Mounts: hunting and capture
On Wax, mounts are hunted: wild Dragoturkeys, Seemyools and Rhineetles of every generation roam the world. The higher the generation, the rarer and stronger the mount. Capture it with Mount Taming, ride it and level it up to 100.
On this page
Where to hunt wild mounts#
- ≈ 590 mounts world-wide
- 1 per 10 maps, at most 3 per zone
- Respawn in 10 to 20 min
A wild mount roams alone, as a group of a single monster, on outdoor maps where monsters can spawn. Each zone gets one per 10 eligible maps, between 1 and 3: about 590 in the world, or 190 to 200 per family. There are none in Incarnam or on anomaly maps, and the Sufokia Depths hold only Seemyools.
It carries the name of its colour followed by [Sauvage]. Once defeated, it reappears 10 to 20 minutes later on another map of its zone, with a new roll of family, generation and colour.
Generations in the wild#
Every generation lives in the wild: up to generation 10 for Dragoturkeys and Rhineetles, 8 for Seemyools. The world aims for a fixed number of living mounts for each generation: 2 of a family's last generation, 4 of the one before, then 2 more for each generation below. Generation 1 fills the rest.
Each spawn rolls its generation with these weights: a mount that appears has about a 1% chance to be of its family's last generation and 2% to be of the one before. The highest mounts are rare, but always somewhere in the world.
- The shop's Mount Box gives a mount of generation 3 or higher: about 61% generation 3, 30% generation 4, 6.5% generation 5 and 2% above.
| Generation | Dragoturkeys, Rhineetles (per family) | Seemyools |
|---|---|---|
| 10 | 2 | — |
| 9 | 4 | — |
| 8 | 6 | 2 |
| 7 | 8 | 4 |
| 6 | 10 | 6 |
| 5 | 12 | 8 |
| 4 | 14 | 10 |
| 3 | 16 | 12 |
| 2 | 18 | 14 |
| 1 | the rest (≈ 100) | the rest (≈ 145) |
Capture a mount#
One rule for Dragoturkeys, Seemyools and Rhineetles: cast Mount Taming on yourself, then defeat every enemy. If Mount Taming is still active on you when you win, you capture the mount. The capture is guaranteed: no roll, no colour puzzle, and the mount never escapes.
Mount Taming lasts 4 turns, so cast it shortly before winning. It does not matter when the mount dies. Wild mounts fight like ordinary monsters: they are not invulnerable. James Morgan in Astrub sells the Mount Taming scroll for 100,000 kamas. Soulstone fights capture nothing.
A fight gives one mount to one winner, drawn among those with Mount Taming active. It arrives adult, at level 1, with its colour, its generation and a rarity rolled at capture. It takes the mount slot when you leave the fight if the slot is free and you wear no pet; otherwise it goes to the account stable. The "Mount captured!" window shows its generation, its rarity, where it went and its stats at level 100.
| Step | What to do |
|---|---|
| 1 | Cast Mount Taming on yourself (lasts 4 turns). |
| 2 | Defeat every enemy, the mount included, while it is active. |
| 3 | Win: the mount is captured, 100%. |
What a generation gives#
- Generation 1: base stats
- +20% per generation
- Generation 10: +180%
Generation 1 keeps its colour's original stats. Each generation above adds 20% of that base: +80% at generation 5, +140% at generation 8 (the Seemyool maximum), +180% at generation 10. AP, MP and Range do not rise: what they would have gained is paid in Power. At generation 10, each AP of the mount brings 90 Power, each MP 81 and each Range point about 46.
These values are maximums, reached at level 100. At level L, the mount gives maximum × L / 100, rounded down: a level-50 mount gives half its stats.
Mount rarity#
Every new mount (capture, birth, shop, Mount Box) rolls a rarity on the normal-drop table. Rarity multiplies the mount's maximum stats after the generation, as on equipment. AP and MP do not change, except that a line of 1 becomes 2 at Prismatic; Range gains 1 at Prismatic.
A rarity potion gives its rarity to a lower mount: pick the equipped mount or a stable mount in the potion's window, or drop the potion on the mount's ride item in your inventory. A mount already at that rarity or above does not use up the potion.
| Rarity | Chance on creation | Stats |
|---|---|---|
| Common | 79% | ×1 |
| Uncommon | 14% | ×1.25 |
| Rare | 6% | ×1.5 |
| Epic | 0.8% | ×1.75 |
| Legendary | 0.19% | ×2 |
| Prismatic | 0.01% | ×3 |
Ride your mount#
Mount or dismount with the button on the mount sheet, the card in the Mounts window, a right-click on the mount slot or the shortcut (Shift+D by default). You cannot do it in a fight, during another action or underwater.
While ridden, a mount spends 1 energy point out of 1,000 on each map change; at 0, you dismount. Drop fish or meat on the equipped mount in your inventory: each item restores as much energy as its level.
Free 5% mount XP#
A mount ridden during the fight receives a free 5% share of combat XP without reducing your gain. The sheet's 0–90% slider lets you donate extra XP: only that donation is deducted from the character.
That share is then reduced by the gap between your level and the mount's: the mount keeps 10% of the share up to a 10-level gap, then 8, 6, 4, 3, 2 and 1.5%, and 1% beyond 70 levels. The Wise ability doubles its gain. A mount caps at level 100.
Mounts window and mount sheet#
Freeing a mount is permanent: it is deleted with its level, rarity and generation, and can never be recovered. Both the Mounts window and the mount sheet refuse it in a fight, during an exchange for the equipped mount, for a mount expecting babies and for a mount carrying items.
The menu's Mount entry opens the Mounts window, with the equipped mount's sheet beside it. It shows all your mounts (slot, account stable, breeding paddocks) as cards, 6 per page, sorted by rarity, generation then level; each card's background takes its rarity's colour. Equip sends the current mount to the stable; if you were riding, you mount the new one.
The equipped mount's sheet shows its generation out of its family's maximum, its generation bonus, its current and maximum stats, its XP and the XP share you donate. It also lets you rename it and unequip it to the stable.
Stable and trading#
The account stable has 500 places, shared by all your characters; a capture or a purchase gets in even when it is full. It opens with the breeding window (D key) or the Breeding button of the Mounts window.
To trade or sell a mount, move it from the stable or the slot to the inventory: it becomes a ride item. That item can be traded, stored in a bank and sold at the creature marketplace (command .hdv 6). Whoever receives it keeps the mount with its level, generation and rarity: they equip it from their inventory or put it in their stable.
What about breeding?#
Breeding still exists, but you no longer need it: the wild gives every generation. It lets you cross your mounts to aim for a specific colour of the next generation, with the Breeder job.
