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		<title><![CDATA[The Wolf Den - New Members]]></title>
		<link>https://wolf-den.net/forums/</link>
		<description><![CDATA[The Wolf Den - https://wolf-den.net/forums]]></description>
		<pubDate>Fri, 04 Sep 2026 22:58:19 +0000</pubDate>
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			<title><![CDATA[The Sweet Allure of Idle Empire: A Look at Cookie Clicker]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1532</link>
			<pubDate>Fri, 04 Sep 2026 03:06:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=3123">Parsons</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1532</guid>
			<description><![CDATA[Have you ever wondered how satisfying it can be to turn a single, humble mouse click into a planetary empire fueled entirely by baked goods? If you are looking for a game that brilliantly deconstructs and reimagines the classic store management genre, look no further. Let’s dive into the wonderfully addictive world of idle gaming and explore how to truly experience the phenomenon that is <a href="https://cookieclickers.io/" target="_blank" rel="noopener" class="mycode_url">Cookie Clicker</a>.<br />
Introduction: The Evolution of Store Management<br />
Traditional management games often require you to juggle dozens of spreadsheets, monitor employee happiness, and stress over supply chains. But what if we stripped the genre down to its purest, most hypnotic form? Idle and incremental games changed the landscape by focusing on exponential growth and the joy of automation. At the heart of this revolution is Cookie Clicker—a game that starts with a simple click of a giant cookie and quickly spirals into a massive, reality-bending enterprise of sweet treats.<br />
Gameplay: From Single Clicks to Cookie Dominance<br />
The core loop of the game is deceptively simple. You click a giant cookie on your screen, and every click earns you one cookie. At first, it feels like a tedious manual chore. However, those initial cookies are your startup capital.<br />
Soon, you can afford your first upgrade: a Cursor to do the clicking for you. From there, the scale explodes. You begin purchasing Grandmas, farms, factories, mines, and eventually cosmic entities like Antimatter Condensers and Time Machines. Each asset you buy generates a passive stream of cookies per second (CpS).<br />
As your empire grows, the game introduces layers of complexity through achievements, upgrades, and mystical elements like sugar lumps and the grandmapocalypse. You aren't just managing a store; you are managing a galaxy-spanning monopoly where currency is baked daily.<br />
Tips for Maximizing Your Cookie Empire<br />
While the game plays itself to a large degree, mastering the art of the idle empire takes a little bit of strategy. Here are a few friendly pointers to help you get the most out of your baking adventure:<ul class="mycode_list"><li>Don't ignore multipliers: Upgrades that double the efficiency of your Cursors or Grandmas are usually worth every single cookie. Always check the store for synergy upgrades that boost your output based on what you own.<br />
</li>
<li>Balance active and passive play: While clicking the golden cookies that randomly appear on screen gives you massive temporary boosts, the real magic happens when you close the tab and let your passive generation do the heavy lifting.<br />
</li>
<li>Embrace the Prestige (Ascension): Eventually, progress will slow down. That is your cue to ascend. Resetting your game grants Heavenly Chips, which unlock permanent upgrades that make your next run exponentially faster and more rewarding. It teaches a great lesson: sometimes, starting over is the only way to move forward.<br />
</li>
</ul>
Conclusion<br />
Cookie Clicker is more than just a meme or a simple timewaster; it is a masterclass in pacing, reward loops, and the sheer delight of watching numbers go up. Whether you want a casual distraction to keep in a browser tab while you work, or a deep system to optimize over weeks, it offers a surprisingly rich experience. So, go ahead, bake a few billion cookies, and see how far a single click can take you!]]></description>
			<content:encoded><![CDATA[Have you ever wondered how satisfying it can be to turn a single, humble mouse click into a planetary empire fueled entirely by baked goods? If you are looking for a game that brilliantly deconstructs and reimagines the classic store management genre, look no further. Let’s dive into the wonderfully addictive world of idle gaming and explore how to truly experience the phenomenon that is <a href="https://cookieclickers.io/" target="_blank" rel="noopener" class="mycode_url">Cookie Clicker</a>.<br />
Introduction: The Evolution of Store Management<br />
Traditional management games often require you to juggle dozens of spreadsheets, monitor employee happiness, and stress over supply chains. But what if we stripped the genre down to its purest, most hypnotic form? Idle and incremental games changed the landscape by focusing on exponential growth and the joy of automation. At the heart of this revolution is Cookie Clicker—a game that starts with a simple click of a giant cookie and quickly spirals into a massive, reality-bending enterprise of sweet treats.<br />
Gameplay: From Single Clicks to Cookie Dominance<br />
The core loop of the game is deceptively simple. You click a giant cookie on your screen, and every click earns you one cookie. At first, it feels like a tedious manual chore. However, those initial cookies are your startup capital.<br />
Soon, you can afford your first upgrade: a Cursor to do the clicking for you. From there, the scale explodes. You begin purchasing Grandmas, farms, factories, mines, and eventually cosmic entities like Antimatter Condensers and Time Machines. Each asset you buy generates a passive stream of cookies per second (CpS).<br />
As your empire grows, the game introduces layers of complexity through achievements, upgrades, and mystical elements like sugar lumps and the grandmapocalypse. You aren't just managing a store; you are managing a galaxy-spanning monopoly where currency is baked daily.<br />
Tips for Maximizing Your Cookie Empire<br />
While the game plays itself to a large degree, mastering the art of the idle empire takes a little bit of strategy. Here are a few friendly pointers to help you get the most out of your baking adventure:<ul class="mycode_list"><li>Don't ignore multipliers: Upgrades that double the efficiency of your Cursors or Grandmas are usually worth every single cookie. Always check the store for synergy upgrades that boost your output based on what you own.<br />
</li>
<li>Balance active and passive play: While clicking the golden cookies that randomly appear on screen gives you massive temporary boosts, the real magic happens when you close the tab and let your passive generation do the heavy lifting.<br />
</li>
<li>Embrace the Prestige (Ascension): Eventually, progress will slow down. That is your cue to ascend. Resetting your game grants Heavenly Chips, which unlock permanent upgrades that make your next run exponentially faster and more rewarding. It teaches a great lesson: sometimes, starting over is the only way to move forward.<br />
</li>
</ul>
Conclusion<br />
Cookie Clicker is more than just a meme or a simple timewaster; it is a masterclass in pacing, reward loops, and the sheer delight of watching numbers go up. Whether you want a casual distraction to keep in a browser tab while you work, or a deep system to optimize over weeks, it offers a surprisingly rich experience. So, go ahead, bake a few billion cookies, and see how far a single click can take you!]]></content:encoded>
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			<title><![CDATA[Is PvE-Only Coming to Arc Raiders? U4GM Update]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1515</link>
			<pubDate>Thu, 27 Aug 2026 09:53:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=3121">luissuraez798</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1515</guid>
			<description><![CDATA[Arc Raiders is more interesting because it refuses to be a pure co-op shooter-and more frustrating for the exact same reason. As of August 27, 2026, you can collect <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Raiders Items</a>, hunt machines, finish objectives, and extract with a quiet loadout, but you cannot enter a mode where other Raiders are unable to open fire. The surface is PvPvE by design: ARC enemies create pressure, while human players create the uncertainty that can turn a routine loot run into a sweaty extraction.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The actual answer: no PvE-only queue</span><br />
<br />
There is no dedicated PvE playlist, protected lobby, or server category that removes player-versus-player combat from Arc Raiders. You can deploy solo or squad up and spend an entire match focused on machines, but another team can still contest your route, objective, or exit. That distinction matters. A peaceful round is an outcome created by player choices and matchmaking tendencies, not a rule the game promises to enforce.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What playstyle matchmaking really changes</span><br />
<br />
Arc Raiders does appear to consider how players behave across multiple deployments. Players who usually avoid starting fights may be more likely to meet others with similar habits, while defensive combat is treated differently from actively beginning a confrontation. As far as I can tell, that makes the system useful for reducing random hostility over time, not erasing it. A cautious Raider can still run into a squad protecting high-value loot or looking for a clutch player fight.<br />
<br />
Playstyle<br />
What You Can Expect<br />
What Is Never Guaranteed<br />
Machine-focused<br />
More room to explore, scavenge, and avoid fights<br />
A quiet extraction<br />
Aggressive PvP<br />
More direct player encounters and contested routes<br />
Easy loot or predictable opponents<br />
Mixed squad<br />
Flexible responses to threats<br />
Agreement from every Raider you meet<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How to play PvE-first without throwing your run</span><br />
<br />
The common mistake is treating every machine fight as a DPS check. In Arc Raiders, noise, positioning, and extraction timing often matter more than squeezing out a few extra seconds of damage. Bring a loadout you can afford to lose, finish the objective, and leave before the match turns into a third-party pileup. Don't chase a player who disengages just because you have the angle; that chase can pull you into their squad or into a machine spawn you didn't plan for.<br />
<br />
Do keep an escape route in mind before engaging a loud ARC target.<br />
Do ping player movement early when running with friends.<br />
Don't assume a non-hostile Raider will stay non-hostile near extraction.<br />
Don't overfill your pack if a safe exit is already available.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why players still want a separate co-op mode</span><br />
<br />
The request is not just about making Arc Raiders easier. Its machine encounters, atmosphere, and scavenging loop already have enough personality to support players who want a co-op grind without social unpredictability. A proper PvE mode would need more than fewer human threats, though. It would need tougher ARC behavior, varied objective pressure, and progression rules that stop a low-risk mode from becoming the obvious path for min-maxing every build. I could be wrong but, a stripped-down PvE version would lose steam quickly unless the machines carried much more of the endgame tension.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What to expect going forward</span><br />
<br />
For now, the honest expectation is PvE-oriented play inside a shared PvPvE game, not a protected cooperative experience. Recent news around map conditions, Trials, and Expedition changes has not announced a PvE-only option. Before you decide to <a href="https://www.u4gm.com/arc-raiders/coins" target="_blank" rel="noopener" class="mycode_url">buy ARC Raiders Coins</a>, treat every deployment as a risk calculation: gear helps, squad comms help, but neither removes the chance that another Raider changes the whole plan.]]></description>
			<content:encoded><![CDATA[Arc Raiders is more interesting because it refuses to be a pure co-op shooter-and more frustrating for the exact same reason. As of August 27, 2026, you can collect <a href="https://www.u4gm.com/arc-raiders/items" target="_blank" rel="noopener" class="mycode_url">ARC Raiders Items</a>, hunt machines, finish objectives, and extract with a quiet loadout, but you cannot enter a mode where other Raiders are unable to open fire. The surface is PvPvE by design: ARC enemies create pressure, while human players create the uncertainty that can turn a routine loot run into a sweaty extraction.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The actual answer: no PvE-only queue</span><br />
<br />
There is no dedicated PvE playlist, protected lobby, or server category that removes player-versus-player combat from Arc Raiders. You can deploy solo or squad up and spend an entire match focused on machines, but another team can still contest your route, objective, or exit. That distinction matters. A peaceful round is an outcome created by player choices and matchmaking tendencies, not a rule the game promises to enforce.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What playstyle matchmaking really changes</span><br />
<br />
Arc Raiders does appear to consider how players behave across multiple deployments. Players who usually avoid starting fights may be more likely to meet others with similar habits, while defensive combat is treated differently from actively beginning a confrontation. As far as I can tell, that makes the system useful for reducing random hostility over time, not erasing it. A cautious Raider can still run into a squad protecting high-value loot or looking for a clutch player fight.<br />
<br />
Playstyle<br />
What You Can Expect<br />
What Is Never Guaranteed<br />
Machine-focused<br />
More room to explore, scavenge, and avoid fights<br />
A quiet extraction<br />
Aggressive PvP<br />
More direct player encounters and contested routes<br />
Easy loot or predictable opponents<br />
Mixed squad<br />
Flexible responses to threats<br />
Agreement from every Raider you meet<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How to play PvE-first without throwing your run</span><br />
<br />
The common mistake is treating every machine fight as a DPS check. In Arc Raiders, noise, positioning, and extraction timing often matter more than squeezing out a few extra seconds of damage. Bring a loadout you can afford to lose, finish the objective, and leave before the match turns into a third-party pileup. Don't chase a player who disengages just because you have the angle; that chase can pull you into their squad or into a machine spawn you didn't plan for.<br />
<br />
Do keep an escape route in mind before engaging a loud ARC target.<br />
Do ping player movement early when running with friends.<br />
Don't assume a non-hostile Raider will stay non-hostile near extraction.<br />
Don't overfill your pack if a safe exit is already available.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why players still want a separate co-op mode</span><br />
<br />
The request is not just about making Arc Raiders easier. Its machine encounters, atmosphere, and scavenging loop already have enough personality to support players who want a co-op grind without social unpredictability. A proper PvE mode would need more than fewer human threats, though. It would need tougher ARC behavior, varied objective pressure, and progression rules that stop a low-risk mode from becoming the obvious path for min-maxing every build. I could be wrong but, a stripped-down PvE version would lose steam quickly unless the machines carried much more of the endgame tension.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What to expect going forward</span><br />
<br />
For now, the honest expectation is PvE-oriented play inside a shared PvPvE game, not a protected cooperative experience. Recent news around map conditions, Trials, and Expedition changes has not announced a PvE-only option. Before you decide to <a href="https://www.u4gm.com/arc-raiders/coins" target="_blank" rel="noopener" class="mycode_url">buy ARC Raiders Coins</a>, treat every deployment as a risk calculation: gear helps, squad comms help, but neither removes the chance that another Raider changes the whole plan.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Diablo 4 Mythic Crafting Changes Explained by U4GM]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1514</link>
			<pubDate>Thu, 27 Aug 2026 09:49:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=3121">luissuraez798</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1514</guid>
			<description><![CDATA[Season 15's returning Uniques could change how Diablo 4 builds are planned, but the real test isn't nostalgia or a bigger DPS screenshot. It's whether an item gives your character a clear job. That matters when you're spending hours on the endgame grind, comparing <a href="https://www.u4gm.com/diablo-4/gold" target="_blank" rel="noopener" class="mycode_url">D4 Gold</a> costs, rerolling gear, and deciding which slot deserves a rare effect.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The nine names that matter</span><br />
<br />
The current PTR preview includes nine confirmed Legacy Uniques: Leoric's Crown, Nemesis Bracers, Stone of Jordan, Squirt's Blouse, Arioc's Needle, Henri's Perquisition, In-Geom, The Furnace, and Messerschmidt's Reaver. Their class restrictions vary, so this isn't one universal loot chase for every character. Ring of Royal Grandeur appeared in earlier reports but was removed from the current official list, leaving nine confirmed items for now.<br />
<br />
Each name points toward a different play pattern. Stone of Jordan supports elemental focus by aligning resistances with your highest resistance and boosting related damage. In-Geom is aimed at fast elite chaining, while Nemesis Bracers turn Shrines into extra elite encounters. The Furnace focuses on elite and boss pressure, and Squirt's Blouse rewards clean defensive play while punishing every hit that breaks its offensive bonus.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Charms change the slot competition</span><br />
<br />
Unique Charms may have a bigger effect on build planning than the returning equipment itself. They let players place a Unique effect into the Talisman system instead of giving up the item's normal slot. The wider preview contains 23 Unique Charms, including seven tied to the new Legacy group. That means an effect can support your build without automatically forcing a specific helm, ring, chest, glove, or weapon choice.<br />
<br />
Item<br />
Best fit<br />
Main cost<br />
Stone of Jordan<br />
Element-focused builds<br />
Ring slot or Charm space<br />
In-Geom<br />
Fast elite farming<br />
Less value in sparse fights<br />
Squirt's Blouse<br />
Barrier and mobility builds<br />
Bonus resets after damage<br />
The Furnace<br />
Elite and boss damage<br />
Two-handed weapon slot<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Build identity beats automatic best-in-slot</span><br />
<br />
Leoric's Crown is especially interesting because it counts as jewelry and boosts a gem socketed into the helm. With Soul Splinters also expanding seasonal socket progression, the crown could become a central planning piece. That interaction needs careful testing, though; stacked systems can turn one clever combination into the only sensible loadout.<br />
<br />
Arioc's Needle adds Deadly Strike as a separate burst-damage direction, with reported PTR values subject to change. Henri's Perquisition converts Dexterity into Primary Stat, opening unusual stat paths for classes that normally scale from another attribute. Messerschmidt's Reaver remains harder to judge because its effect wasn't available during testing. From what I've seen, these items will succeed when they reward a specific combat rhythm instead of handing every build the same passive DPS boost.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do this before you commit your gear</span><br />
<br />
Don't rebuild your character around a PTR number alone. Use this quick checklist when Season 15 arrives.<br />
<br />
Test the Unique in the content you actually farm, not only against a training target.<br />
Compare the original item slot with its Charm version before salvaging alternatives.<br />
Check whether losing a legendary aspect or weapon effect hurts your rotation.<br />
Keep defensive options ready for Squirt's Blouse instead of judging it by sheet damage.<br />
Save strong standard Uniques, since the revised Mythic upgrade path may preserve their existing statistics.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My take on the season's direction</span><br />
<br />
Mythic-quality Charms add a rare chase layer, while the proposed Mythic crafting changes give players more control over excellent Unique gear. The balance will be delicate: too much rarity makes the system feel remote, while too many transferable effects can make equipment slots feel meaningless. The best result would let a Stone of Jordan build feel distinct from an In-Geom farming setup, even when both use the same broader Charm framework. Season 15 has a strong foundation, but the numbers and interactions must leave room for real choices. That's what will decide whether these returning items become memorable parts of Diablo 4 or merely another pile of <a href="https://www.u4gm.com/diablo-4/item" target="_blank" rel="noopener" class="mycode_url">Diablo IV Items</a>.]]></description>
			<content:encoded><![CDATA[Season 15's returning Uniques could change how Diablo 4 builds are planned, but the real test isn't nostalgia or a bigger DPS screenshot. It's whether an item gives your character a clear job. That matters when you're spending hours on the endgame grind, comparing <a href="https://www.u4gm.com/diablo-4/gold" target="_blank" rel="noopener" class="mycode_url">D4 Gold</a> costs, rerolling gear, and deciding which slot deserves a rare effect.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The nine names that matter</span><br />
<br />
The current PTR preview includes nine confirmed Legacy Uniques: Leoric's Crown, Nemesis Bracers, Stone of Jordan, Squirt's Blouse, Arioc's Needle, Henri's Perquisition, In-Geom, The Furnace, and Messerschmidt's Reaver. Their class restrictions vary, so this isn't one universal loot chase for every character. Ring of Royal Grandeur appeared in earlier reports but was removed from the current official list, leaving nine confirmed items for now.<br />
<br />
Each name points toward a different play pattern. Stone of Jordan supports elemental focus by aligning resistances with your highest resistance and boosting related damage. In-Geom is aimed at fast elite chaining, while Nemesis Bracers turn Shrines into extra elite encounters. The Furnace focuses on elite and boss pressure, and Squirt's Blouse rewards clean defensive play while punishing every hit that breaks its offensive bonus.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Charms change the slot competition</span><br />
<br />
Unique Charms may have a bigger effect on build planning than the returning equipment itself. They let players place a Unique effect into the Talisman system instead of giving up the item's normal slot. The wider preview contains 23 Unique Charms, including seven tied to the new Legacy group. That means an effect can support your build without automatically forcing a specific helm, ring, chest, glove, or weapon choice.<br />
<br />
Item<br />
Best fit<br />
Main cost<br />
Stone of Jordan<br />
Element-focused builds<br />
Ring slot or Charm space<br />
In-Geom<br />
Fast elite farming<br />
Less value in sparse fights<br />
Squirt's Blouse<br />
Barrier and mobility builds<br />
Bonus resets after damage<br />
The Furnace<br />
Elite and boss damage<br />
Two-handed weapon slot<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Build identity beats automatic best-in-slot</span><br />
<br />
Leoric's Crown is especially interesting because it counts as jewelry and boosts a gem socketed into the helm. With Soul Splinters also expanding seasonal socket progression, the crown could become a central planning piece. That interaction needs careful testing, though; stacked systems can turn one clever combination into the only sensible loadout.<br />
<br />
Arioc's Needle adds Deadly Strike as a separate burst-damage direction, with reported PTR values subject to change. Henri's Perquisition converts Dexterity into Primary Stat, opening unusual stat paths for classes that normally scale from another attribute. Messerschmidt's Reaver remains harder to judge because its effect wasn't available during testing. From what I've seen, these items will succeed when they reward a specific combat rhythm instead of handing every build the same passive DPS boost.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do this before you commit your gear</span><br />
<br />
Don't rebuild your character around a PTR number alone. Use this quick checklist when Season 15 arrives.<br />
<br />
Test the Unique in the content you actually farm, not only against a training target.<br />
Compare the original item slot with its Charm version before salvaging alternatives.<br />
Check whether losing a legendary aspect or weapon effect hurts your rotation.<br />
Keep defensive options ready for Squirt's Blouse instead of judging it by sheet damage.<br />
Save strong standard Uniques, since the revised Mythic upgrade path may preserve their existing statistics.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My take on the season's direction</span><br />
<br />
Mythic-quality Charms add a rare chase layer, while the proposed Mythic crafting changes give players more control over excellent Unique gear. The balance will be delicate: too much rarity makes the system feel remote, while too many transferable effects can make equipment slots feel meaningless. The best result would let a Stone of Jordan build feel distinct from an In-Geom farming setup, even when both use the same broader Charm framework. Season 15 has a strong foundation, but the numbers and interactions must leave room for real choices. That's what will decide whether these returning items become memorable parts of Diablo 4 or merely another pile of <a href="https://www.u4gm.com/diablo-4/item" target="_blank" rel="noopener" class="mycode_url">Diablo IV Items</a>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[NBA 2K27 Motion Style Requirements | U4GM]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1513</link>
			<pubDate>Thu, 27 Aug 2026 09:44:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=3121">luissuraez798</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1513</guid>
			<description><![CDATA[Your 6'7" wing can have elite Speed and still feel awful on defense in NBA 2K27. That usually happens when the motion style pulls you out of position during a closeout or gives you a sluggish turn after a screen. Before spending more <a href="https://www.u4gm.com/2k27/mt" target="_blank" rel="noopener" class="mycode_url">NBA 2K27 MT</a> on a polished MyTEAM lineup, sort out the movement package on your MyPLAYER first; it affects every defensive possession, not just the sprint back in transition.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Start With the Job, Not the Animation</span><br />
<br />
Motion styles are best understood as role tools. Small guards need sharp lateral response for screen chasing, wings need enough burst to recover while staying square, and bigs need movement that preserves paint position. The fastest-looking option in a test area can be a poor fit if your player slides past the ball handler or drifts away from a box-out.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Current Requirement Map</span><br />
<br />
The early NBA 2K27 data gives Speed, Agility, and height requirements, so your build should be checked before you spend attribute points chasing a favorite package. Here is a practical snapshot of the options currently listed.<br />
Motion Style<br />
Speed<br />
Agility<br />
Height Range<br />
Alex Caruso<br />
66<br />
71<br />
5'9"-6'9"<br />
Anthony Edwards<br />
75<br />
68<br />
5'9"-6'9"<br />
Amen Thompson<br />
77<br />
70<br />
6'5"-6'9"<br />
Andrew Wiggins<br />
66<br />
62<br />
5'9"-6'9"<br />
Anthony Davis<br />
63<br />
59<br />
6'10"-7'4"<br />
These values come from an early build and may shift before launch, so treat them as a testing map rather than a locked tier list.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Guards and Wings Need Different Answers</span><br />
<br />
Alex Caruso makes sense for a defense-first guard or wing with excellent Agility, especially when your possessions involve screen work and side contests. Anthony Edwards asks for more Speed, making it a natural test for explosive two-way guards. Amen Thompson is the athletic wing pick on paper, but a 77 Speed and 70 Agility requirement can force uncomfortable sacrifices elsewhere. Andrew Wiggins and Austin Reaves are more practical for builds that need room for strength, stamina, finishing, or ball control. From what I've seen, a slightly less demanding package often feels better than a premium option reached by weakening the whole build.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bigs Should Protect Position</span><br />
<br />
Anthony Davis is the standout starting point for mobile centers in the 6'10" to 7'4" range, with listed requirements of 63 Speed and 59 Agility. Alexandre Sarr sits lower at 58 Speed and 54 Agility, giving slower or more interior-focused builds another test option. For a center, watch the second movement after a contest: does your player stay between the rim and the rebound, or does the animation carry him into empty space? That small detail can decide more possessions than a flashy sprint rating.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My Testing Checklist</span><br />
<br />
Run every eligible style through the same situations instead of changing packages after one good-looking rep. Use this quick routine in NBA 2K27.Close out from the corner, then retreat to the paint without holding a hard turn.<br />
Fight over a narrow screen and repeat against a wider screen.<br />
Recover from the help side after the ball handler changes direction.<br />
Box out from under the rim and check whether the movement carries you away.<br />
Repeat the sequence after several possessions to judge the feel under fatigue.<br />
<br />
At least in my experience, the best package is the one that produces repeatable angles, not the one that wins a single isolated speed test.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Build Mistake Most Players Miss</span><br />
<br />
Don't min-max Speed while ignoring Agility. Speed helps cover distance, but Agility matters when the opponent changes direction, and a guard with strong straight-line movement can still lose the first step sideways. Check the animation requirement before finalizing your physical ratings, then leave enough room for the attributes that make the role work: perimeter defense and strength for wings, ball control for guards, and rebounding, interior defense, and vertical ability for bigs. The public information is still early as of August 27, 2026, so test before committing; once your movement feels right, save the rest of your <a href="https://www.u4gm.com/2k27/mt" target="_blank" rel="noopener" class="mycode_url">cheap MT NBA 2K27</a> for the parts of your lineup that actually fit your play style.]]></description>
			<content:encoded><![CDATA[Your 6'7" wing can have elite Speed and still feel awful on defense in NBA 2K27. That usually happens when the motion style pulls you out of position during a closeout or gives you a sluggish turn after a screen. Before spending more <a href="https://www.u4gm.com/2k27/mt" target="_blank" rel="noopener" class="mycode_url">NBA 2K27 MT</a> on a polished MyTEAM lineup, sort out the movement package on your MyPLAYER first; it affects every defensive possession, not just the sprint back in transition.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Start With the Job, Not the Animation</span><br />
<br />
Motion styles are best understood as role tools. Small guards need sharp lateral response for screen chasing, wings need enough burst to recover while staying square, and bigs need movement that preserves paint position. The fastest-looking option in a test area can be a poor fit if your player slides past the ball handler or drifts away from a box-out.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Current Requirement Map</span><br />
<br />
The early NBA 2K27 data gives Speed, Agility, and height requirements, so your build should be checked before you spend attribute points chasing a favorite package. Here is a practical snapshot of the options currently listed.<br />
Motion Style<br />
Speed<br />
Agility<br />
Height Range<br />
Alex Caruso<br />
66<br />
71<br />
5'9"-6'9"<br />
Anthony Edwards<br />
75<br />
68<br />
5'9"-6'9"<br />
Amen Thompson<br />
77<br />
70<br />
6'5"-6'9"<br />
Andrew Wiggins<br />
66<br />
62<br />
5'9"-6'9"<br />
Anthony Davis<br />
63<br />
59<br />
6'10"-7'4"<br />
These values come from an early build and may shift before launch, so treat them as a testing map rather than a locked tier list.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Guards and Wings Need Different Answers</span><br />
<br />
Alex Caruso makes sense for a defense-first guard or wing with excellent Agility, especially when your possessions involve screen work and side contests. Anthony Edwards asks for more Speed, making it a natural test for explosive two-way guards. Amen Thompson is the athletic wing pick on paper, but a 77 Speed and 70 Agility requirement can force uncomfortable sacrifices elsewhere. Andrew Wiggins and Austin Reaves are more practical for builds that need room for strength, stamina, finishing, or ball control. From what I've seen, a slightly less demanding package often feels better than a premium option reached by weakening the whole build.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bigs Should Protect Position</span><br />
<br />
Anthony Davis is the standout starting point for mobile centers in the 6'10" to 7'4" range, with listed requirements of 63 Speed and 59 Agility. Alexandre Sarr sits lower at 58 Speed and 54 Agility, giving slower or more interior-focused builds another test option. For a center, watch the second movement after a contest: does your player stay between the rim and the rebound, or does the animation carry him into empty space? That small detail can decide more possessions than a flashy sprint rating.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My Testing Checklist</span><br />
<br />
Run every eligible style through the same situations instead of changing packages after one good-looking rep. Use this quick routine in NBA 2K27.Close out from the corner, then retreat to the paint without holding a hard turn.<br />
Fight over a narrow screen and repeat against a wider screen.<br />
Recover from the help side after the ball handler changes direction.<br />
Box out from under the rim and check whether the movement carries you away.<br />
Repeat the sequence after several possessions to judge the feel under fatigue.<br />
<br />
At least in my experience, the best package is the one that produces repeatable angles, not the one that wins a single isolated speed test.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Build Mistake Most Players Miss</span><br />
<br />
Don't min-max Speed while ignoring Agility. Speed helps cover distance, but Agility matters when the opponent changes direction, and a guard with strong straight-line movement can still lose the first step sideways. Check the animation requirement before finalizing your physical ratings, then leave enough room for the attributes that make the role work: perimeter defense and strength for wings, ball control for guards, and rebounding, interior defense, and vertical ability for bigs. The public information is still early as of August 27, 2026, so test before committing; once your movement feels right, save the rest of your <a href="https://www.u4gm.com/2k27/mt" target="_blank" rel="noopener" class="mycode_url">cheap MT NBA 2K27</a> for the parts of your lineup that actually fit your play style.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[U4GM on Monopoly go Account-Based Club Access]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1512</link>
			<pubDate>Thu, 27 Aug 2026 09:20:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=3121">luissuraez798</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1512</guid>
			<description><![CDATA[The biggest mistake behind "Typhoon Club Monopoly GO" searches is assuming there's a hidden limited-time event somewhere on the board. There isn't a separate Typhoon Club mode to grind; players are almost always looking for Tycoon Club, while live activity such as the <a href="https://www.u4gm.com/monopoly-go/partners-event" target="_blank" rel="noopener" class="mycode_url">Monopoly Go Partners Event</a> is what usually drives the sudden hunt for extra rewards and account perks. Tycoon Club is more like an account-side reward space than a railroad tournament, so it can feel oddly invisible if your menu doesn't show it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Typhoon Club Is Really Tycoon Club</span><br />
<br />
Voice search, auto-correct, and quick typing have turned "Tycoon Club" into "Typhoon Club" often enough that the variation now has its own search traffic. The distinction matters because Tycoon Club and Tycoon Class are not the same thing. Tycoon Class refers to tournament activity and leaderboard progress; Tycoon Club refers to account-linked offers, gifts, or benefits that may appear differently between players. From what I've seen, chasing a supposed Typhoon Club event page is wasted time-checking your own Monopoly GO interface is the useful move.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where Players Should Actually Look</span><br />
<br />
Start on the normal Monopoly GO board, not inside a tournament screen. Look through menu icons, notification markers, and any account-related messages. Some players expect a giant permanent button, but these features can appear through a prompt or separate access screen instead. Before assuming something is wrong, run this quick check.<br />
<br />
Confirm you are logged into the Monopoly GO account you normally play.<br />
Open notifications and read account-related messages rather than dismissing them.<br />
Check the main menu after restarting the app if a reward marker appeared earlier.<br />
Compare only your own displayed rewards, not an old screenshot from another player.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why the Reward Screen Matters More Than Rumors</span><br />
<br />
Tycoon Club talk gets messy because players treat a shared screenshot like universal loot. That's not how account-based offers feel in practice. One player may see a free claim, another may see a shop-focused offer, and a third may have no visible entry point yet. The smart play is to judge the value of what is on your screen right now. Don't burn dice chasing a vague promise of extra value; dice are still your core resource for railroad scoring, pickup spawns, and milestone pushes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tycoon Club vs the Active Board Grind</span><br />
<br />
Here's the comparison that prevents most confusion. Tycoon Club can be useful, but it doesn't replace the event loop that is actually producing progress on your board.<br />
<br />
Feature<br />
What it is tied to<br />
Best player response<br />
Tycoon Club<br />
Your account and displayed offers<br />
Check it, claim what is available, then move on<br />
Tycoon Class<br />
Tournament points and leaderboard actions<br />
Set a realistic milestone target before rolling hard<br />
Partners activity<br />
Co-op progress and event-token collection<br />
Prioritize efficient token pickups and reliable partners<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Resource Trap Most Guides Miss</span><br />
<br />
A Tycoon Club reward can feel like a buff, and sometimes it is, but don't let a small claim rewrite your whole loadout for the day. The costly mistake is seeing a few extra dice, switching to a huge multiplier, then landing nowhere useful because RNG had other plans. High multipliers are clutch only when your board position and active scoring line up. At least in my experience, Monopoly GO rewards patience more than emotional "one more roll" decisions, especially near expensive tournament milestones.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Play the Screen You Have</span><br />
<br />
The practical takeaway is simple: search "Tycoon Club," check your account menus, and treat anything you find as a bonus rather than your main endgame plan. Keep your serious dice decisions focused on the events visible in your own Monopoly GO session, your token needs, and the milestone rewards you can realistically reach. And if you're weighing extra event support, the <a href="https://www.u4gm.com/monopoly-go/racer-event" target="_blank" rel="noopener" class="mycode_url">buy Monopoly Go Racer Event</a> option should be considered alongside your current dice reserve and board goals, not as a substitute for smart rolling.]]></description>
			<content:encoded><![CDATA[The biggest mistake behind "Typhoon Club Monopoly GO" searches is assuming there's a hidden limited-time event somewhere on the board. There isn't a separate Typhoon Club mode to grind; players are almost always looking for Tycoon Club, while live activity such as the <a href="https://www.u4gm.com/monopoly-go/partners-event" target="_blank" rel="noopener" class="mycode_url">Monopoly Go Partners Event</a> is what usually drives the sudden hunt for extra rewards and account perks. Tycoon Club is more like an account-side reward space than a railroad tournament, so it can feel oddly invisible if your menu doesn't show it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Typhoon Club Is Really Tycoon Club</span><br />
<br />
Voice search, auto-correct, and quick typing have turned "Tycoon Club" into "Typhoon Club" often enough that the variation now has its own search traffic. The distinction matters because Tycoon Club and Tycoon Class are not the same thing. Tycoon Class refers to tournament activity and leaderboard progress; Tycoon Club refers to account-linked offers, gifts, or benefits that may appear differently between players. From what I've seen, chasing a supposed Typhoon Club event page is wasted time-checking your own Monopoly GO interface is the useful move.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where Players Should Actually Look</span><br />
<br />
Start on the normal Monopoly GO board, not inside a tournament screen. Look through menu icons, notification markers, and any account-related messages. Some players expect a giant permanent button, but these features can appear through a prompt or separate access screen instead. Before assuming something is wrong, run this quick check.<br />
<br />
Confirm you are logged into the Monopoly GO account you normally play.<br />
Open notifications and read account-related messages rather than dismissing them.<br />
Check the main menu after restarting the app if a reward marker appeared earlier.<br />
Compare only your own displayed rewards, not an old screenshot from another player.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why the Reward Screen Matters More Than Rumors</span><br />
<br />
Tycoon Club talk gets messy because players treat a shared screenshot like universal loot. That's not how account-based offers feel in practice. One player may see a free claim, another may see a shop-focused offer, and a third may have no visible entry point yet. The smart play is to judge the value of what is on your screen right now. Don't burn dice chasing a vague promise of extra value; dice are still your core resource for railroad scoring, pickup spawns, and milestone pushes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tycoon Club vs the Active Board Grind</span><br />
<br />
Here's the comparison that prevents most confusion. Tycoon Club can be useful, but it doesn't replace the event loop that is actually producing progress on your board.<br />
<br />
Feature<br />
What it is tied to<br />
Best player response<br />
Tycoon Club<br />
Your account and displayed offers<br />
Check it, claim what is available, then move on<br />
Tycoon Class<br />
Tournament points and leaderboard actions<br />
Set a realistic milestone target before rolling hard<br />
Partners activity<br />
Co-op progress and event-token collection<br />
Prioritize efficient token pickups and reliable partners<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Resource Trap Most Guides Miss</span><br />
<br />
A Tycoon Club reward can feel like a buff, and sometimes it is, but don't let a small claim rewrite your whole loadout for the day. The costly mistake is seeing a few extra dice, switching to a huge multiplier, then landing nowhere useful because RNG had other plans. High multipliers are clutch only when your board position and active scoring line up. At least in my experience, Monopoly GO rewards patience more than emotional "one more roll" decisions, especially near expensive tournament milestones.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Play the Screen You Have</span><br />
<br />
The practical takeaway is simple: search "Tycoon Club," check your account menus, and treat anything you find as a bonus rather than your main endgame plan. Keep your serious dice decisions focused on the events visible in your own Monopoly GO session, your token needs, and the milestone rewards you can realistically reach. And if you're weighing extra event support, the <a href="https://www.u4gm.com/monopoly-go/racer-event" target="_blank" rel="noopener" class="mycode_url">buy Monopoly Go Racer Event</a> option should be considered alongside your current dice reserve and board goals, not as a substitute for smart rolling.]]></content:encoded>
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		<item>
			<title><![CDATA[Looking to rejoin :)]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1487</link>
			<pubDate>Tue, 16 Jun 2020 22:41:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=52">StormThane</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1487</guid>
			<description><![CDATA[Hey! I used to play on here a while ago with my brother Galloton, back from like 2007-2013 lets say and I'm bored in the house and wanna hop on and see what's been going on <img src="https://wolf-den.net/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> <br />
<br />
It seems that I am registered already from before.. but I think I have to get added to the server again. It would be great if I could be. Thanks!<br />
<br />
StormThane]]></description>
			<content:encoded><![CDATA[Hey! I used to play on here a while ago with my brother Galloton, back from like 2007-2013 lets say and I'm bored in the house and wanna hop on and see what's been going on <img src="https://wolf-den.net/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> <br />
<br />
It seems that I am registered already from before.. but I think I have to get added to the server again. It would be great if I could be. Thanks!<br />
<br />
StormThane]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New member]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1486</link>
			<pubDate>Tue, 11 Feb 2020 00:51:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=3079">OnyxLynx73</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1486</guid>
			<description><![CDATA[Looking to join the server n get building privileges, my IGN is OnyxLynx73.<br />
I've just been looking for a new server to hang out n chill in, hopefully, this will be that server!]]></description>
			<content:encoded><![CDATA[Looking to join the server n get building privileges, my IGN is OnyxLynx73.<br />
I've just been looking for a new server to hang out n chill in, hopefully, this will be that server!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Add me to the server please]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1482</link>
			<pubDate>Fri, 02 Aug 2019 02:00:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=3072">ThickShady</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1482</guid>
			<description><![CDATA[My name in game is Thicc_Shady, I'm trying to play with Bryangoboom and Zanderchick]]></description>
			<content:encoded><![CDATA[My name in game is Thicc_Shady, I'm trying to play with Bryangoboom and Zanderchick]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Member looking to join]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1481</link>
			<pubDate>Fri, 02 Aug 2019 01:23:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=3071">ZanderChick</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1481</guid>
			<description><![CDATA[Hey there!  My name is ZanderChick and I was wondering if I could be added  to the server.  I was wanting to play with Bryangoboom.  Thank you!<br />
<br />
<br />
Also, whitelisted username is Zander_X]]></description>
			<content:encoded><![CDATA[Hey there!  My name is ZanderChick and I was wondering if I could be added  to the server.  I was wanting to play with Bryangoboom.  Thank you!<br />
<br />
<br />
Also, whitelisted username is Zander_X]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Member for Leekerson]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=1478</link>
			<pubDate>Fri, 13 Jul 2018 13:58:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=717">FanDango31</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=1478</guid>
			<description><![CDATA[I have an alt named Leekerson, (I forgot the minecraft login for fandango, RIP me), I also tried to make a seperate account but FYI the captica thing (idk how to spell) is broken. <br />
<br />
Somethings about me are;<br />
I'm 18 (19 in September)<br />
I'm from Oklahoma (Yeehaw)<br />
and I don't like tomatoes.]]></description>
			<content:encoded><![CDATA[I have an alt named Leekerson, (I forgot the minecraft login for fandango, RIP me), I also tried to make a seperate account but FYI the captica thing (idk how to spell) is broken. <br />
<br />
Somethings about me are;<br />
I'm 18 (19 in September)<br />
I'm from Oklahoma (Yeehaw)<br />
and I don't like tomatoes.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Member Pikedavis]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=905</link>
			<pubDate>Wed, 13 Dec 2017 00:35:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=2031">Pikedavis</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=905</guid>
			<description><![CDATA[Hello-<br />
 I would like build rights please <img src="https://wolf-den.net/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> <br />
...and I like wolves!]]></description>
			<content:encoded><![CDATA[Hello-<br />
 I would like build rights please <img src="https://wolf-den.net/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> <br />
...and I like wolves!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Member Flavius Arcadius]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=900</link>
			<pubDate>Fri, 13 Oct 2017 00:17:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=1997">Flavius Arcadius</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=900</guid>
			<description><![CDATA[Hello! I am new and want to play! I like building and exploring.]]></description>
			<content:encoded><![CDATA[Hello! I am new and want to play! I like building and exploring.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Member]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=895</link>
			<pubDate>Fri, 06 Oct 2017 13:03:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=1990">Skylar_the_wolf</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=895</guid>
			<description><![CDATA[Hey im new to the server and was wondering if I could be a member.]]></description>
			<content:encoded><![CDATA[Hey im new to the server and was wondering if I could be a member.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hi im new (YinYangPanda)]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=894</link>
			<pubDate>Fri, 06 Oct 2017 13:01:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=1991">YinYangPanda</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=894</guid>
			<description><![CDATA[Heeeey i am a new player and i wanted to know if i could become a member.]]></description>
			<content:encoded><![CDATA[Heeeey i am a new player and i wanted to know if i could become a member.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Member]]></title>
			<link>https://wolf-den.net/forums/showthread.php?tid=893</link>
			<pubDate>Tue, 03 Oct 2017 00:00:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://wolf-den.net/forums/member.php?action=profile&uid=1986">longeproductionz</a>]]></dc:creator>
			<guid isPermaLink="false">https://wolf-den.net/forums/showthread.php?tid=893</guid>
			<description><![CDATA[Mcsoul_ referred me to the server and I would like to be a part of the server. Thanks.]]></description>
			<content:encoded><![CDATA[Mcsoul_ referred me to the server and I would like to be a part of the server. Thanks.]]></content:encoded>
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</rss>