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The Grind for Silver and Gold Cones

The Grind for Silver and Gold Cones
Posted 2020-09-30 11:43:49 (edited)

Hey! Welcome to Wolvden!

One of the first questions you are probably asking yourself is "how do I make some coin?" and I am here to help you answer that question. SC is generated in game while GC is premium currency you can buy for real money.

After 5000SC (buried or not) you will stop gaining SC from explore encounters.

There are further guides for almost any topic I listed, whether it be hunting, scouting, or herbs so read up on those for further info!

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The first few days:

- Snake Quests! Try to complete one every RO. Some of the items asked for can be found in TC if you cannot find them on your own.

Tips: If it is a food quest, feed the needed item to your wolf until you have at least one use left; the snake will still accept it. If it's an item quest, keep it open for a while! Some encounters do nothing if you don't have a collect quest open so have more options for getting items!

- Games! More further down.

- Racoon Wares! The raccoon has a limited amount of SC available each day so sell your leftovers every night instead of accumulating them. Small items like eggs, stoats, rats, quails, grouses, and meat chunks give the most out of their uses. Bigger carcasses give less in return (<1SC/use), so you should keep those to feed your pack unless you really need it. Do NOT sell your herbs.

- Selling items in TC! You can always check if there are items people might need for their quests you could sell. Herbs are also a good option since you have a 5 RO immunity and none of your wolves can get sick. Keep in mind that you might need them later, so keep a few for your own needs. Keep a few acorns too, they can be traded in explore for more valuable items.

- Healing Salves. If you do not care for battling or do not mind slowly gain HP in Explore those are great to sell as well.

- Herbs. Some herbs are in more demand than others, especially those you can find in fewer biomes. (You might still have some, both the Raven and the Blue Jay encounter can drop items from all biomes.) I would suggest keeping at least 4 herbs of one kind (3 is the highest number you need for crafting cures) if you do plan on selling some. 

- Invest what you earn in slots. You can only buy slot prices in SC. Will elaborate more further, but having a few hunters, scouts, and sitters is a good basis for later world domination.

- Explore! This might seem obvious but the more energy you use to explore, the more chances you have at finding all kinds of items as well as some SC.



In general:

Hunting:

It might seem counterproductive at first, but you should definitely buy enough slots to have a full hunting party next to at least one scout. (If not full, I suggest a minimum of 3: a stalker (+2nd chaser), a chaser (+3rd chaser), and a finisher to gain proficiency in each role without waiting too long for energy regeneration.)

Your hunting party might take a few days to get their synergy going but next to feeding your own pack, you can sell the rest to the Racoon or in TC. If you are diligent with using as many of your ten daily hunts as possible, they are a reliable income strategy.


Dens:

As with hunting, I would suggest building at least one more cave. If your wolf catches a contagious illness, it won't spread to other packmates if they are isolated in another cave. Unsorted is not a cave and they will spread the illness (the same goes for your lead, so be careful). You can sell the rest of your cave material.


Battling:

While it costs you energy and HP, you have a chance of getting a reward such as Healing Salves, Meat Chunks, and SC. If possible to as much battling on your first 5 ROs as you can since you are immune to illnesses for that time period! After that, there are chances of you getting sick which need herbs and time to craft a cure.


Re-scouting:

You can rescout areas after you have fully explored the 3 starter biomes. You do this by picking a biome and scrolling down, it takes 100% energy. Next to gaining the usual experience and proficiency, the wolf will bring 2 items back for you. Normal scouting does not give items but will unlock different biomes for you to explore with potential valuable drops.


Games:

You can gain up to 100sc from playing the fishing game. You also get up to 50sc for being the player with the most lb caught.

The slot costs you as sc but it has rare items (sage, jellyfish, great tit, red cock) that can't be gotten anywhere else and be sold for quite a bit of currency. There is also a daily lottery where you can enter for 10SC and win up to 500SC per day. Whether you find that worth it is up to you.


Sales:

Unless you truly only want SC, making a buyout option for GC is a good idea. You never know how willing people are to pay a higher price if they need it or don't have enough SC.


Rolling over every day:

You get a reward for each continuous day that you roll your account. The first 3 days add up to 60SC and also include things like amusement/food items and more later on.


Herbalist:

Going foraging with your herbalist gives you 1-2 herbs every time. Researching and crafting recipes takes quite a while longer but is necessary if you want to heal any illnesses. I've found it smartest to go foraging throughout the day and then let the energy bar go to 100% and queue up 5 recipes to craft before you go to bed (you cannot queue the foraging action). That way your herbalist earns plenty of proficiency while not "wasting" time when you are sleeping. Crafting also takes less time the higher your level is.

You can sell both herbs or cures.

There are 2 extra recipes you can make when you know the first nineteen. Those are quite valuable and can be sold for a pretty penny, but the investment is pretty high as well. I personally did not rush into learning all 19 (21) recipes as fast as possible but more as I needed them, so I could find the needed herbs instead of exchanging them 3:1.


Illnesses:

Those can get quite expensive pretty quickly. You need to diagnose the illness every time (unless you use a Cure-for-All), so getting your herbalist's proficiency up is important. Diagnosing gets cheaper and is free at 80% proficiency. Crafting takes less time, the higher your level. If it's close to RO, I would wait if you can until after, since the cure gives the wolf immunity for 1 day (or 3 with Cure-for-All), so you get the most out of it using it early in the day. (I would not craft the Rich Healing Salve at all since it's 15 herbs for 40HP total in comparison to 2 herbs for 20HP in the Healing Salve.)

If you don't want to use your herbs/cures, there are 4 illnesses that have a low chance of healing at RO: Constipation, Cough, Cystitis, Diarrhea. Do not confuse them with the lethal ones! Putting a contagious wolf alone into a quarantine cave also could give you the time to heal him next RO instead of buying an expensive cure right away. Crafting is usually cheaper but takes time.

Find the right balance that works for you when it comes to using and selling herbs and cures.


Explore Encounters:

If you pick a biome and stick to it, you will learn the "right" moves for each encounter pretty quickly. Almost anything you can find can be sold to the raccoon (sometimes taking the items gives you more in SC later than the SC encounter itself), so check the guide or try them all out!

Some encounters have a chance of gaining you a few SC. These are in the 3 starter biomes:

This angry raccoon seems to be guarding something. Hmmm...
INVESTIGATE
Gain Acorn (1), feather (1), or cave building item (1) (Winter only)
Gain 10% hunger (spring only)
You snuffle around in the dirt. It's here somewhere... Yes! Jackpot!
DIG
Gain Bone (1), Owl Talon (1), Mollusk Shell (1), Acorn (1), or 1 to 5 SC
You catch a strange scent on the ground, a mingling of two different scents, You follow them until they part ways.
FOLLOW NORTH
Gain 1 to 5 SC and either a carcass (1) or an egg (1)
You briefly stop to smell the air, two diverging scents reaching your nose. Interesting.
FOLLOW THE STINKY SCENT
Gain 1 to 2 SC
(alternatively RANCID SCENT, gives Meat Chunk)
A raven swoops down over your head and seems to be trying to get your attention.

FOLLOW (2)
Gain critter carcass (1), feather (1), Bone (1), Acorn (1), any medicinal herb (1), OR 1 to 5 SC

A red squirrel is perched on a branch, clasping what looks like a pinecone in its paws. It would be a shame if it dropped it...
BARK (2)or OFFER ACORN
Gain 1 to 2 SC or Gain 1 to 3 SC

Deciduous Forest only:

Loud, rhythmic knocking makes you feel like something is drilling into your head. A red-bellied woodpecker is the source of the irritating noise, of course.
OFFER ACORN
Gain 1 to 3 SC
This looks like an interesting, perhaps tasty creature... On second thought, it smells bad. Very very bad. Rancid, even. Time to run away!
HOLD YOUR BREATH (1)
Gain 1 to 5 SC

Grassland only:

This looks like an interesting, perhaps tasty creature... On second thought, it smells bad. Very very bad.
Rancid, even. Time to run away!

HOLD YOUR BREATH (1)
Gain 1 to 5 SC

Mountains only:

A northern pygmy owl is staring down at you from the low-hanging branch
 of a tree. Its head is rotating in all directions as the wide, open eyes follow
your every move.

HOOT
Gain 1 to 2 SC
A thick, fat, juicy Rocky Mountain Toad is resting on this comfortable rock,
protected from the weather by a coat of mucus and mud.

DON'T LICK IT
Gain 1 SC

In general, many explore encounters give you items as well (like offering an acorn) or following the rancid scent. If you stick to one biome you learn pretty quickly which actions give you something in return. Of course, the higher up the biome, the more valuable the items tend to become.



Things to Consider:

Stats:

Stats do play a role in the game. Some hunting roles favor certain stats and the more difficult biomes are easier to scout with the right high stats. I know it might be tempting to buy higher statted wolves and replace your starter pack with them but don't forget that proficiency takes time as well and your 200 statted starter wolves don't hinder you in having the full experience. You can always phase them out later when you are more established.


Pack Size:

It's probably obvious to you but in the beginning, it is easier to handle a small pack. Few mouths to feed, fewer chances of illnesses, (less temptation to breed). I'd say 6 is the minimum (4 hunters, 1 scout, 1 sitter) but up to 20 also works (2 hunting parties, 2 scouts, sitters, nbw sales?). I would have one pupsitter remaining to gain proficiency (they can protect (more) cubs better).


Breeding:

I know breeding is probably the main reason your here and the new bases and markings look all so great! But consider: first of all, you will need to get her into heat and then you need nesting material, and she will not be able to hunt or scout if she is nested. You will also need at least one pupsitter which takes up a slot.

And pups are expensive. There is no guaranteed survival for pups unless they are at 100%, so it is essential to feed your nursing mothers, feed the pups once weaned, and keep your pupsitter(s) healthy. (And a stud fee if you don't breed them yourself.)

On the other hand, you might be able to sell those pups later on. It's a trade-off you should consider before breeding every wolf you can get your hand on :)

If you do decide to breed I would try to breed only one female every 1 or 2 days to spread out the energy of your pupsitter(s) if you have limited space.


Studding:

Depending on whether you have already some breeding goals or not, waiting to chose a stud might be a smart idea. Saving up to a buy a wolf with high stats or a Tier II base and/or custom/breed-only markings probably will make people more likely to stud to you. And all new players start with 0 funds.

Most players will probably wait out the 8 ROs for a natural heat anyway if they have females in their pack, so there is no rush.


Moving Biomes:

While moving biomes gives you new decor at the Raccoon Wares and the herbs of your chosen biome by foraging, if you are not moving to a starter biomes, it also ups your hunting difficulty. I suggest building up a new hunting party with higher stats than your starter wolves before moving if you want to find more than just critter scent trails, especially when winter is right around the corner. Switching between the starter biomes changes very little for you.


Winter:

Winter might be right around the corner for you (countdown to next season is on your cooldown page), so it is a good idea to be prepared with some items (food, amusement, cures, herbs). Pups a born with a slower initial survival and will be harder to protect with unskilled pupsitters and/or few slots to give each their own. If you keep your pack small, you should be fine for your first time, you should be fine.


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Earning GC:

There are currently no direct GC sales but plenty of people have "GC for SC" trades up in the trading center to check out

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I hope this helps!

Also please be aware that these are my personal opinions and not rules. You can sell all your herbs if you want or don't hunt at all. These are just some suggestions and explanations to help you decide what you want to do.
I will try to answer any questions you have in the comments.



Sienna Snow
#402

Posted 2020-10-20 14:13:17

Thank you! this helped. but I still think the slots are pricey for just one haha


𝘸𝘪𝘤𝘬𝘦𝘥
#14167

Posted 2020-10-20 14:23:24

Glad it does :)


Sienna Snow
#402

Posted 2020-10-20 14:53:02

Are you staying with the 100 SC per GC conversion? I buy and sell and trade daily & flip currency - the low floor I'm seeing on the forums daily is averaging to 20-25 SC : 1 GC (4-5 per 100). 


bonibaru
#369

Posted 2020-10-20 14:57:19

@bonibaru As far as I can tell, fixed sales still go with the 100:1GC rate? But I havent checked since yesterday since the market is adjusting to all the new player. I am more looking for the median and not the lowest price. 


Sienna Snow
#402

Posted 2020-10-20 14:59:20

Fair enough! Are you looking at fixed sales - people selling GC? I am usually looking at people buying SC.

I really hope they put up a currency trade area like they have on Lioden - it will make things simpler to have currency trades in one place instead of all over mess like they are now. The whole TC is a mess tbh. One of my least favorite parts of the game - love the search ability - hate the presentation & sorting lol


bonibaru
#369

Posted 2020-10-20 15:21:13

I've mostly took it from arts sales threads and pup auctions and then compared what trading center looked like.

I'm farirly certain they're gonna do that, since  it's clogging up the trading center so much and it makes it harder to see what the current exchange rate is.

I honestly might just delete that since it wont be accurate for much longer.


Sienna Snow
#402

Posted 2020-11-18 22:44:01

mathematically the wolvden lottery is a complete scam i wouldnt suggest newbies usin it


Derpy
#6646

Posted 2020-11-19 15:48:01

True. For example, there are 669 tickets today purchased, as of 4:46 pm my time. If you purchase another ticket, then your chance of winning is 1/670. To even have about 50% chance of winning, you need to purchase another 670 tickets. 6700 SC. And the prize is only 500 SC. Complete scam.


✨Moonshadow {L-Off}✨
#12077

Posted 2020-11-19 17:00:32

Its pretty much the community paying like 8000 sc a day for 750 sc

which is equivalent to the average player paying 10sc for 0.9 sc


Derpy
#6646

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