Mates are non-playable entities which must be obtained during the single player campaign. Much like the player, these wolves are roaming dispersal wolves on their own journey to find mates of their own, either having left their natal pack or as wolves still living with their families, ready to leave upon encountering the player.

A dispersal wolf who has joined the player as their mate can be tracked via the pack stats interface, will be represented on the map with their own blip, and a heart icon will appear in the badge. This will also appear in the compass if they are following from behind. In scent vision, toggled by the V key, players can easily identify their mate by their amber scent trails.

(Mates can die if you put permadeath on and make them get killed in a fight, attacking elk, fighting bears, etc. Permadeath is turned off by default.)

WolfQuest 2 05 Playing with the pups
The music that plays after establishing a bond.


Mates will chase foxes and coyotes, and depending on their personality, may also attempt to scare away bears, cougars, and other wolves. Mates will make use of the emotes, including the confident tail position after a successful hunt or fight, playful emotes towards the player, and growls at other animals. NPC wolves seem to flee more quickly from some mates than others - this may be influenced by the mates personalities and/or the NPC wolves personalities.

When hungry, mates may catch and eat hares. If the player kills a hare, the mate will not attempt to eat it unless the player backs away. With larger carcasses, mates will eat alongside the player. Depending on their personality, mates may pick up hare carcasses and meat pieces and carry them a short distance away before eating.

When the player chooses to sleep, mates will approach to sleep near the player (how near depends on personality).

Mates may sit or lie down when the player stops moving. This is believed to be influenced by Lazy-Energetic personality scale.

If a mate is injured and on very low health, it will usually avoid fighting/attacking prey.

Mates will echo the player's howl (primary or secondary), and will mark territory when the player does. Mates may also howl of their own accord, and players can howl back to increase pack affinity.


Main article: Personality

Coming soon to the anniversary edition, no two dispersal wolves will be quite the same. Each and every potential mate the player encounters will possess distinctive personalities.[1] This will affect behaviors with the game world such as hunting and interactions with the player and their offspring.

Different personality types can be observed during courtship. Energetic wolves will dash around on the spot, whereas Lazy wolves will sit or lie down. Social wolves will respond to emotes more quickly than Loner wolves. Some dispersal wolves will also approach the player more closely and more quickly, but it is unknown whether this reflects the Social/Loner scale, or the Cautious/Bold scale. The Cautious/Bold scale may influence emote choices such as the submissive Avert Gaze, or the more outgoing Tail Wag.

Type Strengths Weaknesses Priorities
Cautious Unknown Unknown Unknown
Bold Unknown Unknown Unknown
Social Unknown Unknown Unknown
Loner Unknown Unknown Unknown
Energetic Unknown Unknown Unknown
Lazy Unknown Unknown Unknown

Amethyst Mountain

For a guide on bonding with a dispersal wolf, see Amethyst Mountain/Guides.


Slough Creek


Lost River



In multiplayer, mates are not part (nor a focus) of the online game.[2] This is why it is impossible to encounter stranger wolves anywhere in multiplayer, including dispersal wolves. Players are strongly discouraged from seeking, advertising or participating in any mate-related chat rooms as stated in the multiplayer guidelines.[3] Doing so will result in one or more warnings[4] or permanent ban[5] from WolfQuest.

As of November 2016, the team have further clarified their stance on mates in multiplayer both on the forums and via 3.0's account system under the Game News tab.[6]

Abuse Reporting

Because mate/mating-related games are a common issue and the WolfQuest Team can't possibly monitor everything that happens, players are encouraged to report inappropriate games that break the rules. Instructions and information are available in the WolfQuest FAQ.[7] With text chat set to make a return in 3.0.2 public games, a report button was added to the lobby and pack stats interface, which allows players to submit a report in-game as opposed to the former method of being required to screenshot potential evidence and manually write up an e-mail to submit to the team for review.

In the past, Cana founded the WolfQuest Report Team as a means of patrolling the lobby and multiplayer games. This group was disbanded in December 2015 following the removal of lexicon chat in 2.5.




  1. • The Fate of the Mate, • For Better or For Worse
  2. • How do I get a mate in multiplayer?
  3. • What are the rules for multiplayer games?
  4. • I've been warned- what do I do?
  5. • I've been banned- what do I do?
  6. Title: Clarifying mates in multiplayer games. Read it here: The forum thread can be used to discuss this. Dave's posts: 1 2 3 | Susan's posts: 1
  7. Chat and Reporting FAQs
Community content is available under CC-BY-SA unless otherwise noted.