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  1. 10 points
    Here is my idea for an Alchemy system for the game… I know there has been other posts about Alchemy but I would like to throw my idea into the mixing pot. Glass Glass made from heating a heap of sand in a forge. Place 1 heap of sand into a forge until Glowing from the heat – makes Glass lump. Glass bottle Activate a lump of Glass (0.50kg) glowing from the heat. Right-click a small anvil. Glass bottles hold a max of 1.00 of Liquid. Retort In a chemistry laboratory, a retort is a glassware device used for distillation or dry distillation of substances. Activate a lump of Glass (1.00kg) glowing from the heat. Right-click a small anvil. Open submenu “Create > Containers > Retort. Alembic An alembic is an alchemical still consisting of two vessels connected by a tube. Activate a lump of Copper (2.00kg) glowing from the heat. Right-click a small anvil. Open submenu “Create > Containers > Alembic. Mortar and Pestle The mortar is a bowl, typically made of hard wood, ceramic or stone. The pestle is a heavy club-shaped object, the end of which is used for crushing and grinding. Activate a Stone chisel. Right-click Marble shards (10.00kg). Open submenu “Create > Containers > Mortar and Pestle. Alchemy Table A long wooden table displaying a set of Alchemy equipment use for making potions and other compounds. Activate a Shaft. Right-click a Plank. Open submenu “Create > Containers > Alchemy Table. Additional materials 3x Shaft. 3x Plank. 1x Mortar and Pestle. 1x Retort. 1x Alembic. Using the Alchemy Table Using the Alchemy Table is sort of like using the Forge. Base Potions Place 1 Glass bottle into the Alchemy table. Activate 1 Base ingredient. Right-click the Glass bottle inside the Alchemy table. Potions Place 1 Base potion into the Alchemy table. Activate 1 Prime ingredient. Right-click the Base potion inside the Alchemy table. Potion Making Making Potions is like a Priest casting spells, where a Priests spells are limited to what level he/she is in Faith Potions are limited to your skill in “Natural substancesâ€. Higher level Potions require a higher Natural substance skill. Difficulty Difficulty of a Potion is the same as difficulty of a Priest spell only when making a Potion and you fail there is a change that the Alchemy Table, Glass bottle and the player can be damaged when the Potion fails. In most cases the Glass bottle is destroyed (75% chance), some cases the Alchemy table is damaged (50% chance) and the player may be wounded (50% chance). Below is a small list of ideas for Potions – Clay Potion NS skill – 70 Difficulty – 60 Base Potion – (0.10kg) Clay Prime ingredient – Troll gland. This Potion, when used on a flat tile near water will turn that tile into a clay tile. The tile will stay and can be dug for clay but after 1 full wurm day it will turn back into a dirt tile. Tar Potion NS skill – 60 Difficulty – 50 Base Potion – (0.10kg) Tar Prime ingredient – 1 Fillet of Goblin meat. As with the Clay Potion the Tar turns any flat packed dirt tile into a Tar tile which can be dug. After 1 full wurm day the tile turns back into a dirt tile. Black Powder Potion NS skill – 90 Difficulty – 80 Base Potion – (0.50kg) Charcoal Prime ingredient – (0.10kg) Flint Black powder aka gun powder – in Potion form can be thrown PVE at mobs or PVP at other players, damage and effects would be up to GM’s. The Potion, when finished can also be poured into a small barrel to make a mining charge. Mining Charge NS skill – 90 Difficulty – 85 Activate a Charcoal (15.00kg) Right-click on a small barrel. Mining charge is used in mining out rock tiles. The charge is used on the wall of choice inside a mine, the wall that it is used on is destroyed and leaves no rock shards. As Black powder can only be made in Potion form and there for only in small amounts a Mining charge is hard to make. 15 Black powder Potions need to be made to make 15.00kg of Black powder for 1 Mining charge. Potion of Wind NS skill – 50 Difficulty – 40 Base Potion – Cotton string (0.50kg) Prime ingredient – water (0.50kg) The Potion of Wind, when used on a boat increases the boat / ships speed to a max of 17.00 km/h for 1 full wurm day after which the speed of the boat / ship returns to normal. This Potion should only be used in low wind conditions as if the boats speed is above 17.00 km/h due to wind it will be lowered to the 17.00 km/h max of the Potion used. Potion of Lesser Healing NS skill – 30 Difficulty – 20 Base Potion – Rose flower (0.05kg) Prime ingredient – Rags cotton (0.20kg) The Potion of Lesser Healing can be used on all wounds apart from Bruises. This Potion is used on wounds just like Cotton or a Healing cover but Healing Potions act as both …. The Potion acts as both Cotton and Healing cover and the wound it is used on will end up being Bandaged and Treated. Potions of Lesser Healing can only treat Medium wounds and below. Potion of Healing NS skill – 60 Difficulty – 50 Base Potion – Troll gland (0.04kg) Prime ingredient – Rags cotton (0.20kg) The Potion of Healing works just like a Potion of Lesser Healing the only difference is that it can be used on Bad wounds and below. This Potion still Bandages and Treats the wound in one. Potion of Greater Healing NS skill – 80 Difficulty – 70 Base Potion – Crocodile gland (0.03kg) Prime ingredient – Troll gland (0.04kg) The Potion of Greater Healing works just like it’s lower counter parts only this potion can be used on Severe wounds and below. This Potion still Bandages and Treats the wound in one. Potion of Dispel NS skill – 20 Difficulty – 10 Base Potion – Willow sprout (0.20kg) Prime ingredient – Ash (0.10) The Potion of Dispel is used to dispel magic placed on an item or tile. This can be used to remove Enchanted trees, plants or grass and can be used to remove other magic enchantments on items. Potion of Transmute NS skill – 95 Difficulty – 80 Base Potion – Lead (0.50kg) Prime ingredient – Gold (0.50kg) This Potion does what it says on the tin. Use this potion on any base metal – Iron, Copper, Tin, Zink etc … and you can turn that base metal into any other base metal. This potion cannot be used to make Alloys – Steel, bronze, Brass etc. The Transmuted metal is always half the weight of the base metal – Iron (1.00kg) Trans to Lead = (0.50kg) / Copper (5.00kg) Trans to Tin = (2.25kg). This Potion may also be used to turn Marble into Slate or Slate into Marble. I also have a load of other Potions to add to the list but I know that all you guys will have Potion ideas of your own and I didn’t want to make the list to long. This is just an idea on how I think this may work (with out to much work and change to the game for the Dev’s) and any other input into the idea Good or Bad is always welcome. If you like the idea pls click a like for me if not say why not… it all adds to the game.
  2. 5 points
    Hi, We have just patched the test server with a new function that I think will work nicely. You can now add tiles to an existing building, and remove tiles from an existing building. Removing tiles means you need to bash all existing adjacent walls and floors on that tile before you can remove the tile from the structure. Please test this properly as it is quite a large change to the codebase and requires alot of testing. Report your findings in this thread! Best regards Zcul
  3. 5 points
    EDIT: Not actually mine, something Infinitia posted on the MR forums
  4. 4 points
    Mentioning over and over how much you've paid into the game, doesn't entitle you any more than any other player. Paying, or not paying, does not entitle you. Almost every comment I've seen has been "I've paid 200+ USD I'm entitled" No. You're not. Paying a subscription in this game grants you the ability to get over 20 in a given skill, and lay down a deed. Any other 'entitlements' after that are purely of your own imagination. Games have down time. ALL MMO's have downtime. Some times it's scheduled, some times it's not. It's pretty much a guarantee that no matter WHAT game you play, there WILL at some point or another, be down time. How you personally choose to handle said down time, is completely up to you. How you personally respond to that down time, is also up to you. The staff does the best within their means and that's all any of us can actually ask for. It may not be ideal but there are far better ways to go about trying to help change this than "I've paid, I'm entitled".
  5. 4 points
    Hey look, it's this thread again.
  6. 4 points
    Yes, Login is down Yes, GM's are aware of it No, I dont know when it will be back up yet No, I dont know what happened No, You cannot have that piece of cake, you will spoil your dinner.
  7. 3 points
    This is an archive of season 1 episodes! Enjoy watching the reruns You can find Season 1 episodes here Episode 19: The Final Fight - April 13, 2013 Episode 18: Entering the Priesthood - April 6, 2013 Episode 17: Let's Build a Castle - March 30, 2013 The Making of the Wurm Online Trailer - March 23, 2013 Episode 16: A Horse is a Horse, Of Course, Of Course - March 16, 2013 Episode 15: A Toolbelt for Every Job - March 9, 2013 Episode 14: Meditation and the Path to Enlightenment - March 2, 2013 The Puzzle Labyrinth Adventure - Feb 22, 2013 Episode 13: Blacksmithing 101 - Feb 16, 2013 Episode 12: It's Cooking Time - Feb 9, 2013 Episode 11: So You Want to be a Farmer? - Feb 1, 2013 Episode 10: Optimize Your Skill Gain - Jan 26, 2013 Episode 9: Everything You Need to Know About Containers - Jan 19, 2013 Episode 8: Deed It or Lose It - Jan 12, 2013 Episode 7: Newbie Tips & Tricks - Jan 4, 2013 Episode 6: Let's Build a House - Dec 21, 2012 Episode 5: Building a House ... Materials - Dec 15, 2012 Episode 4: Time to Terraform - Dec 8, 2012 Episode 3: Building Carts, Barter and Horses - Dec. 1, 2012 Episode 2: Quest for the Iron Vein - Nov. 24, 2012 Episode 1: Beginnings - Nov 17, 2012 Episode 0: Introduction Video - Nov 17, 2012 NEW During the filming of Season 1 of SNFF, we recorded some special episodes that were not included in the original list. You can find them here: Wurm Online 1.0 Special! - December 13, 2012 Journey to the Impaolong 2012 - December 18, 2012 The Impalong Arrival and Mayham - December 20, 2012 Saturday Night Factional Fight Plays Deal or No Deal - December 22, 2012 Impalong Recap and Goodbyes - December 28, 2012 The Factional Fight Village Announcement - Jan 18, 2013 The Unofficial Wurm Trailer - Jan 29, 2013 The Puzzle Labyrinth Adventure - Feb 22, 2013 The Making of the Wurm Online Trailer - March 22, 2013
  8. 3 points
    Sounds quite reasonable, but we should also be allowed to trade with any merchant/trader regardless of Kingdom.
  9. 2 points
    This is my effort to help out new players on an epic server using advices from experience, removing stereotypes and adding tips and tricks that will make things easier. This guide adresses both the future PvPer and the casual PvEer who just wants to settle a farmhouse and craft or whatever. My advices are meant to jumpstart an all-around character into his 30-skill without unecessary hassle. All points are optional and you should keep this as a notepad of pointers. Enjoy the read, I hope it helps someone 3 most important things: 1. Don't Panic! Once you're past the tutorial course and you are landed on an epic server, resist the urge to fight mobs and/or start building a big house at the nearest spot. Take your time and spend the 1st day customizing your GUI interface, read guides and introduce yourself to the community. In the following days you will surely compensate the time lost. 2. Don't be afraid! At the begining you are given a few very essensial tools that you need and they are important. But none of them is irreplacible and you will craft new ones very soon anyway. If you die you drop them. It's no big deal. Dying at this point is the best thing you should do. I suggest you drop your stuff at some spot you can remember (preferably in shallow water or over a big bush like oleander) and you return to get them later. GO OUT AND EXPLORE. Learn your surroundings, the mob spawns at this time (they change spawns) and find your spot to settle. Then go back, grab your stuff and come to start your Wurm life. 3. Learn to use Wurmpedia. Wiki is a huge part of this game. Use it. All the time. We all do, even after months of playing. You should also right click on everything and anything and do "What's this?" Even on moons, your face, your wounds, your friend, your skills...whatever. You will soon know why I say this. Everytime you want to make something or have a question, press H and wiki it before you ask in chat. Better yet, alt-tab to the Wurmpedia.com and search. Now let's get on with the no-###### real guide.... Finding your spot * Explore the nearby land till you find your starting spot. Avoid staying in the spawn center. What you need to look for: 1) Exposed rock and either an open mine that has iron or prospect the rock for iron and make your own. I suggest the 2nd. 2) Pine or birch trees -these are 2 of the 3 lumber production-line trees. All trees give wood, but these yield most quantity. The 3rd tree type is Cedar but leave these for later. Avoid an area of olives or lemmon trees. 3) Water. -It is nice to have a lake or the sea near you when you start. You will need drinking water. If your ideal spot doesnt have water nearby, wiki pendulum and make a fountain. Avoid building a well, it seems easier because it's smaller and new players think they should start with this, but in truth it takes, bricks, clay, rope, bucket.. stuff that a noob doesn't have handy. Fountain needs only rock. 4) A guard tower. -there are various towers already built, either inside walled deeds or out in the open. Use the guards for your safety and your start on fighting. Maximum distance from a tower should be up to 30 tiles to consider it handy. Optional you could use tar tiles nearby, clay and sand. Even if you don't have in your vicinity, ask in local chat and explore to find the nearest locations of these resources. So, now you found your spot, it looks nice and has the 4 necessities available. Now you can build a house.. -NOT. Establishing & Securing you 1st location Prospect the rock ( prospecting link) and jot down on a paper your findings. Once you mark where the iron node is, move and face the tile NEXT to it. (right or left) Tunnel till you make an opening and then mine deeper to reach your iron node. Keep mining to make a 3x3 cave. This will raise your mining skill to an acceptable level. Go out and find your nearest clay spot. Use the clay to build a forge inside your cave. Mine iron now and make nails. Large and small. At least 50 of each. Then make 5 ribbons. Leave everything in the forge and go outside. Start cutting trees. At 1st your logs will have low quality (Q from now on). Leave those for forge fuel. Also keep some logs on the side (later use). Cut 10+ trees. From the best logs in the end, make planks. You need MANY. 200 is a good number to stop at. By now you have some carpentry skill too. Go at your cave entrance and flatten the tile right infront of mine opening. Plan a 1-tile house on it. Take your nails, some planks and your mallet and build door-wall towards cave, door-wall facing out, door-wall to the side you have more flat space. Last wall make it window-wall. All doors must be double-doors. This is called a gatehouse. Continue flattening more area if needed (having upto 3-4 slope is no prob but I suggest make it all completely flat) Next step is to ask someone for a door lock, or make your own. Mine much iron once again to raise your skill and ore Quality. With the best lumps make 10 locks. Use the best 3 of them on your doors. Remember there are no keys for those, you manage house by the writ in your inventory. Last step to securing your spot is low stone fences... Build them around your mine entrance and your crops-yard. You are now secure. (for a noob) 1st needs first! Now it's time to deal with the food issue. You have probably fastened a few times already. Go out and Botanize grass tiles. Cover a 30-tile area around you. Use potatos /onions /corn to plant in your little yard, and at least 3 tiles of cotton for your healing needs. I advise you also plant 1 tile of pumkin (for dummies and pumkin lanterns -I just love those ) and 1 tile garlic to make some salves for bruises. Optionally you can plant whemp for ropes and bow strings. Then use clay and make bowls and pots. You'll start cooking in the bowls and store water for carrying with you on a pot (once you have some hunting done, make a leather flask). Get cooking. Use the forge and make casseroles. I suggest you keep 10 pottery bowls and cook 10 casseroles at a time daily. --This is a good time to say: If you want to grind something to get good at it, read a respective guide and follow it. I only cover optimal actions for a player who has no specific interest. In the above case, if you wanted to be a cook, you need 3-4 forges, about 100 bowls and -later- 100 pans and grind them all. But I think it's too early to get into grinding yet, so let's go slow for starters.--- You also probably have storage needs by now. Make 2 bulk storage bins. DON'T make chests! They can't hold too much, you can't pick them up later (so you'll have to make more chests) and you can't lock them efficiently yet anyway. Use the leftover low Q logs (remember?) and make 3 rafts in your cave. They have nice storing capacity, you can pick them up (when empty) plus you will use those later too regardless of quality (in large cart or ship) Store ore, stone, wood, etc in a bin. Make sure you don't mix the iron Q in the bins.Use 1 for lower Q materials and 1 for higher. Store items in a raft. Food stuff in another. Various crap at the 3rd. Make small barrels. 3-5 are ok. You can also carry them with you later on or place in a boat. As a rule of thumb, we gain storage space by placing small containers into bigger ones. Example: place groceries, seeds, picklocks,etc small stuff in bowls. Place bowls in small barrels. Add larger stuff in small barrels. Place small barrels in rafts. Add anything remaining in rafts. Place rafts in boat. This will ensure the boat will carry A LOT MORE that it would if you just dropped your stuff in. And you can always transfer these containers. Leave stuff like large barrels, tubs, large chests, etc for when you make your decent settlement later on. The largest storage vessels in Wurm are the ones that can fit such smaller storing solutions. (a boat in your mine, large carts with 7 rafts each, not to mention big ships with hundreds of rafts) The time of choosing... Now you can get on with any of the two, hunting or crafting in any order you please. If it is crafting, craft your tools 1st, gather primary material resources and get to it. If it's hunting, start with cave bugs, large cats, deer, pigs (not boars) and eventually wolves and mountain lions. You will need an armor and better weapon/shield than the starting ones. Make your equipment choice and either buy, have it crafted, or craft it yourself. A decent start is q30 gear with q50 being optimal. You will feel the need to use chain or plate armor, but I advise against it as you still don't have enough body attributes and it will slow you down considerably and limit your carrying capacity. Studded leather is perfect. As starting weapon, most ppl advise you for longsword and shield, but I'd say start with a 2 hander. You will be using the tower guards to tank for you anyways. You can pull spiders, crocodiles, trolls, lava spiders, lava fiends and scorpions to the guards and once they start fighting the mob, you go in attack it too. -Remember, you need to call the guards either saying "Help!" or "Guards!" in local chat. Truth is you can say anything containing these words, like "Gay Guards! Help! Don't just stand there!" -it will work just the same Early in the game is a good time to raise some 2handed weapon, while your tanking needs are covered. Later on you will have to travel further and hunt on your own, but you will have more FS (fighting skill) anyway, so you can use 1hander +shield then. Getting combat ready Make 3 dummies and 1 archery target. Carve 500 arrow shafts. Leave 50 on the side to use on archery target and make 450 hunting arrow heads. Make 450 hunting arrows. Improve them. Place them in lit forge to take damage. Repair them. Improve them again. Repeat. 2 few times. Then make a bow. Your choice, but I'd say use medium bow for now. It will help you get used to range distance witout counting the tiles and it's easier to practise without going that far. Longbow needs 10+ tiles away with 20 being optimal. With bow you need 5 minimum with 10 optimal. It's faster to shoot and has nice dmg. If you get used to bow, you will consider longbow overrated (and maybe you will also be able to use in your favor the longbow's dissadvantage: the 10 tiles minimum. Let's get training now. Use 1 dummy untill it lowers it's Q much. Then move to next. Then repair them all, imp them and repeat. Train archery just the same. Use only shafts. Once you reach 30 skill, you can no longer use training, but you'll be fine to go out hunting now. Still, you need to raise some fighting subskills 1st. Most importantly, weapon skill and shield skill. Weapons are trained best by using them on combat but you can also cut trees with sword /axe and brake stuff with maul. Use low Ql weapon to get slower actions -thus more skillgain, and easily replace them when they brake. When you start hunting animals, use the best possible Ql weapon u got, as dmg done to a mob affects your skillgain. For shield training, remove your weapon, switch to defensive stance and attack a pig or a bull. Then let it bash you for as long as your shield's Ql allows. Then switch shield to a new one. Best to do this in your yard or outside your house so that IF you take dmg, you can step inside a door, patch yourself and return. All the fletching and archery training should have also raised your BC (body control) to 21+ by now. That means you can mount horses. With a horse, 30 FS and Q50 equip, you're good to go out hunting like a gentleman Then you'll make also your next choices of prefered weapons/armor and playstyle. However, no matter how you raise your FS, you are still a weak fighter. See, what nobody tells you is that you also need Body and mind stats to successfully fight (especially in PvP). And those raise by the most basic of habits: woodcutting, mining, crafting, digging, stonecutting, climbing, etc. If you trully want to become a good fighter in Wurm you need to grind something. The great thing is you can also make some money out of it. Cut 200 trees and sell the wood in logs form. Mine stone and make bricks to sell. Gather dirt and sell it. Look in auction section for offers and shout in kchat. There's always someone building a dirtwall, a fort, a ship. Atributes like body and mind don't raise by timer of action. They do by actions. So a tool with WoA+CoCor BotD of high Ql that offers fast timers, is the best for you. Just make sure the forrest you clear isn't around someone's deed Crafting a living or your basic needs? Either way, you will need to keep 2 sets of tools. A small chest is enough to store them. You can also lock it, carry it, or hide it or put it in a bigger container like raft, cart or boat. You will also need the cart we mentioned. Make a crappy Q small cart (it's handy sometimes) and then make also a large cart. Imp it. Get a good lock and lock it. Put your rafts in it (it holds 7). Find higher Ql iron vein if you weren't lucky with your 1st. Good Ql or Okay QL are optimal for crafting, but many people prefer to use low QL iron to craft and use higher QL to imp with to maximize skillgain. Read a guide for that. Find 2 animals like bisons or horses to pull it. (Remember to park on grass from time to time so they can feed) The best way to skill up crafting is to imp (improve) stuff. So it doesn't matter if you made 1 good armor for yourself, you would gain more skill if you made 300 nails and imped them. Do that! Nails are always useful anyway. Always pick the lowest QL materials to craft and imp later with better QL. In quantities. At this point I must stress the importance of Sleep Bonus (SB). Make a bed and sleep in it instead of logging out each night. When you're about to start crafting and have all needed equip and mats ready, put sb on by typing /fsleep. Many people use sb to hunt and gain FS or weapon skill. I think the FS gain is not as big, and if you are a crafter you'll prefer to use it on your craft instead of hunting. -"Ok man, so I followed your advise and now I got 500 arrows. What do I do with them?" You burn them. Most items take damage if you put them in a burning forge. Then you repair them. Repairing lowers their initial QL. Then you imp them back again. Similarly, most stuff will either burn or take weather dmg and time decay if you either burn them or drop them out in the open. Wooden stuff take burning dmg. Metal stuff are best decayed in water. Leather out on the ground. So you got 50 hammers you don't need? Don't trash them in a bin. Drop them in the sea. Either a noob will use it or you will take it again later damaged and decayed and you repair +imp them all over. -"Imping, gotcha! What tools to use?" As a rule of thumb, if you have skill 1-50 use a tool +10 ql of your skill level (ex. mining 32, use q42 pickaxe) After skill 50 do the oposite, -10 ql tools. At skill 90 use q1-10 gear. The ideal would be to have a CoCenchant on a q60 tool and use it always, repair it and NOT imp it again so it decays as you progress. Avoid a BotDenchant as it also lowers the time of action and the longer the action takes to complete -the more skillgain. -"If that's so why not use a Q10 tool even with 10 skill?" Because the action becomes too slow to gain skill in overal crafting session. The optimal gain is a medium of the 2 -quality and skill that give the perfect speed of action. Last advice Build a sailboat. You don't need bigger ship unless it's your special thing. Build a rowboat, not for the sea -place it in your cave and lock it with a great lock. This is your safe. Make a minedoor from wood because you can imp it as your skill goes up. A stone minedoor is good to hide your cave, but once spotted it goes out easily. Best minedoor is by steel sheets. To control access to your mine and add safety, build a house infront of it. To secure your fort, don't build a gate, build a tunnel through a mine. Minedoors have no lock to pick, they have permissions. Most things that have permissions are the best securing solutions in Wurm. Houses, minedoors, large cart, ship. Combine them if you can for best result. You got some great gear. Great. Do you also have 2 spare sets? Because you will need them. Always. If you have rare items and/or silver coin USE BANK or an alt character to store them and log him out. Anything else is simply easy to be lockpicked and stolen. Stay hidden. Until it's time you want to be seen. That applies to everything. Your house location, yourself in PvP, your NPC merchant (don't use your name on him)... If they don't know what gear and money you have, you are a smaller target. If they can't find your place, it's safer than your capital central even. Have some neighbors. Not many, but a few. Work together both in your crafts and your combats. Or join a village if that's your thing. Don't be fast to become priest. Leave it for the last thing in your carreer, or make an alt for that role. Be humble but don't give an inch of your beliefs. Everybody gets beaten at some point. The one thing you can hold on to is your integrity. I hope I helped some out there. If I think of more stuff I'll add them. Thank you for reading my wall of text -Menajin
  10. 2 points
  11. 2 points
  12. 2 points
  13. 2 points
    Wow. Why are the responses in this thread so aggressive? People enjoy the game in different ways. Why try to belittle someone just because their way of playing does not match your own? I was very attached to my first horses and would have been mortified if they were killed and butchered. I would still be mortified if any of my current horses were killed and butchered. I don't think that's anything to be ashamed of. Sorry that someone killed Fleablood, Chiclet. I hope it was just some noob who didn't know any better. Like Lizabeth said, we have Piekiss waiting for you. I will try to catch you in game sometime over the next few days.
  14. 2 points
    My daughter Nikku gave you that foal, Chiclet. I have another gold male foal called Piekiss that you can have to watch grow up, and he's not related to your Windclip so will make a nice breeding pair. I know it's not the same, but hope it helps a little
  15. 2 points
    Ya know what? Maybe you research into why people have many horses first? I'm getting sick of so many new players saying that there are horse hoarders everywhere. You know where all those horses come from? Breeding. Those people are horse breeders that breed tons of horses to get different traits into new generations of horses, you need a wide gene pool so you don't end up with in-breeding. Those nice 4-5 speed horses with no bad traits come from generations of breeding. It isn't hoarding, horse breeders are always killing off venerable horses, non needed parents of younger horses, lower traits horses that won't sell and horses that have bad traits in them. So maybe it is because of horse breeders having many horses but an easy work around might be to write in that named horses, which are bred horses, are not part of the non-aggro database. Therefor this would mean more non-aggros would spawn in the wild.
  16. 2 points
    Why is your chimney made from wood, is not it dangerous? I think stone walls would be preferable for chimney ...
  17. 2 points
    dont save the dragons fix them so they are not the big price for the one server that has them this will stop all the running to the new server to kill the dragon. Spawn one dragon one a random server or two every 3-4 months or so this will breath some life back into the old servers. Make them drop less so you can spawning and make the game better for everyone still playing instead of this chase the rabbit mentality we see. I am talking about reducing the drop to 25% or so and this would keep it rare while at the same time introduce spawning them to any server. That way you never know which server it will be on and it will stop this raid the new servers dragons routine. Not only that more people will actually have a chance to see a dragon and perhaps be involved in killing one. This would make Wurm a better experience for all players and all servers.
  18. 1 point
    Face customization is neat, but kind of a let down you never get to see anyone on a PvP server. You just all look like the same great helm, and there's really no difference in people like that. Obviously you need a helmet for PvP, but maybe you do like a / command to disable the model rendering, and just show the face, but still have protection (yeah ripping off WoW).
  19. 1 point
    Armed with an idea from Garis and the power of google, I have went through the motions of creating a mod for Minecraft that allows for three dimensional deed and/or building planning for Wurm! So, without further ado, the Northmere Alliance of Celebration presents to you: The Wurm Blocks mod is essentially a tool to help you visualize your deed or building plans in a way that isn't possible using 2d programs. While those 2d programs are still great for layout, it's nice to see what your deed and buildings will (generally) look like once finished. Here are some teasers to show what it is you can do with Wurm Blocks in Minecraft. Installation Instructions In order to run Wurm Blocks you will require Minecraft Forge Universal version 6.6.0 and Minecraft version 1.4.7 ... I make no promises about the mod working beyond those versions. I recommend a fresh installation of Minecraft and Minecraft Forge. Windows Installation Step 1 Download and Install Minecraft Forge Universal from www.minecraftforge.net (click the link under 'Install' for a direct link to the installation instructions on their wiki), then run Minecraft in order to see if Minecraft Forge is working properly. Step 2 Download Wurm Blocks (Direct mediafire link here or dropbox link, courtesy of Xallo, here ) Step 3 Place wurmblocks.zip in your AppData\Roaming\.minecraft\mods folder. If you are unsure how to find your AppData folder, enter %appdata% into your Windows search function. Step 4 Run Minecraft. Wurm Blocks should be present in the Mods section. Load up your favorite Creative world and enjoy! Using Wurm Blocks In Creative Mode, Wurm Blocks are organized in their own tab on page 2 of the Creative Mode Inventory. Most Wurm Blocks function just like their vanilla counterparts. However, there are some exceptions: Half blocks will not make a full block if stacked; these are just meant to represent roofing. There are also steps with wurm roofing patterns applied in case you prefer to use those. Wurm-style fences are a different creature altogether. They are based off of Minecraft Vines only they won't disappear if the block they're attached to is removed. It isn't a perfect system (for instance, inside corners still can't have more than 1 fence), but by placing blocks, adding fences, and removing the blocks, you can build a model of your deed complete with fencing. There is a transparent block included for placing your fences on if you don't want to be bothered with breaking the block you attach your fences to, whatever your preference. Wurm Blocks are not craftable, so should primarily be used in Creative mode. If you choose to load them with op commands, their ID numbers begin at 503. If you have any ideas on how to improve Wurm Blocks, do let me know!
  20. 1 point
    It's hilarious how angry people get over small downtime in this game and demanding refunds/ not a single second of downtime ever. You must be new to the internet because this stuff happens all the time, sometimes databases like to crash and refuse to start up and no matter how much you whine and threaten to take your money elsewhere it's a simple fact that it won't help at all because some things just need time.
  21. 1 point
    I guess that is part of it for the PVP guys they want to make their income by taking it from the other players and any mechanic that stops them they get mad about. Like was already said they have everything they need already in most cases.
  22. 1 point
    Testing? PFFT!! That is not the Wurm way! Ride the WURM!
  23. 1 point
    Calling us whiners is just violating rules about personal attacks. We are not whining. We are saying that either this is a personal project of one man who invites people to try it out (2006) or a game that want subscription customers (12/12/12) If it were the former then sure, one guy who is the only one who can restart things would be ok. But since it called itself a 1.0 release, that should mean its the latter. I, for one, am not disparaging Rolf at all. I have put ove 200 us into the game since I joined on 12/12/12, because I like it and am having fun. The fact I like it an am having fun does not remove or lessen my right as a paying customer of a released game to express my displeasure with any aspect I feel could use improvement. So either tell us why it is ok for downtime to be handled like it is, or that you agree it needs to change. But insults and "suck it up" is a waste of everyone's time
  24. 1 point
    I guess it gives an extra guard being that it is rare? Should bring a good price for sure..gl with it.
  25. 1 point
    Im Closing this topic as its starting to become a flame fest. Theres no rules that have been broken So therefore this thread Is Closed.
  26. 1 point
    Common sense seems to be an extremely rare thing these days.
  27. 1 point
    coool! thanks for the queue notification
  28. 1 point
    This has been happening way too often and the fact that is has been this way for this long is even more infuriating. If you want to start pretending to be profesional business then it sure is time to start acting like one.
  29. 1 point
    Now that Wurm is 1.0, there is an expectation that Rolf provide some kind of 24/7 support for the servers, especially when they go down, rather than making everyone wait for him to personally fix server issues.... just saying....
  30. 1 point
    Let's See: Sheep = hide, meat, alchemy stuff of course. Standard items. Use scissors on live sheep = shearing skill and generates wool. *Could make this based on Animal Husbandry skill, or make it a subskill of animal husbandry. Wool + spindle = yarn = tailoring / cloth tailoring skillset Yarn + loom = various woolen items of types that already exist. Cloth armor, meditation rugs, etc. Yarn could be used to tame wildcats and mountain lions >.> Yarn could be used as fuel like cotton. Some potential new items: 1) Blankets as a substitute for furs to make beds 2) Sleeping roll for reduced sleep bonus gain. Works outdoors. High decay, unrepairable item like a pelt. Mendable. Quality impacts what % of sleep bonus it can generate for player. Cloth/Tailoring skillset 3) Blanket + two backpacks = saddlebags for horse. Leather/Tailoring skillset
  31. 1 point
  32. 1 point
  33. 1 point
    hahaha klaa, the number of times i have sent 'nnnnn' to village or alliance chat over the past 5 years is hilarious, but for the most part its not that big of an issue. If i need to type out a longer reply, i just stop digging for 30 seconds, it IS just a game after all.
  34. 1 point
    The following is an observation and collection of opinion. The priest wantsome won had compared to this one has A Transfer - So does this one 86 Faith - 85 Here about the same 31 Channeling - 56 Here quite higher 30 Soul Depth - 24 Here slightly lower 25 Prayer - 34 Here slightly higher 56 Farming - 42 Here slightly lower 91 Hot Food Cooking - 52 Here quite lower 58 Cooking - 24 Here much lower over 21 bc - less than 21 can't ride a horse. 30 Mind logic - 21 here 41 Animal Husbandry - 10 Here 30 Meditating - 20 Here In addition that priest had PoL Level 7, not sure about this one oh and 25 Cloth Tailoring. So this one may cast better perhaps. But that one has better cooking skills, over 90 HFC, over 21 BC, higher mind logic so I think more actions at 30? could be wrong. Animal husbandry 30 meditating and PoL level 7 all around a good charachter with higher utility not just a good priest. Oh and in my opinion, which is only my opinion a better name. All told this is a nice priest and I might have bid on it but I dislike the name so I probably won't... personal preference. You asked for an opinion wantsome gave you one. Meanwhile Zarame and Ruiner have there point, ultimately it depends on the buyers interest if all someone wants is a caster they might pay more. Oh and it was a FO, currently less of them on the market.. My 2 copper... Huser
  35. 1 point
    Testing done on 25/01/2013 GMT+2 Timezone at 23:00 to 24:00 and 27/01/2013 GMT+2 Timezone a 18:00 to 19:00 (Marked with *1 at start of line) Client : 3.1.76-4593 Working -Adding tile to a house = work 100% , old outer wall becomes an inner wall. -Destroying a house with an added tile via writ = works 100% -Adding a tile between 2 houses 1 tile apart = 100% Blocked - [23:09:29] You cannot expand in that direction. Too many buildings are close. (can`t join houses) -Adding a tile over Carp skill = 100% blocked - [23:14:39] You are not skilled enough in carpentry to extend your house in that direction. (Can`t plan over Carp skill) - Removing a tile with walls = 100% blocked - [23:33:33] You must destroy adjacent walls first, before you can tare down this part of the building. - Unable to split house in 2 = Working 100% - [23:46:34] You can't divide the house in different parts. - Cant remove a tile with a floor above = Working 100% - [23:51:54] You must remove existing floor and roofs first, before you can tare down this part of the building. - Able to Plan/build a wall/door/floor on a added tile's 2nd floor = working 100% *1- Adding to a house that has a second with too low skill is allowed but can`t plan a second floor for added tile = 100% Working - [18:47:08] You need higher Carpentry skill to build at that height. Bugged -Removing a plan leaves a ghost plan behind -Able to remove the WHOLE plan (aka the original plan) and writ stays until you use it - [23:14:39] You are not skilled enough in carpentry to extend your house in that direction. - Able to remove a tile with walls on it after a removed a tile next to it as walls gets removed to - Removing a tile next to a build on tile removes all walls not part of the just removed tile (of ground floor only) - Locked doors unlock (no lock on examine) if door is part of an added tile borders. (Only tested on 1 door - please verify) * 1 - (small bug) Unable to add to a house you don`t have build right too (not on writ) - Message is wrong - [19:07:02] A fence already exists there. Please check into - Able to add a tile in such a way that all the outer tiles is walls/windows - no doors. Unable to test If writ permission stays - No friends / village / kingdom to test with. If Friends added to writ can add to the house. ********* Updated on 27/01/2013 with *1 lines ********
  36. 1 point
    Remember that there is a minimum 5 tile perimeter, so if your perimeter is flush against theirs and is 5 you can't expand deed as others have suggested.
  37. 1 point
  38. 1 point
    Excellent suggestion +1
  39. 1 point
    OH, forgot to mention this. It might be usefull to have one or all of these situations about sheep: 1- Visual Fleece growth indicators (basically 3 skins to the animal, a Shorn skin, a "normal" skin, and a "Ripe" skin - ready to shear) 2- Mouse over indicator, similar to crops, At 20 AH (first trait level) mouse hovering a sheep would Show: "Shorn", "Short Wool", "Long Wool". 3- Examining the Sheep should Yeld a wool growth message: "The sheep has been shorn recently" "This sheep's wool/fleece is growing." "This sheep's wool/fleece is almost at perfect length." "This sheep's wool/fleece is long and ready to shear." You could also consider a couple more stages, and maybe waiting a bit after its ready to shear might yield more wool, but after a while it would yield more, but lower ql. Also, the condition of the sheep could influence the ql of the wool: Disease would yield less wool. Some negative traits (shorter legs, some kind of illness, feeble) would cause the sheep to produce less wool, and lower quality. Some positive traits (strong body, Strong and healthy, etc) would cause the sheep to produce more wool, and with better quality. Age could be a factor on production: Young would yeld no wool (be stuck at growing) Adolescent would yeld minimum ammounts, Mature, aged and old would yeld max ammounts, Venerable (since they're smaller) would yeld half the maximum ammount. Also grooming (like farming) would have a positive influence on the quantity and quality of produced wool.
  40. 1 point
    I want the weekend raiders tho, I want freedomers to come over and give it a go. Add some sort of cool down and maybe you can't cross if in enemy local or whilst in combat (or have been). Simple as. Anything else will make people coming over less likely and that is not what chaos needs.
  41. 1 point
    Night time at last. Midnight, a dark dark night, made day by the magic glowing sand.
  42. 1 point
    Most of us who have played a while have learned this lesson, often the hard way. Wurm Players (Put A Deed On It) To the tune of "Single Ladies (Put A Ring On It)" by Beyonce All the Wurm players! (All the Wurm players!) x4 Now put your tools up! Just logged in Ready to begin Wurm's been waiting for me Decided to build, And now you want us killed 'Cause our house is where you wanted to be Walked around, examined the ground Asked the folks in Local Now we're grinding our skills, And trying to make meals But you just won't leave us be [Chorus] If you liked it then you should've put a deed on it Don't be mad when you see that we got it oh oh oh oh oh 1.0 oh oh oh oh oh Got our Settlement Form Before we terraformed Put 30 tiles in between our deeds You showed up Didn't even say "'sup" Just started chopping down trees Being all rude Seriously, dude, Did you take your medication? You had your chance, Put on your big boy pants And let me finish this BSB [Chorus] Don't assume about the space by your place Pay for it just in case Your money's all that cements your intents SIlver's all that guarantees Your mine and trees Build as you please Without unease or repairs And keeps folk off your lawn Gives you a place to spawn Templars to make a mess And enforce KOS... [Chorus]
  43. 1 point
    I have been waiting to either lay or sit for years now. My legs are so tired.
  44. 1 point
    Keep the boarder open please rolf! Allow no crossing if you're in combat with another player or have been in the last 5-10 mins. Allow full items to cross, boats, and NO skill loss. This is paramount of Chaos' existence.
  45. 1 point
    Now you just have to place a gorilla (do these still exist?) and a female character ontop of it and a mustachoid player has to reach them; Super Wurm Bros. :J Edit: To contribute to this thread: Here is one part of my castle under construction:
  46. 1 point
    You entered his domain, messed with his trees, and bothered his livestock that he no doubt was keeping an eye on for a meal. So he decided to make a meal out of YOU instead! I would have done the same, being a dragon n' all.
  47. 1 point
    Hello. Can you add the settlement of "Arda" to between 18/19x & 14y? Thank you.
  48. 1 point
    Protunia's idea of spawning 1 on a random server every 2-3 months is a good idea I think, as it gives players something to aspire to and a somewhat regular group activity.
  49. 1 point
    I too think we should put a bell on the cat. But who will do it? Seriously, what are the practical ways of doing this? Throw an enormous deed on the mountain? Fence him in? Tame it? I know I might pay money to see a video documenting someone's attempts to train it. "Day 400: having been dragon food 30 times already today, I think I am beginning to win it over. At least, when he raises his talon to kill me, it is a bit slower and he sighs a little."
  50. 1 point
    I had 80ish ql black drake set with 80 plus aosp that I always keep in a pack in my inventory. Now the pack I keep it in is empty. No body else has access to my acount. I did a /support aswell and im waiting for a reply. EDIT: it was a 90ish ql black drake set a few parts under 90 and a few parts over 90 ql with a great helm. the drake parts are 90 plus aosp. The helm is not enchanted. Anyways I doubt this matters aslong as rolf can find it.
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