
Huntables
Rats
One health, no bite, and back in half an hour — the huntable you scatter round a granary for a steady trickle of ingredients.
L$200
Citizens L$160 · save up to L$120 with a membership
Buying on the site is being switched on carefully, a piece at a time. Everything is available in-world at the Emporium today, and delivery is handled by the bot. Members save on the whole range.
Watch it work
The product tutorial, start to finish.
Rats are the small end of hunting. One health means anything kills a rat, first time, every time. They have no attack, and they only notice you at 15 metres — half a deer's range, so you can get much closer before one bolts.
The number that matters is the respawn: about thirty minutes, against three hours for a deer or a wolf. A rat comes back six times as often as anything else, which makes a cellar with a few in it close to a renewable supply.
Rats are the exception to the drop pattern. They give no hide and no carcass — nothing for the tanner, nothing for the butcher. Everything a rat leaves is a body part: rats tail on most kills, rats foot up to four, rats tooth up to three. If you are hunting for leather or for meat, hunt deer instead; rats are for the ingredients.
A ranger earns 1 CXP, the lowest in the game, which is the trade for a kill that costs one hit and returns six times as fast. Anyone can loot the body. Party hunting does not really apply — a rat dies to the first hit, so there is never a second hunter to share it with.
Set respawn points around a barn, a cellar, a wharf, and each kill sends the rat to one of them at random.
