early.
  • Wilderness Points ×100
  • Diamonds ×30
  • Random Rare Hero ×3
2
Ymir · HP 110,000 · ATK 700 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Icicle Smash: Deals 100% of ATK as Magic DMG to the nearest target.
  • Frostbite II: Reduces the 200 ATK of all targets at the start of the battle, lasting until the end of the battle.
  • Polar Piercing: Every 6 seconds, releases ice spikes on 10 random tiles, dealing 80% Magic DMG.
  • Ice Block: Every 8 seconds, deals 250% Magic DMG to targets within a 3x3 area in front, and stuns them for 1 seconds.
  • Wilderness Points ×100
  • Diamonds ×32
  • Random Rare Hero ×5
3
Ymir · HP 140,000 · ATK 1,000 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Icicle Smash: Deals 100% of ATK as Magic DMG to the nearest target.
  • Frigid Blast III: Reduces the 350 ATK of all targets at the start of the battle, lasting until the end of the battle.
  • Lone Frost Shatterstar: If there are no targets within one tile, deals 250% Magic DMG to all targets on the field.
  • Summon Little Mountain Demon: Every 16s, summons 2 Little Mountain Demons. While they exist, your taken DMG is reduced by 50%. The unit that kills a Little Mountain Demon gains 200% attack speed for 3s. Little Mountain Demons detonate after 10s, dealing DMG equal to their remaining HP to all targets.
  • Ice Bolt: Every 6 seconds, deals 200% heavy DMG to a random target and stuns them for 2 seconds.
  • Wilderness Points ×100
  • Diamonds ×34
  • Random Epic Hero ×2
4
Ymir · HP 180,000 · ATK 1,300 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Icicle Smash: Deals 100% of ATK as Magic DMG to the nearest target.
  • Frigid Blast IV: Reduces the 500 ATK of all targets at the start of the battle, lasting until the end of the battle.
  • Snow Golem: Every 8 seconds, deals 40% Magic DMG per second to the unit with the lowest health that is not infected, lasting 5 seconds. If that unit is killed, the effect transfers to the next unit according to the same rules, and the duration resets.
  • Oblivion Cold Wave: Every 12 seconds, summons a blizzard on a random target, dealing 25% Magic DMG every 0.5 seconds to targets within a 3x3 area for 3 seconds.
  • Wilderness Points ×100
  • Diamonds ×36
  • Random Epic Hero ×3
5
Ymir · HP 230,000 · ATK 1,500 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Icicle Smash: Deals 100% of ATK as Magic DMG to the nearest target.
  • Frigid V: Reduces the 650 ATK of all targets at the start of the battle, lasting until the end of the battle.
  • Snowball: When health falls below 50%, throws a snowball at the unit with the highest ATK, dealing 300% Magic DMG to the first unit hit and stunning it for 5 seconds.
  • Polar Ice Spike: Every 10 seconds, deals 60% DMG per second to a random column and leaves an ice trail that deals 60% Magic DMG per second for 3 seconds.
  • Wilderness Points ×100
  • Diamonds ×38
  • Random Legendary Hero ×1

Community strategies

Normal Ch2 — Ymir

by Iris · official guide · Source: Don't Die Discord #strategies-share, “Wilderness Challenge Chapter 1-3 Day 1 Low-Spend Clear Guide”, 2026-07-14

  • Jhin

Summary of the post. The full guide, with the author’s screenshots of every line-up, is linked below.

  1. Jhin is required. No position changes are needed for the whole fight (see the author's images).
  2. Mage class bond raises base ATK, which multiplies Jhin's own buffs. Players confirmed this is not a physical-vs-magical issue.

Partial team — only units the author named. Only Jhin is required by the guide; other slots are suggestions from the Hard Ch2 threads, not from this post.

  • Ymir's attack-reduction skill is why a Mage base-ATK buff beats stacking Archer speed.

Read the complete post with screenshotsOriginal thread on Discord

Boss: Industrial Marvel

Chapter 3 — Industrial Marvel

In-game tip: “Tip: Be sure to clear and make good use of the minions from Industrial Miracle!”

Chapter rewards (first clear)

  • Summon Scroll ×20
  • Diamonds ×2,000
  • Mythic Hero Selector ×1
  • Random Mythic Hero ×3
  • Random Legendary Hero ×5
  • Random Epic Hero ×10
  • Random Rare Hero ×30

Waves

Industrial Marvel, Normal: each wave's boss and first-clear rewards
WaveBossFirst-clear rewards
1
Industrial Marvel · HP 120,000 · ATK 1,100 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Furious Claws: Deals 100% Physical DMG to the nearest target
  • Wasteland Armor: Physical DMG Reduction +5%, DMG Reduction +5%
  • Summon Cadaver Camel: At the start of battle, summons 5 Cadaver Camels in the front row and enters the Invincible state. After the Cadaver Camels die, the Invincible state ends. Triggers once every 12s thereafter.
  • Wilderness Points ×100
  • Diamonds ×35
  • Random Rare Hero ×5
2
Industrial Marvel · HP 300,000 · ATK 1,500 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Furious Claws: Deals 100% Physical DMG to the nearest target
  • Wasteland Armor: Physical DMG Reduction +5%, DMG Reduction +5%
  • Overload Shockslam: Deals 150% of ATK as Physical DMG to all targets every 10 seconds
  • Firestorm: Every 8 seconds, summons a fiery tornado targeting a random enemy. Deals 50% Physical DMG based on ATK to targets within a 3x3 area every 0.5 seconds, lasting 3 seconds.
  • Wilderness Points ×100
  • Diamonds ×37
  • Random Rare Hero ×8
3
Industrial Marvel · HP 450,000 · ATK 1,900 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Furious Claws: Deals 100% Physical DMG to the nearest target
  • Wasteland Armor: Physical DMG Reduction +5%, DMG Reduction +5%
  • Overload Detonating Blast: Every 6 seconds, deals 200% Physical DMG to surrounding units and stuns them for 1 seconds.
  • Hellish Black Flame: Every 7 seconds, deals 300% of ATK as Physical DMG per second to the target with the highest ATK for 5 seconds, reducing their ATK by 300 during that time.
  • Wilderness Points ×100
  • Diamonds ×39
  • Random Epic Hero ×3
4
Industrial Marvel · HP 600,000 · ATK 2,300 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Furious Claws: Deals 100% Physical DMG to the nearest target
  • Wasteland Armor: Physical DMG Reduction +5%, DMG Reduction +5%
  • Summon Cadaver Camel: At the start of battle, summons 5 Cadaver Camels in the front row and enters the Invincible state. After the Cadaver Camels die, the Invincible state ends. Triggers once every 12s thereafter.
  • Heretic Red Blade: Summons Heretic Red Blade when HP falls below 60%, dealing Physical DMG equal to 400% ATK to all enemies and stunning them for 2s. The Heretic Red Blade remains on the battlefield, dealing continuous Physical DMG equal to 200% ATK per second to the player. It has 50000 HP and taunts all enemies on screen.
  • Wilderness Points ×100
  • Diamonds ×41
  • Random Epic Hero ×5
5
Industrial Marvel · HP 750,000 · ATK 2,800 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Furious Claws: Deals 100% Physical DMG to the nearest target
  • Wasteland Armor: Physical DMG Reduction +5%, DMG Reduction +5%
  • Devour: During combat, for every enemy unit that dies, your ATK increases by 40%.
  • Boulder Drop: Every 8 seconds, deals a total of 800% physical ATK to targets within a 3x3 area in front, split among all units in the area.
  • Erosion: Every 6 seconds, deals 350% Physical DMG to the unit with the highest ATK and reduces its base attack speed by 50% for 3 seconds.
  • Wilderness Points ×100
  • Diamonds ×43
  • Random Legendary Hero ×1
6
Industrial Marvel · HP 900,000 · ATK 3,300 · 2/s

Warrior

  • Passive: Immune to crowd control effects.
  • Furious Claws: Deals 100% Physical DMG to the nearest target
  • Wasteland Armor: Physical DMG Reduction +5%, DMG Reduction +5%
  • Black Flame Thorns: At 4 seconds, deals 300% Physical DMG to the enemy with the highest ATK and reduces their ATK by 1000 for 30 seconds.
  • Flame Surge: Every 6 seconds, deals 300% Physical DMG to targets within a 3x2 area in front, and stuns them for 1 seconds.
  • Flame Prison: 1 seconds after the start of the match, summons a Flame Prison that deals 500 True DMG per second to all enemy heroes on the field and reduces their 50% Base ATK Speed.
  • Wilderness Points ×100
  • Diamonds ×45
  • Random Legendary Hero ×1

Community strategies

Normal Ch3 — Industrial Marvel

by Iris · official guide · Source: Don't Die Discord #strategies-share, “Wilderness Challenge Chapter 1-3 Day 1 Low-Spend Clear Guide”, 2026-07-14

  • Dr. Deranged

Summary of the post. The full guide, with the author’s screenshots of every line-up, is linked below.

  1. Must-have hero: Dr. Deranged. In round 1 you must get a 5-star Dr. Deranged.
  2. Rounds 1-5: 5 Warriors + Medusa + Darkranger Lira.
  3. By round 3, Brutal Yogg, Medusa and Doombringer Drath need to be maxed to protect Dr. Deranged. Consider moving Lira's resources into them in rounds 1-2.
  4. Final round: sell Darkranger Lira and bring in Queen Flare.
  5. Bard trick: when Bard shows in the bottom 3 shop cards, sell the Bard on your board and buy the shop one. This refreshes the shop for free and finds your 5-star carry faster. It also works in PvP.

Partial team — only units the author named. Five Warriors are called for but only three are named by the author; the other two Warrior slots are left empty.

Warrior 3/5 Open in Builder

Read the complete post with screenshotsOriginal thread on Discord

Boss: Hasta's Memories

Chapter 4 — Hasta's Memories

In-game tip: “Tip: Watch out for Hastur's Memory's rock summons! Try to use Hero Talents to attack Hastur's Memory directly!”

Chapter rewards (first clear)

  • Summon Scroll ×20
  • Diamonds ×2,500
  • Mythic Hero Selector ×1
  • Random Mythic Hero ×3
  • Random Legendary Hero ×5
  • Random Epic Hero ×10
  • Random Rare Hero ×30

Waves

Hasta's Memories, Normal: each wave's boss and first-clear rewards
WaveBossFirst-clear rewards
1
Hasta's Memories · HP 180,000 · ATK 800 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Void Dissolution I: Reduces DMG taken by 100
  • Abyssal Tear: Deals 100% of ATK as Magic DMG to the nearest target
  • Deep Space Pillar I: Every 10 seconds, Roar to the Heavens summons a stone pillar, dealing 150% of ATK in a 3x3 area. The pillar taunts the target with the highest attack speed. While the pillar is active, Ao Shun takes 50% less critical DMG.
  • Rock Burst: Every 7 seconds, casts Rock Spike on the farthest target, dealing 100% of ATK as Magic DMG and pulling the target 1 tiles closer.
  • Wilderness Points ×100
  • Diamonds ×40
  • Random Rare Hero ×5
2
Hasta's Memories · HP 320,000 · ATK 1,000 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Void Dissolution II: Reduces DMG taken by 150
  • Abyssal Tear: Deals 100% of ATK as Magic DMG to the nearest target
  • Earthspike Judgment: Every 7 seconds, summons Earth Spikes to deal 120% of ATK as Magic DMG to all targets. If a target's HP drops below 50%, they are stunned for 2 seconds.
  • Void Oscillation: Every 5s, releases an intimidating shockwave that knocks back surrounding targets by 1 tiles and deals Magic DMG equal to 200% ATK.
  • Wilderness Points ×100
  • Diamonds ×42
  • Random Rare Hero ×8
3
Hasta's Memories · HP 470,000 · ATK 1,200 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Void Dissolution III: Reduces DMG taken by 200
  • Abyssal Tear: Deals 100% of ATK as Magic DMG to the nearest target
  • Void Illusion I: When HP drops below 30%, summons a clone with 30% ATK and 125% HP. The clone taunts all enemies and deals 200% of the caster's ATK as Magic DMG to targets within one tile every second. While the clone is active, the caster takes 100% increased DMG.
  • Meteor Shower: Every 5 seconds, summons a meteor to deal 250% of ATK as Magic DMG to 3 random targets.
  • Wilderness Points ×100
  • Diamonds ×44
  • Random Rare Hero ×10
4
Hasta's Memories · HP 600,000 · ATK 1,400 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Void Dissolution IV: Reduces DMG taken by 350
  • Abyssal Tear: Deals 100% of ATK as Magic DMG to the nearest target
  • Deep Space Pillar II: Every 8 seconds, Roar to the Heavens summons a stone pillar that deals 400% of ATK as Magic DMG to targets within a 3x3 area. The pillar taunts the target with the highest attack speed. While the pillar is alive, the caster cannot be critically hit.
  • Evil Revival: Every 6s, absorbs nearby vitality, healing all allied targets for 20% of their lost HP and dealing Magic DMG equal to 180% ATK to all enemy units.
  • Wilderness Points ×100
  • Diamonds ×46
  • Random Epic Hero ×3
5
Hasta's Memories · HP 750,000 · ATK 1,600 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Void Dissolution V: Reduces DMG taken by 500
  • Abyssal Tear: Deals 100% Physical DMG to the nearest target
  • Abyssal Rock Punishment: Every 8 seconds, applies Rock Pressure to the target with the highest attack speed, dealing a total of 100% of the target's maximum HP as True DMG over 6 seconds
  • Doom Blood Bead: Every 6s, fires a Doom Blood Bead at the furthest target, dealing Physical DMG equal to 200% ATK and stealing 50 ATK.
  • Aberrant Hull: Enters the Aberrant state when HP falls below 30%, reflecting 40% DMG when taking DMG.
  • Wilderness Points ×100
  • Diamonds ×48
  • Random Epic Hero ×5
6
Hasta's Memories · HP 850,000 · ATK 1,900 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Void Dissolution VI: Reduces DMG taken by 600
  • Abyssal Tear: Deals 100% Physical DMG to the nearest target
  • Detonating Barrier: Every 10s, grants self a barrier that provides 20% DMG Reduction. If failing to deal DMG 30 times within 5s, the barrier explodes, dealing Physical DMG equal to Remaining Hits * 100% ATK to all enemy units.
  • Barrier Encirclement: Every 6 seconds, summons a stone wall on the outermost tile. Units hit by the wall share 1200% of ATK as Physical DMG and are stunned for 1.5 seconds.
  • Earthquake: Every 8 seconds, strikes a target within one tile, dealing 300% of ATK as Physical DMG.
  • Wilderness Points ×100
  • Diamonds ×50
  • Random Legendary Hero ×1
7
Hasta's Memories · HP 1,050,000 · ATK 2,200 · 2/s

Mage

  • Passive: Immune to crowd control effects.
  • Void Dissolution VII: Reduces DMG taken by 800
  • Abyssal Tear: Deals 100% Physical DMG to the nearest target
  • Void Illusion II: When HP drops below 25%, summons a clone with 50% ATK and 100% HP. The clone taunts all enemies and deals 200% Physical DMG per second to targets within one tile. While the clone is active, the caster takes 100% increased DMG.
  • Thorn Thicket: Every 7 seconds, deals 200% physical ATK to a 3x2 area in front of the caster. When the caster's HP is above 25%, DMG is increased by 20%; otherwise, restores HP equal to 25% of the DMG dealt.
  • Meteor Burst: Every 5 seconds, summons meteors that deal 100% Physical DMG based on ATK to 3 random units; each cast adds 1 additional meteors.
  • Wilderness Points ×100
  • Diamonds ×52
  • Random Legendary Hero ×1

Community strategies

Normal Ch4 — Hasta's Memories

by Iris · official guide · Source: Don't Die Discord #strategies-share, “Wilderness Challenge Chapter 4 Clear Guide”, 2026-07-23

  • Destroyer Wee Lv 8
  • Assassin Alt Lv 8
  • Darkranger Lira Lv 8
  • Silver Fang Lv 6
  • Soulreaver Hela Lv 8

Summary of the post. The full guide, with the author’s screenshots of every line-up, is linked below.

  1. Core DPS: Silver Fang. Aura heroes: Destroyer Wee, Assassin Alt, Darkranger Lira, Pirate King Kael, Brutal Yogg. Assassins: Joker and Soulreaver Hela. Bard to refresh.
  2. Rounds 1-4: round 1 must get a 5-star Silver Fang; round 2 must get a 5-star Pirate King Kael.
  3. Round 5: swap Pirate King Kael for Brutal Yogg.
  4. Round 6: deploy the main DPS in the middle line.
  5. Round 7: positions are in the author's image.
  • This is a DPS and level check. Players report failing round 4 with Silver Fang at Lv 3-6 (the boss's tombstone respawns and heals) and clearing with Fang Lv 8 or higher.
  • Several players cleared round 7 only after dodging boss meteors.

Read the complete post with screenshotsOriginal thread on Discord

Questions and discussions

Wilderness Hunt

Each hunt costs 100 Wilderness Points. Luck guarantees the Grand Prize at 100.

  • Each Treasure Hunt costs 100 Wildernesserness Points, which can be earned from Wildernesserness Challenges.
  • The probability of winning the Grand Prize during a Treasure Hunt is 1%.
  • Each time you participate in a Treasure Hunt, if you do not win the Grand Prize, your Luck increases by 1. If you win the Grand Prize, your Luck resets to 0.
  • When your Luck reaches 100, you are guaranteed to win the Grand Prize.
Wilderness Hunt prizes and their chance per hunt
PrizeGrand PrizeChance (from the Hunt weights)
Cyclops ×1Yes1%
Gold ×20,0006.5%
Random Legendary Hero ×38.5%
Gold ×5,0008.5%
Summon Scroll ×105%
Random Epic Hero ×109.5%
Random Rare Hero ×109.5%
Mythic Hero Selector ×14%
Diamonds ×2008.5%
Gold ×10,0007%
Random Legendary Hero ×19%
Diamonds ×1,0005%
Random Epic Hero ×59%
Random Rare Hero ×209%

The chance column is each prize's weight divided by the total; that reading of the weights is inferred, not confirmed in the live game.

Not confirmed yet

  • How much idle-reward Wilderness Points each cleared wave adds per hour.
  • Whether the server rescales boss stats or rewards.