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[UPDATED] Wolvlocke Guide

[UPDATED] Wolvlocke Guide
Posted 2024-01-29 19:39:18

[UPDATED] Wolvlocke Guide


Thank you for showing interest in the Wolvlocke Challenge! This forum post is to explain and sum up the theory of Wolvlocke. From the original forum (you can view the original forum for Wolvlocke here), I've adjusted with updated information from the site and to include Chantaey's Legacy Version! All updated information is to adapt to existing site mechanics.

What is Wolvlocke?


To boil it down, Wolvlocke is a Nuzlocke Challenge. The Nuzlocke Challenge started in Pokemon and has since been added and refined to fit other pet sim games/sites. The rules are self-imposed and are intended to create a more difficult and engaging playthrough. The rules are also customizable to your liking! Any preset rules are a baseline for those who are interested in Hardmode Wolvden.

View Wolvlocke Forums

Full Moon Wolvlocke


Adapted from the original rules, Full Moon Wolvlocke is meant for the entire account/pack. This is a dive-in headfirst version of the challenge that is designed specifically to use every aspect of the game through your account.


Full Moon Rules


The rules for Wolvlocke have been inspired by Lynx's Liolocke [OLD] and Lynx's Liolocke on Lioden. I do not claim creating all of these rules from scratch! When creating a Wolvlocke forum for yourself, feel free to change or add on to the rules to your liking.

Account Adjustments


  1. Start with absolutely nothing.
    • All items and wolves currently owned must be discarded.

    • Any food gathered before the Wolvlocke stages must be discarded.

  2. Treat the number of pack wolves, pups, and immortal wolves as if they were from the start of the account.
    • The starting pack stats: 1 adult wolves, 10 pups, and 0 immortal wolves.

    • In order to expand into and access existing territory size, randomly gift the SC to another player.

    • Once the existing territory has been "purchased", proceed with expansions as per usual game mechanics.

  3. Restrict purchases from other players.
    • Player-run raffles should not be participated in.

    • Purchasing items off other players should be restricted to necessity only.

    • GC can be bought freely from other players.


Exploration


  1. When entering a new biome, may only attempt to befriend the first wolf encountered. May not attempt to befriend another wolf in the same biome, regardless of outcome.
    • Every five levels, may attempt to befriend the first wolf encountered in each available biome.

  2. If defeated in explore (reaching 0 HP), lead wolf may not explore again until fully healed ON next rollover. Lead may continue exploring on rollover.

  3. Scouts may enter each undiscovered biome 5 times per rollover. Scouts may re-scout a biome freely.


Pack Life: Hunting


This is pending updates!
  1. If a single wolf is sent to hunt, they survive on a three-life system. Each hunt on their own, they have three chances to succeed. If the wolf has failed the hunt three times, they will be critically wounded and will be removed from the pack.
    • The wolf must be sent away or gifted. It may not be sold.


Pack Life: Relationships and Socializing



  1. Newly befriended wolves may be given any role upon joining the pack. However, they may not change roles layer down the line.

  2. Wolves who leave the pack due to low mood or low hunger may not re-enter the pack

  3. Worst Enemy wolves must be separated by one wolf parting from the pack. This chosen wolf should be sent away or gifted.

  4. Enemy wolves may be socialized together after a change in personality in an attempt to become friendly with each other.
    • A personality change may only be applied once to each wolf.

  5. Only wolves with the "Best Friends" status may become pairbonded.


Pack Life: Illnesses


* This portion is adapted from Chantaey's Legacy Version.
  1. If a wolf contracts a non-lethal illness:
    • The herbalist has one rollover to diagnose and start treatment.

    • * Treatment is broken down by chance. Success may be determined using a dice roll, in which medicine may be administered. Dice rolled will be a d20, and a d10+ must be rolled for success. If unsuccessful, another attempt at success may be made at the next rollover. If HP reaches 0, the wolf will have died and must be removed from the pack.

    • If the sick wolf is not quarantined and another wolf contracts the same illness, an "outbreak" has begun.
    • If an outbreak has started, all effected wolves are considered immobile. They may not hunt, scout, forage, or participate in socialization until they are cured.

    • * Cure-For-Alls, which give multiple days of immunity, are not allowed.

  2. If the wolf contracts a lethal illness:
    • * Heatstroke, Infection, Influenza, Poison, and Pox (for puppies only) are considered deathly. Wolves should be removed from the pack immediately.
    • Exception: Influenza must be cured by next rollover using the same treatment success rates.

  3. Seasons effect the chances of illnesses being cured:
    • Spring: -1 disadvantage on roll (roll a d20, subtract 1 from the outcome)

    • Summer: +1 advantage on roll (roll a d20, add 1 to the outcome)

    • Autumn: 0 advantage or disadvantage.

    • Winter: -2 disadvantage on roll (roll d20, subtract 2 from the outcome)


Pack Life: Pregnancy and Pups


  1. When a wolf gives birth, a d20 must be rolled for each pup, and a d15 must be rolled for success. If unsuccessful, the pup will die and must be removed from the pack immediately, regardless of it's worth.
    • Winter has an immediate -2 disadvantage on roll for all pups upon birth (roll d20, subtract 2 from the outcome)

  2. Pups and adolescents may be trained with only existing pack members.

  3. Pups and adolescents may not be made leads.


Items, Trading, and Events


  1. Items and living wolves may be sold freely.

  2. Gifts and donations are not acceptable.
    • December gifting event gifts are able to be accepted.

  3. Mini games in the "Games" section may not be submitted for rewards. Lottery or slots may not be played.

  4. Enclave quests may be participated in. A pup may not be adopted from the enclave freely.<
    • Pups may be adopted from the enclave during the Matchmaker event.

    • Pups may be adopted from the enclave once per Lunar Event.


When all wolves have died (and there is no proper successor to the pack), the pack will disband and the game will end.

Wolvlocke is a crazy spin on an awesome game! For anyone who views these updated rules in the future (and possibly as I update them), I hope you have a fun time!
A special thanks to Chantaey (#46657) for really making Wolvlocke come alive in a lot of ways. While I was the one to introduce Wolvlocke, they really took it a step forward and developed it in a much more detailed and interesting manner! Their hard work is very much appreciated, and I'm glad they have inspired so many to create Wolvlocke Legacy Edition projects.

Nothing to see here

cuttlekiss 🐙
#1052

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