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Showing content with the highest reputation on 18/08/16 in all areas

  1. 9 points
    We take breaks from Wurm but always keep our upkeep high. We came back form a break ready to play wurm again only to find this... No colossus... why is decay turned on when a colossus is on deed. I can understand smaller things decaying but not something that requires that much work. it should not decay on deed. Please change this. Thanks, Killroth
  2. 6 points
    I don't post here much, but let's get our facts straight... Do the right thing and join a kingdom marked by success on a daily basis. Join Jenn Kellon Strength & Loyalty http://www.kyara.us/index.php?topic=13962.0
  3. 5 points
    My new video showes what I have done to the deed so far.
  4. 4 points
    Wagons can hold up to 7 dirt crates, 9 huge crates and 15 medium crates. Idea shamelessly stolen from Wess, these things are amazing, please add! The 500/250 sizes are nice as they are add up easier to 1,000, Making market transactions a little cleaner when making bulk sales rather than trading in partial crates. 150/300 I never did understand how those numbers came about. The dirt crate is very nice, when you are working on massive terraforming projects this is the way to go.
  5. 4 points
    There should be NO DECAY AT ALL on-deed in my book. Yes i can see why decay on-deed for small items is needed as you say but decay on other things like BSBs, FSBs, Forges ect.... thats WAY to much for what we pay for in deed upkeep. It's one of the big things that can put me off paying for prem and playing as i tend to spend 50% of my prem time doing bloody repairs so i don't loose stuff when i should be playing and doing things i want to do. :S
  6. 3 points
    Lovely place you have there Sirene We look forward to seeing the changes progress over time, thank you for sharing this video with us. Valiance and Kaylie.
  7. 2 points
    Here are pics of the new clothes. The red shirt and sleeves are using black pants. The white pants and sleeves are using the armor shirt. Now if we could get the rest - http://forum.wurmonline.com/index.php?/topic/144422-missing-clothing-options/
  8. 2 points
    1) Redesign of directional stances/attacks and target window. -Shieldblocking- There is 5 directions to choose from: Center, Up, Right, Down, Left. Blocking the center gives a mediocre block chance to all directions, yet a slightly higher block chance at the center. Blocking in a direction will provide supreme blocking chance in that direction (this includes high block chance vs special moves), mediocre chance in the 2 nearlying directions and poor chance in the polar oposite direction. Choosing blocking direction can be done without choosing a target and will apply to all entities engaging the player. All the player needs is a shield. Block direction just like stances are always visible. In addition choosing Left or Right will shift the blocking chance radius in the choosen direction. A message saying "XXX is protecting that area." is no longer a thing. (aka the special move blocker msg) This change incorporates perfectly with the attack direction mechanic already implemented aswell as the aimed shoots with archery. -Swing Direction- 9 directions to choose from. A drastic change is that if you aim to hit in the same direction as the enemy try to strike you, then a increased parry chance will occur. (example: when the enemy aim low and you aim low) Choosing center will spread your hit focus over all directions but with a slight focus towards the central zone (20% center, 10% in each other direction). It will give a mediocre parry chance for incomming strikes in all hitzones but without any benefitial parry chance against special moves. Choosing a direction will give increased hitfocus and parry focus for that direction and the 2 nearlying directions (excludes center). mediocre hit/parry focus to the 3 nearlying zones and low hit/parry focus to the 3 zones on the polar opposite side. (25% primary, 15% adjacent, 5% polar opposites, 10% rest) Example of a player attacking bottom left: Hit directions just like now also allows special moves to be performed. -Aimed Shots- Archery now utilizes the fight options window for special shoots. in addition to the select bar. The window lits up once the ranged option is choosen. Works just like aimed shots nowdays except that hit chances for the various target areas are slightly higher and are about the same except regular "shoot" (center icon) which has a slightly higher hit chance but a focus towards the center. Aimed shots work like special moves. Works on both players and non-unique creatures. Foot/Legshoot - Bottom. Foot: -40% movement speed for 15 seconds. Legs: -25% movement speed for 15 seconds. Hand/Armshot - Left & Right. Right side - Hand: -50% attack speed for 15 seconds. Arm: -25% attack speed for 15 seconds. Left side - Hand: -25% block chance for 15 seconds. Arm: -50% block chance for 15 seconds. Concussion - Top. -25% cr for 15 seconds. Dual Axis locations such as Bottom Right will have a 50/50 chance of performing either directions move. -Target Window- Target windows now display defensive directions, attack directions aswell as certain combat related debuffs. (2handed weapons will display the agressive stance icon instead of a shield) Yea you heard that right, you dont need to look in the combat log as much anymore. The information is already sent to the client so it may aswell display it. User friendlyness at its best. 2) Siege GUI changes Drag/drop always comes first. Repairing secondary. Load/Unload third. Winch 4th. Fire followed by unwinch 5th. Always in that order. Makes it easier to use the siege equipment and more streamlined. (there is only 8 button slots on the select bar!) Currently when a siege weapons are loaded there is no unwinching icon... This means someone spent their time making a unwinching icon but its actually never used ingame. ever. Not to mention that by activating a new item while a siege weapon is loaded the firing and unwinching option are both gone from the GUI. 3) Shield Rebalance Shields become a balance between the benefits of blocks per second and block angle zone vs attack speed and weight. Wood grants more accurate blocking, yet less blocks per second due to recoil comparable to metal. Metal also bash better. Smaller shields excell at smaller skirmishes/duels while providing proper protection against smaller number of attackers in a narrow angle and having fast attack timers. Larger shields excell at large-scale warfare, being able to take on many agressors at the same time at wide angles while having the drawback of lowered attack speed. Tower shields is the ultimate protection against projectiles and attacks. But has mobility drawbacks and poor offensive potential. 4) Heavy Infantry Equipment prenote: the equipment is presented with the equipment timers in mind. As such you wouldnt be able to switch between 2h huge axe and a tower shield in a split second while targeted. Heavy infantry equipment is only usable while not mounted. Trying to mount a vehicle/animal will be denied untill the special equipment is removed. (A message will be displayed) Naturally the equipment cant be equiped while mounted either. -Pike- Long range 2handed polearm. Too close: 0-0.75 tiles Good: 0.75-2 tiles Too far: 2+ tiles Special: 350% dmg modifier vs mounts. 250% dmg modifier vs riders. +5cr vs mounts and riders. -25% speed. can't parry. 15kg weight. Useless against targets within 0.75 tiles. -Tower shield- Pro: Supreme fullbody blocking chance, very durable at high quality and good for longlasting sieges. Quite suitable for "I don't have a clue what I'm doing" newbies. Con: -25% speed, -40% attack speed, 25kg weight, no blocking/dodging at 90 degree angle behind the user and +2cr when striking from that angle. Only made out of steel. ------------------------------------------------- 5) Alteration to essential longterm pvp skills/stats Prenote: these 3 skills were choosen due to being essential requirements for pvp combat and the time required to be "up to par". The changes here are intended to allow newer players to be able to join the pvp side of the game quicker without grinding for a half year which will most likely result in them quitting if they got a serious interests in pvp. -Body strength- Instead of the current damage reduction (X/100)-0.2 it would instead be 0.4log((X*0.8)-15)+0.07 Thus giving a damage reduction per level curve that looks like this (note: red = new, blue = old) Thus giving an effective hitpoint chart that looks like this: As can be seen effective hitpoints from body strength would gradually change per level rather than a slow start with extreme payoff at higher levels. It would allow newer players to more easily join up in combat and thus not alienate newer players. (currently they generally get asked to "grind up" for 6-12 months...) If its proven survivability is "too high", then consideration into nerfing everyone should be taken into consideration. and curves similar to the one below could be applied (black) -Meditation- Meditation just like body strength is one of the key components atm which take considerable time to produce benefitial gains, yet are extremely dependant for combat and thus is a requirement. Reduce meditation path switches to max 1 week per question. (not only does it helps newbs, it also makes path switching a proper thing for older accs with path level 11 switches taking 2 months.) Increase meditation ticks size by 3-5x. (there is no other real way to fix it. meditation is too benefitial and time consuming atm) -Fightskill- Move the current 10% gain FS barrier from 70 to 90. Treat FS more like a regular skill. It's extremely benefitial for combat by providing CR. Players would still need to hunt for their weapon skills and what not, but they wouldn't be required to hunt the current insane ammounts merely to get anywhere past lvl 70 FS. -Overall- Now i bet some players will complain about their effort/time spent doing a skill or w/e... The reason they would complain is becouse it took so much effort and time and is exactly one of the things u wanna avoid since its pvp requirements. 6) Spell resistance / AoE spells / Lesser healing spells -Spell resistance- Spell resistance would be on a 5 min timer and directly scale in strength based on the dmg/healing received up to a certain %. The resistance would give a reduction in the effect of the damage/healing received. Thus making spells less usefull, but still have some of their effect. -AoE Spells- AoE spells currently scale indefinetly in power based on the number of targets involved. So to adress this a max limit in healing/dmg per spell would be introduced. AoE spells (excludes active AoE field spells) would take into account the number of targets and divide it's output among all the targets. Healing: Check spellpower to see the healing output. Gather affected targets for the spell. Confirm they got wounds and are friendly. if not exclude them. Divide healing output per target. Pick the largest wound of the target. if its larger than healing output available then do a partial heal, if not then fully heal and reiterate untill out of healing output or all wounds gone. (if the AoE heal allow multiple wounds healed) Damage: Check spellpower to see the damage output. Gather affected targets for the spell. confirm they are hostile. If not exclude them. Divide dmg output per target (and cap it at a % dmg of the full dmg output). Apply Wound(s). Hybrid (aka Scorn): Do a damage check where it checks for targets affected, If hostile entities are found then also do a heal check for an equal value. -Lesser healing spells- A problem with the lesser healing spells is that they got virtually no use in actual combat. Mainly becouse there is no time to open someones inventory, look through all the wounds, find the best wound and then cast the spell on it. Thus I suggest healing spells such as cure light to be able to target creatures directly and when doing so after a successfull cast it automatically picks the largest wound and heal as much as it can with its healing output. Thus allowing lesser heals to be usable in actual combat.
  9. 2 points
    I live in a village and your solution is ###### and based on presumptions.
  10. 2 points
    very veryyy talented for designing, good job Sirene!
  11. 2 points
    i really wish I had as much design sense as you do! All my castles are 3x3 or 5x5 blocks.
  12. 2 points
    Mclovin sometimes writes raps for people and performs them in teamspeak. #SolarcentStudios +1 join
  13. 2 points
    they should just remove special moves
  14. 2 points
    Im sorry where does it say WO only? Please point it out!! Very arrogant of you to degrade my hard work because its not WO!
  15. 1 point
    To use these portals create a new item, choose between: 1. Steel Server Portal - (Steel Portal Model, the one with glowing ball inside) 2. Huge Server Portal - (Epic Portal Model, same as steel, without the glowing ball). 3. Server Portal - (The craftable small epic portal model). 4. Portal ring - (Just a generic ring, can fast create with #give 4016 set data just like a normal portal) 5. Rift Server Portal - (The mole hole with smoking crystals around it) Set data1 to the value of the x position you want to transport to. Set data 2 to the value of the y position you want to transport to. Set AuxData to 1. (You must set AuxData to 1 or it will not work. I have done this to prepare for future different portal types). Get it here: https://github.com/Dynarev/SameServerPortals/releases/latest If you enjoy this mod consider buying me coffee http://paypal.me/mythmoor While I know this can be done with the complicated mission ruler, this is much easier to set up.
  16. 1 point
    **************************************************************************************************** Currently working on village project can't take any gather/creating orders Normal service resumed Currently creating 2k clay 2.000 / 2.000 Edtimated completion time 15th Oct 2016 **************************************************************************************************** WTB Referal 6s PM me here or in game WTS Building Materials Rock Shards min ql 20 1s per K Bricks 8,000 min ql 20 2s per K Mortar 4,000 10ql 2.5s per K SOLD Dirt 7,000 1s per K SOLD Marble Shards 1,000 40ql 1.25s per K SOLD Marble Bricks 2,000 20ql 2.5s per K SOLD Colossus Bricks 11,000 20ql 2s per K Concrete 300 11ql 1s per 100 SOLD Support Beams 150 5s per 100 SOLD Mixed Planks 1,000 10ql 1s SOLD Metal Lumps Tin lumps 3,500 25ql 1s per K Iron lumps 3,000 40ql 1s per K Iron lumps 3,000 60ql 2s per K Iron lumps 1,000 75ql 3s Zinc lumps 1,000 65ql 2s SOLD Gold Lumps 1,000 1ql 1.5s SOLD Marble Items Mortar and Pestle 10c each SOLD http://prntscr.com/gir0zl Fruit, Veg & Meat Onions 92ql 1s per K Apples 500 33ql 1s per 100 SOLD Storage 64 Small Crates 3c each 50 Large Crates Cedar 10c each SOLD (Custom orders can be completed) Tools Working to enchant tools to 50+ woa & coc Rift Items No stock Info I live on Xanadu server R14 Can deliver on any server coast (except Chaos) Orders 3s or more free delivery PM me or Zetzu here or in game Any C.O,D, items will be mailed via our 100 enchant mailbox http://prntscr.com/bmnptw
  17. 1 point
    Removing the 3rd person checkbox wasn't really smart. A lot people stuck in the bugged 3rd person view now, they have to remove it manually. Now guess how many people know how to remove it manually via the gamesettings.txt or via console...
  18. 1 point
    Suddenly menu's stopped refreshing... chat stopped functioning. I relog and I'm swimming in a half loaded ocean with the sky and invisible ground under the water. I think Celebration is stuck. I was stuck in the void for 4 days once... so help me if I'm stuck again >:P
  19. 1 point
    sold to a nice fellow using amazon gift card 10/10
  20. 1 point
    Today's adventure in Botanizing and Foraging...for those us us old enough to remember this. Ok not really a screenshot but it made me giggle.
  21. 1 point
    I like crawling around in the grass looking for bits of herbs and such, and I like cooking meals, but I am also a bit of a loony as most of you know. I've always loved the idea of a little herb or spice garden. I'm happy for it to be in planters, though now I might need to re-decorate my kitchen. All that being said, I do agree that the refresh ability or other things regarding food and nutrition shouldn't be messed up with. All this new stuff should be an addition to the experience, but not by subtracting stuff that already works fine for so many.
  22. 1 point
    I wonder if multiplicative DRs is the wrong approach. What if all sources of DR fed into a single DR stat (per damage type?) with diminishing returns? For ease of writing I'm going to call this stat DR Strength or DRS. Right now if you have 3 50% DR abilities, it works out to 0.5*0.5*0.5=0.125, 87.5% DR, or 8 times effective health. An alternative version using DRS would be something like this. (100+DRS)/(100+4*DRS) This specific version approaches 75% DR (4 times effective health) as DRS approaches infinity, and is equal to 50% at DRS 50. So those same 3 sources of 50% would work out to 250/700=0.357 or 64.3% DR, 2.8 times effective health. The equation is flexible, the DRS ratio determines the cap on effective health (1/4 = 4 times effective health, 1/10 = 10 times effective health, 2/15 = 7.5 times effective health, etc.) and the 100s just adjust the shape of the curve. Diminishing returns means that more DRS is never worthless and can be stacked forever, but other things like less weight become more valuable in relation. The built in cap also future-proofs DR by ensuring no future additions suddenly result in massively better effective health down the line.
  23. 1 point
    thank you one is good
  24. 1 point
    I noticed that drum roll effect doesn't appear on screen when it should while playing on unstable client.
  25. 1 point
    actually, glimmer/addy weapons take dmg same rate as steel (which is slower than iron)
  26. 1 point
    not sure what thats about but you do know a signature function comes standard on modern message boards?
  27. 1 point
    Yes I learned now a bit more about gardening while i tried to not miss the state of sprouting. Thats what i do every time i log in first, cutting sprouts, planting a lavendar plantation more ;-) ~Thank you all for your nice comments. ~
  28. 1 point
    Join the kingdom whose recruitment thread isn't bumped by only ONE person 9/10 times.
  29. 1 point
    there are slight differences. Mainly the fact that its the reconstructed map now >_< lol I also did all the deletions and some very minor road modifications. MODIFIED MAP IS NOT MADE! Please use the normal map for now
  30. 1 point
    Thanks, Nic. The OP link may be broken for me, because the map I see pretty much looks like the old one. I understand you did not include all the new data provided in this thread yet? Or am I missing something?
  31. 1 point
    updated. There were some slight issues with this update. Grid got a little messed up in areas where i removed deeds, this will be fixed in the next update as well as road updates. The update after that will have new deeds added in from previous posts in this thread.
  32. 1 point
    This is the first part of a series of articles on the "physics and astronomy" of the universe of Wurm Online, trying to describe the structure, dynamics and "laws of nature" of our in-game world . The information compiled here has been carefully researched and discussed by a small group of players who call themselves "The Wurm Astronomical Society" (Docterchese, McGarnicle, Valdor, WojorowskiPL and Yaga). Part 1 summarizes all we know about the basic dimensions of the Wurm universe: tiles, distances, slopes and heights. Part 2 is here: http://forum.wurmonline.com/index.php?/topic/143679-the-wurm-universe-part-2-time-date-and-calendar/ The most basic unit of measurement is defined by the size of a tile. Tiles are the equally sized squares that the landscape of Wurm Online is entirely composed of. In the 3D world of Wurm a tile can be either flat or inclined, so that one or more of its corners can be higher or lower than the others. In all our calculations we used the following fundamental information, given in the Wurmpedia (http://www.wurmpedia.com/index.php/Tile) : How can we measure distances and heights in Wurm? Originally we tried to use a spyglass, because it displays the distance between the observer and an object pointed to by the crosshairs: Using a spyglass is sufficient to verify the basic unit of measurement (1 tile = 4m x 4m) and to measure linear distances within a reasonable accuracy. However, when it comes to measuring heights it turned out that a spyglass is not quite accurate enough to yield reliable results. Thus we need to use a more precise method: triangulation! This method uses basic trigonometric functions to determine the height of an object. To determine the height H of an object, you define a reference point, take a screenshot (as shown in the example) and measure the angle α between the ground and the top of the object, as seen from the reference point. (As we have no means to measure angles in-game, we need to use a graphics program to determine the angle on the screenshot.) Additionally you need to measure the horizontal distance, which you obtain by counting the number of tiles T (remember: one tile corresponds to a distance of 4 meters). You then get the height H by using this formula: Here is an example: For a distance of 40 tiles (T=160m) we measure an angle of 14°. Thus, our avatar of Magranon would have a height of: H = 160m x tan(14°) = 40m (Please note that the result has to be rounded, due to the immanent inaccuracy of this method.) Here is a list of heights for some arbitrary objects, just to give some examples (sorry, this forum doesn't provide tables): Player character: 1.7m House wall (1 floor): 3.0m (note: the ground floor of a house has a height of 3.3m) Pillar: 5.6m Freedom tower (incl. flag): 25m Colossus: 34m Deity avatar 40m Finally, talking about measuring heights, we must look at another basic unit of measurement used in the Wurm universe: dirts. Whenever we see sloped tiles defining the 3D landscape the elevation of slopes is given in terms of the amount of "dirts dropped". When terraforming the land you use a shovel to dig or drop dirt - you add or subtract one "unit of dirt" with each action of the shovel. Using the method of triangulation described above we can find out how these "units of dirt" correspond to metric units. By dropping dirt we make elevated platforms of various heights, thus creating different slopes. We then position an observer in a pit, so that the eye level is slightly above the ground, and take screenshots: .. Measuring the angles and using the formula given above, we can triangulate the elevation of the platform: .. We obtain the following table (for slopes spanning a single tile): Slope .. Angle .. Elevation (m) ---------------------------------------- 10 ...... 14.0 .... 1.0 20 ...... 26.6 .... 2.0 30 ...... 36.9 .... 3.0 40 ...... 45.0 .... 4.0 50 ...... 51.3 .... 5.0 60 ...... 56.3 .... 6.0 70 ...... 60.3 .... 7.0 80 ...... 63.4 .... 8.0 90 ...... 66.0 .... 9.0 100 ..... 68.2 ... 10.0 150 ..... 75.1 ... 15.0 200 ..... 78.7 ... 20.0 Thus, there is a simple relation between "dirts" and metric units: Using this method it is also possible to determine the height of a player character with sufficient accuracy: We plan to continue this series with the following chapters: "Part 2: Time, Date and Calendar" "Part 3: The planet Wurm (Basic Physics)" "Part 4: Sky and Stars (Basic Astronomy)" "Part 5: Sol and the Moons (Celestial Mechanics of the Solar System)" .... etc...... The articles can also be found in Wurmpedia.
  33. 1 point
    We just pulled in. Soon as we get camp set up ill start clearing trees.
  34. 1 point
    Yeah, that seems like an inconvenient spot. Looks like it's going to start an hour and a half before I get home as well. So I'm not gonna go to this one. Good Luck to those who do.
  35. 1 point
    no sure what you are looking for but I saw this
  36. 1 point
    Sheep are EVIL https://s4.postimg.org/iebotcjxp/Evil_sheep.jpg
  37. 1 point
    Shrimpiie got his night pot (80ql smelting) and Olafhairybreeks got his lantern imped to 90 ql Enjoy your night boys!
  38. 1 point
  39. 1 point
    I'm sorry, are you only here to brag about your accomplishments against a world you devalue? Inspiration is a universal concept, it applies to both games. If something can have inspiration drawn from or, to, it belongs. If you're using this thread to value and devalue accomplishments, you're doing it wrong.
  40. 1 point
    You don't want a global message about your deed disbanding, I say the best solution is to put some silver into the upkeep. If a deed disbands, it is everyone's business on the server, whether they want to loot it or just keep a map updated, it is part of the community.
  41. 1 point
  42. 1 point
    A map with some small, big and volcano islands. There are some nice lakes and it's not too slopy overall. Rock depth is ~65, vein density is medium + some extra iron veins. Download: islandmap.zip (15mb)
  43. 1 point
    This is absolute ######, and is what drives me closer every day to selling out and cease giving code club my money. Situations like this. Seeing moderation give absolutely no recourse to player-retention, not caring about seeing a loyal player for many years stay with the game over violation of some rule that is the epitome of pitiful. This is like getting sent to federal prison for petty theft in my eyes.
  44. 1 point
    Honestly MD it doesn't matter even if he sold the account or not. He had access to your stuff through an account he still had access to. As far as the GMs are concerned anyway, it's all legit. Obviously I think that ruling is complete ######, having been on the receiving end of that many times.
  45. 1 point
    I've been going full bore on my deed, as it's just starting to get a little warmer here, not much mind I still have a fleecy on and the heater going. here are a couple of pics of my orchards and the start of my second vineyard, I would really love to take my game online so others players could see my work but I wouldn't have the foggiest idea on that one lol, and i'm not joining someone elses server, not with the amount of work and the space I would need, my current deed is 200 tiles, and the new southern winery chimes in at around 140x 80 this is my main orchards, you can see it, but there are apples lemons olives (you can see those) oak and cedar plantation, grape and maple as well, the level work was done with the wand, due to the amount of stone, i'm playing the default map, and this is all based at west lakes. it's my fav spot on the map, ever since I first started playing wurm in all honesty this is my southern winery, I did this because I want to be able to make both wine types, both red and white wine. I've set up a winery and buildings that are right on the edge of my deed, with the wine barrel storage, just on the outside of my deed, so I wont have to store them on a ship somewhere up north. I look forward to CONSTRUCTIVE, criticism when the new cooking and beer part comes into the game I reckon I may have to extend my orchards even further lol. for those who play the default map, this is located south of west lakes, where the massive olive trees are growing wild, there are 1000's of them down there.
  46. 1 point
    Australian Yabby... ...spotted in Wurm!
  47. 1 point
  48. 1 point
    Sorry for the delay, been busy the last days. The server is updated now and I increased the crop growth speed. It's not instant but shouldn't take longer than 1 minute until it's ripe.
  49. 1 point
    Am I missing something with why the new forum doesn't display the 'image' on most of the YouTube links? It kind of looks this way (Although somehow mine is fine!)
  50. 1 point
    Is this what you're looking for? ublic static final int SKILLS = Integer.MAX_VALUE; public static final int CHARACTERISTICS = 2147483646; public static final int FAITH = 2147483645; public static final int FAVOR = 2147483644; public static final int RELIGION = 2147483643; public static final int ALIGNMENT = 2147483642; public static final int BODY = 1; public static final int MIND = 2; public static final int SOUL = 3; public static final int MIND_LOGICAL = 100; public static final int MIND_SPEED = 101; public static final int BODY_STRENGTH = 102; public static final int BODY_STAMINA = 103; public static final int BODY_CONTROL = 104; public static final int SOUL_STRENGTH = 105; public static final int SOUL_DEPTH = 106; public static final int GROUP_SWORDS = 1000; public static final int GROUP_KNIVES = 1001; public static final int GROUP_SHIELDS = 1002; public static final int GROUP_AXES = 1003; public static final int GROUP_MAULS = 1004; public static final int CARPENTRY = 1005; public static final int WOODCUTTING = 1007; public static final int MINING = 1008; public static final int DIGGING = 1009; public static final int FIREMAKING = 1010; public static final int POTTERY = 1011; public static final int GROUP_TAILORING = 1012; public static final int MASONRY = 1013; public static final int ROPEMAKING = 1014; public static final int GROUP_SMITHING = 1015; public static final int GROUP_SMITHING_WEAPONSMITHING = 1016; public static final int GROUP_SMITHING_ARMOURSMITHING = 1017; public static final int GROUP_COOKING = 1018; public static final int GROUP_NATURE = 1019; public static final int MISCELLANEOUS = 1020; public static final int GROUP_ALCHEMY = 1021; public static final int GROUP_TOYS = 1022; public static final int GROUP_FIGHTING = 1023; public static final int GROUP_HEALING = 1024; public static final int GROUP_CLUBS = 1025; public static final int GROUP_RELIGION = 1026; public static final int GROUP_HAMMERS = 1027; public static final int GROUP_THIEVERY = 1028; public static final int GROUP_WARMACHINES = 1029; public static final int GROUP_ARCHERY = 1030; public static final int GROUP_BOWYERY = 1031; public static final int GROUP_FLETCHING = 1032; public static final int GROUP_POLEARMS = 1033; public static final int AXE_SMALL = 10001; public static final int SHOVEL = 10002; public static final int HATCHET = 10003; public static final int RAKE = 10004; public static final int SWORD_LONG = 10005; public static final int SHIELD_MEDIUM_METAL = 10006; public static final int KNIFE_CARVING = 10007; public static final int SAW = 10008; public static final int PICKAXE = 10009; public static final int SMITHING_WEAPON_BLADES = 10010; public static final int SMITHING_WEAPON_HEADS = 10011; public static final int SMITHING_ARMOUR_CHAIN = 10012; public static final int SMITHING_ARMOUR_PLATE = 10013; public static final int SMITHING_SHIELDS = 10014; public static final int SMITHING_BLACKSMITHING = 10015; public static final int CLOTHTAILORING = 10016; public static final int LEATHERWORKING = 10017; public static final int TRACKING = 10018; public static final int SHIELD_SMALL_WOOD = 10019; public static final int SHIELD_MEDIUM_WOOD = 10020; public static final int SHIELD_LARGE_WOOD = 10021; public static final int SHIELD_SMALL_METAL = 10022; public static final int SHIELD_LARGE_METAL = 10023; public static final int AXE_LARGE = 10024; public static final int AXE_HUGE = 10025; public static final int HAMMER = 10026; public static final int SWORD_SHORT = 10027; public static final int SWORD_TWOHANDED = 10028; public static final int KNIFE_BUTCHERING = 10029; public static final int STONE_CHISEL = 10030; public static final int PAVING = 10031; public static final int PROSPECT = 10032; public static final int FISHING = 10033; public static final int SMITHING_LOCKSMITHING = 10034; public static final int REPAIR = 10035; public static final int COALING = 10036; public static final int COOKING_DAIRIES = 10037; public static final int COOKING_STEAKING = 10038; public static final int COOKING_BAKING = 10039; public static final int MILLING = 10040; public static final int SMITHING_METALLURGY = 10041; public static final int ALCHEMY_NATURAL = 10042; public static final int SMITHING_GOLDSMITHING = 10043; public static final int CARPENTRY_FINE = 10044; public static final int GARDENING = 10045; public static final int SICKLE = 10046; public static final int SCYTHE = 10047; public static final int FORESTRY = 10048; public static final int FARMING = 10049; public static final int YOYO = 10050; public static final int TOYMAKING = 10051; public static final int WEAPONLESS_FIGHTING = 10052; public static final int FIGHT_AGGRESSIVESTYLE = 10053; public static final int FIGHT_DEFENSIVESTYLE = 10054; public static final int FIGHT_NORMALSTYLE = 10055; public static final int FIRSTAID = 10056; public static final int TAUNTING = 10057; public static final int SHIELDBASHING = 10058; public static final int BUTCHERING = 10059; public static final int MILKING = 10060; public static final int MAUL_LARGE = 10061; public static final int MAUL_MEDIUM = 10062; public static final int MAUL_SMALL = 10063; public static final int CLUB_HUGE = 10064; public static final int PREACHING = 10065; public static final int PRAYER = 10066; public static final int CHANNELING = 10067; public static final int EXORCISM = 10068; public static final int ARTIFACTS = 10069; public static final int WARHAMMER = 10070; public static final int FORAGING = 10071; public static final int BOTANIZING = 10072; public static final int CLIMBING = 10073; public static final int STONECUTTING = 10074; public static final int STEALING = 10075; public static final int LOCKPICKING = 10076; public static final int CATAPULT = 10077; public static final int TAMEANIMAL = 10078; public static final int BOW_SHORT = 10079; public static final int BOW_MEDIUM = 10080; public static final int BOW_LONG = 10081; public static final int SHIPBUILDING = 10082; public static final int COOKING_BEVERAGES = 10083; public static final int TRAPS = 10084; public static final int BREEDING = 10085; public static final int MEDITATING = 10086; public static final int PUPPETEERING = 10087; public static final int SPEAR_LONG = 10088; public static final int HALBERD = 10089; public static final int STAFF = 10090; public static final int PAPYRUSMAKING = 10091; public static final int THATCHING = 10092; public static final int BALLISTA = 10093; public static final int TREBUCHET = 10094; public static final int PEWPEWDIE = 10095; public static final short TYPE_BASIC = 0; public static final short TYPE_MEMORY = 1; public static final short TYPE_ENHANCING = 2; public static final short TYPE_NORMAL = 4;
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