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  1. 6 points
    I did a little search to see whether this exact suggestion had been made in recent times, but the last post like this was in 2015, so I'll make a new one. Basically, I feel that it is completely illogical for me to spend half an hour, slowly bashing away a single high QL stone wall on my OWN deed, when I could actually demolish the entire house in one go through the house management tools. Surely this cannot be right that to make large alterations to my house, I'm actually better off demolishing the whole thing and starting from scratch? As if that was not already painful, add to that, the toils of ruining my tools and having to keep on repairing and improving them, just to get that one wall down. Surely one of the perks of owning a deed should be the ability to instantly take down walls, roofs, floors and fences if we so wish? From what I've understood, it is already faster than non-deeded houses, however it's not enough. That scenario above was what I just experienced trying to take down a couple of stone walls. It left me frustrated and very discouraged to modify my buildings. This means that once my deed is fully built, I will not be motivated to make any changes and things will get stagnant. Surely we want people paying for the game to feel the joys and freedoms of being creative on their deed and continuing to do so, even after everything is built up. Imagine how much more motivated people would also be to actually pay for a deed vs being a free player if they knew that they could instantly destroy stuff as well.
  2. 3 points
    Remove some of the wrist-strain from brick making? Basically be able to add pile of shards to crafting window while it is in the BSB still, and your chisel from inventory. Ideally would also be possible for logs-planks, etc. I'm sure this has been suggested before, but I think this would remove a really annoying aspect of material prepping and improve quality of life for wurm players (new and old). respectfully, DA
  3. 3 points
    SOLD. Thread can be closed. Hello. I'd like to sell this beautiful red dragon scale set. Almost all parts are enchanted with web armour. Four parts are rare (gloves, chest and pants). I'm adding a rare seryll great helm and a set of dragon shoulder pads (one rare) to the set GRATIS. Price: 220e / OBO. Paypal verified. A message for my friends: no, I'm not quitting the game, just taking a break to deal with my health issues.
  4. 3 points
    https://imgur.com/a/Glz7Gsj all the spells if anyones intrested
  5. 3 points
    Plz add so we can target what spell to remove instead of just the top one!
  6. 2 points
    Greetings friends, I would like to cordially invite you all to the first Luna-a-long. Hosted by Dracaa (myself) on my deed named Kappa, on the Xanadu server, at coordinate Q-15. This is my first time hosting an impalong. I've been working on this for over a year now. With work in real life only slowing me down. I'm proud to say though, my impalong is almost ready. It will be this November 11th to the 17th. I hope to have the maze finished and ready to explore, there will be a few small events, and all the imping madness you've come to expect from events like this. But what is a Luna-a-long? The simple answer is its an Impalong. "but I'm new to Wurm, what is an imp-a-long?" you say, well my friend Shrimpiie defines it perfectly. he explains it as "A community event that's hosted on someone's deed, where crafters and priests from across Wurm join together to improve/enchant others gear for free. In addition to the imping/enchanting, there are various other things such as games and events, prize giveaways, contests, and sometimes even GM's drop in to spawn a few mobs on unsuspecting Impalong-goers." Rules The Entrance the entrance to the canal is at Q-14 on the coast on Xanadu, Kappa is on the southern shore of the inland lake. The Deed Kappa is a lovely lakeside deed very well equipped to handle many participants there are merchants, hotel rooms, a cathedral for sermons, direct sea access via a canal. the impalong building is a three-story building with plenty of equipment and containers full of mats ready to help your imping. The Imping Facilities A quaint three-story building filled to bursting with forges, kilns, alters, coffins, and other storage units for priest and participants alike. Materials on hand Materials still needed Events Staff Pictures Donations
  7. 2 points
    [07:58:26] You start to cast 'Oakshell' on yourself. [07:58:56] You cannot cast Oakshell on an old scorpion
  8. 2 points
    Just reading through the testing thread, it looks like roaming will be a lot easier with the nolocate/locate resistances and cooldowns! I think having a 'perfect' compass toward enemies was a big issue before. there should be some guess-work and skill required in tracking someone down. not spell/pendulum spam. Now players will have to use some knowledge of the local terrain + occasional hints from locate/pendulum, to track down an enemy. I really like this, because before, it felt like all equipped enemies were heat-seeking missiles even at a distance in a dense forest. " This resistance prevents you from being located by any player until it expires. " - That's great, it prevents a group of 10 enemies/alts from alternating pendulum/locate casts. other comments: " Dispel - Now has a difficulty increase based on distance. Does not apply to item dispels. " - that's reasonable. " Charm Animal - No longer able to be interrupted by taking damage during combat.  " - needed this for a long time. " Forest Giant Strength - No longer limited to having below 40 body strength. Instead, it now applies a temporary “curve” to Body Strength based on cast power. " - Great, useful for pvp toons now. Also good counter for weakness spell now. " Fire Pillar - Deals wounds 10 times faster for 1/10th damage. Damage per power reduced from 3.0 to 2.75. " - Sounds good on paper, but make sure new players aren't getting completely smoked in pvp from these kind of spells. Armor is their main defense, aside from evading spells. " Nimbleness - Favor cost reduced from 80 to 60. " - good since this is mandatory for all weapons. " Life Transfer - Favor cost reduced from 120 to 100. Healing uses the new healing resistance (see above). " - Good, but this should also target highest damage wounds as well if you are tuning it like LoF resistance to healing, instead of random. Would require testing. " Oakshell now reduces mounted movement speed across all servers instead of just Epic. This movement speed penalty has been fixed to apply to hitched creatures as well. " - Very reasonable change that will balance strength for mobility. " Rebirth - Creatures resurrected using Rebirth can no longer be equipped with gear, unless it is valid equipment (such as saddles, horse shoes, etc. on a zombie horse). This removes the ability to equip zombie trolls with weapons and armour. " - Does this mean I can't rebirth Dadd with full loot on him? (scale, etc) " Tangleweave " - great rework. good counter for 1v1 where enemy is trying to cast "heal" on themselves. " Venom " - actually viable for certain situations now. Great! Like how the cast power makes a difference in dmg penalty scaling. Not OP insta-kill, decent. " Web Armour - Added to Magranon. " - good WLvBL balance decision. I don't need a sketchy enemy alt to do this anymore. *I'm really glad cast power matters more for several different spells now. *I am glad more on screen messages are displayed. Adds more dynamic to the fight, like needing to chase your enemy some to be aggressive with spell casting. *I like that new resistance code evens the playing field. It is something independent of body stats. If finely tuned will make some aspects of pvp more even for new accounts, without making older accounts identical to noobs. *Sounds like small wounds are probably a good way to go now instead of just 2h being the meta - since 2h wounds will be healed first in most cases. Both are a good approach now. *I really like the rework of phantasms. REALLY. *Please make sure worm brains doesn't insta-kill a lower level pvper.
  9. 2 points
  10. 2 points
    Looks like Tangleweave may be a very powerful disruptor (cheap, 3-sec cast time), especially coupled with the new big spell notifications.
  11. 2 points
    Is there a reason why Libila is still banned from farming? All of the other priests can Farm and Now they can all mine. Libila is the only priest who can't Farm or Garden. Or, is it simply that she is the Goddess of Destruction and it would be unseemly for her to grow things? It severely limits her ability to produce items for Saccing.
  12. 2 points
    I am getting the feeling that it's the same on PvE but on PvP you can only cast it on other players and not on horses by example.
  13. 2 points
    Felt alot safer when I moved onto a password handling program like lastpass. I just need to remember my main password and all other websites get max amount gibberish passwords. Like 30PDJcvbjK0wA3uvb21WqjK2PEcaPkRoYOPcH3AL8HH7Rrgo2RrT419PGv7KOKHe8Isqb5cdBU3Y9xmz24v8s vs kitty1234
  14. 1 point
    Download (GitHub) Requires SinduskLibrary version 1.5 or higher. DUSKombat is a full system rewrite for combat in Wurm Unlimited. It eliminates CR for combat calculations and replaces them with new calculations focused on increasing the meaning of fighting, weapon, and shield skills. Installation of this system is not to be taken lightly, and should be considered carefully before implementation. This dramatically changes how combat is done in the game and may not be applicable to existing servers. D.U.S.K Overview The D.U.S.K system is a full combat redesign with the intention of making combat more active and engaging. The secondary intention of this new system is to open up new strategies and tactics for combat, rewarding proper preparation and execution for each encounter moreso than simply having the "best" gear and stats. Finally, this improves the combat log to increase clarity. The colors able to be used in the combat log were fairly limited, but I've done the best I can with what I have available. New Combat Flow The previous combat flow was as follows: Swing -> CR Hit/Miss -> (Shield Block) -> Parry -> Dodge -> Glance -> Damage The new combat flow is now: Swing -> Accuracy -> Dodge -> Critical -> (Shield Block) -> Parry -> (Secondary Parry) -> Glance -> Damage Swing - The beginning of an attack The swing step is mostly unchanged from the previous combat system. However there are a few details that should be noted. Swing timers for secondary weapons no longer only applies after the first combat round. Secondary weapons now swing at 40% of their standard rate, down from 50%. This includes headbutts, wingbuffs, etc. from creatures. Stamina loss when swinging a weapon (hit or miss) has been adjusted. There is now a base stamina cost, instead of being entirely dependent on the weight of the weapon. Weapon weight is now less of a factor in stamina loss than previously. Total stamina cost is now modified by fighting stance. Aggressive requires 20% more stamina per swing, and defensive requires 20% less stamina per swing. This should make aggressive a high stamina cost way to deal lots of damage quickly, while defensive is more oriented towards lengthy combat or draining the opponent of stamina. Creatures now turn towards the target when they attempt a swing. They will only turn when they attack, meaning that getting behind a creature after they swing for a bonus is now a more viable option. This improves Web Armour's effectiveness because after they land a hit, their next attack is further delayed, giving you a larger opportunity to obtain backstab attacks. This will make identifying the target that a strong creature (unique etc) is attacking much easier. Accuracy - Hit/Miss Whether you hit or miss is no longer a pass/fail based on Combat Rating. Instead, each successful swing will create an "accuracy" for that attack. This accuracy check uses the weapon skill. The accuracy will help determine how effective some defensive measures are, and also give additional bonuses for extremely accurate strikes. Failing the accuracy check will result in a miss. Players with very low skill (less than 20) in their weapon will likely notice about a 60/40 rate of hit/miss. Players with mediocre skill (around 50) in their weapon will likely see about 80/20 or 90/10 rate of hit/miss. Players with high skill (more than 70) in their weapon will almost never fail the accuracy check, and generally have high accuracy rolls on their attacks making defensive measures less effective. Positive Factors:Weapon Skill, Fighting Skill, Height Advantage (above opponent), Flanking (behind opponent), Focus, Mounts Negative Factors: Height Disadvantage (below opponent), Vehicle (cart/wagon/etc.) Beneifical Buffs: Truehit, Nimbleness Dodge - Avoid the attack as a defender Dodge is no longer a rare RNG-heavy occurrence, and instead a core mechanic of combat. The defender checks their fighting skill against the accuracy of the attack in order to determine their chance to dodge. The defender body control also plays a critical role. Dodge chance is highly modified based on current stamina of the defender. If the defender has no stamina, they are extremely unlikely to dodge. All creatures (including NPC's) have stamina and can be affected by this change. Uniques, titans, rare spawns, and some other creatures that used to have extremely high combat rating are immune to this effect. Positive Factors:Fighting Skill, Body Control, High Stamina Negative Factors: Attack Accuracy, Low Stamina Beneficial Buffs: Willowspine, Excel Critical - Double Damage & Defensive Bypass Critical strikes are now available in both PvE and PvP, on both sides of combat. Players can critically strike creatures, and creatures can critically strike players. Critical strikes instantly 1.5x the damage being dealt, and bypasses all further defensive checks (parry & shield block). Only a dodge will prevent a critical strike. Factors at play can raise critical strike chance under very specific conditions up above 10%. Truestrike (from the sorcery) grants a guaranteed critical strike. This comes with the benefits of bypassing defensive checks. Critical strike chances aren't in a very good spot (using default calculations) and I'd like to adjust how they function before diving into specific factors. Parry - Block damage via your weapon Parry no longer has a "cooldown" based on RNG and the weapon skill now plays a larger factor in determining whether you parry. Instead of a cooldown, each parry will incur a low duration debuff that reduces your chance to parry. The debuff for parry is called "Clumsiness" - you can ignore the description saying it reduces combat rating. The duration of the clumsiness debuff is determined by the amount of damage parried. Parries on very light attacks will incur very low duration clumsiness, and high damage attacks will incur higher duration clumsiness. Duration is tied entirely to the amount of penalty to parry you have. Longer durations will incur higher penalties, and as the debuff wears out, your chance to parry increases. Clumsiness caps out at 25 seconds maximum. This cap should only be reached through excessive parries of high-damage attacks. Most common attacks will only incur a few seconds of parry debuff. Swords have a bonus that applies only half the duration when parrying. This makes skilled swordsmen extremely effective at parrying. This debuff applies to NPC's as well as players. Parry chance is moderately affected by stamina. As your stamina decreases, your chance to parry also decreases. Fighting skill now plays a significant role in assisting your parry rate. Higher fighting skill will allow for much easier parries. Parry is directly affected by the attack accuracy. High accuracy attacks will be very difficult to parry. Parry rate per weapon has a direct effect on the difficulty of parry. It will be extremely unlikely to parry with a weapon that has a low parry rate, unless the wielder is extremely skilled with it. Positive Factors:Weapon Skill, Fighting Skill, High Stamina, Weapon Parry Rate Negative Factors: Attack Accuracy, Low Stamina Beneficial Buffs: Excel, Nimbleness Secondary Block/Parry - Block damage via your offhand or shield Blocking with a shield works similarly to the new parry. The debuff is instead called "Exhaustion" and works identically to the parry debuff, but for shields. Parrying with an offhand is modified by the same systems that govern primary weapon parry. However, there is an important note. Clumsiness with a weapon is based on the weapon type, and not the actual weapon. For example, dual wielding warhammers will share Clumsiness between the two of them. However, if you were to wield a warhammer and medium maul, their Clumsiness debuffs would be applied individually when each one parried. This gives the option to focus on obtaining high skill with a single weapon type and giving yourself two rolls to parry (while sharing the penalty), or to diversify your weaponry and give yourself optimal defenses without sacrificing offense. Offhands have double penalty from the Clumsiness debuff. This will not affect the duration applied when they are used to parry, but will affect their rate of parry when the Clumsiness debuff is active. Blocking with shields is now heavily affected by stamina. As your stamina decreases, your chance to block also decreases. Glance - Doubling Down Armour DR Glance does not work like how it used to. Instead of completely avoiding damage, it mitigates damage significantly. Glance rates are identical to before, meaning a glancing blow can occur as often as the previous glance rates would against the same incoming damage types. Damage reduction for glancing attacks is scaled linearly based on QL of the armour, from 0% at 0QL to 2/3 (66.6%) damage reduction at 100QL. This is 0.66% reduction per QL. This means an 80QL armour will reduce damage by ~53.3%, and 90QL armour will reduce damage by 60% on glancing attacks. Damage - The step towards death Damage calculations are mostly the same with some minor optimizations and efficiency changes. Chance for a wound to stack on top of an existing wound at the same location has been increased from 70% to 80%. This should cause less total wounds throughout combat. Damage calculations for Frostbrand and Flaming Aura have been adjusted to 0.35% damage per power, up from 0.333%. Elemental Immunity from Path of Power is no longer pure immunity to elemental damage. Elemental Immunity now grants 20% additive reduction to elemental damage per level after 8 (20% at 9, 40% at 10, 60% at 11, 80% at 12, and full immunity regained at level 13). This change was made due to how many creatures are now utilizing elemental damage types in combat, including Titans. Players were able to fully ignore the damage of Ifrit by activating Elemental Immunity while fighitng him. This included immunity to his Smite spell. Incoming PvP damage will be reduced by half the amount at each level (10% per level after 8). This caps out at 50% reduced damage while Elemental Immunity is active at Path of Power level 13. New verbs have been added to the vocabulary for combat damage messages. They are now as follows: Strength: unnoticeably, very lightly, lightly, hard, very hard, extremely hard, deadly hard, brutally hard, fiercely, viciously, savagely, +2 more to find. Damage: tickle, slap, irritate, hurt, harm, damage, injure, cripple, maim, mutilate, +2 more to find. Miscellaneous All combat messages have been updated with new and improved multicolor lines. These contain more information about combat and try to distinguish important information through color. Special moves are now available to use as soon as you enter combat. Weaponless secondary attacks no longer occur for players if they have a weapon equipped. Secondary attacks for NPC creatures are fully unlocked. Creatures with many secondary weapons (such as dragons) will now utilize their whole weapon arsenal without holding back when attacking. Armour now takes roughly double the amount of damage in combat from before. Missing with a weapon will now play a miss sound. Gone is the awkward silence of diceroll combat. Focus now reduces incoming damage slightly at every level instead of only at Supernatural stage. Total damage reduction has been reduced. Salves/potions that change damage type now override Venom's damage type change. However, Venom will still apply it's poison to the wound, allowing fire/cold/acid wounds to be poisoned. Critical attacks now have a new message stating that they were critical strikes. Bug Fixes Wind of Ages/Blessings of the Dark no longer overrides Frantic Charge for increased swing speed. Thornshell now reflects damage when used on NPC creatures. Weapons now take damage when used by creatures (shod clubs etc. will now drop damaged from the troll using it in combat). Damage from elemental enchants now ignore the damage threshhold. They now deal full damage regardless of the armour of the enemy. Aura of Shared Pain and Web Armour now both apply their effects if they exist on an armour, instead of Aura of Shared Pain taking priority. Stacking infection on a wound no longer randomizes it's value twice. It instead only rolls the random value once. Dominated creatures dealing damage now counts as PvP for the purposes of damage reduction from body strength and similar.
  15. 1 point
    Alrighty, time for testing! I want to strongly remind you all that this is testing only, and the values inside can and will change according to feedback, so give your feedback! We'll be on hand to provide support with many factors, if you need help with anything grabbing a GM in IRC is the fastest way We've added the ability to set your faith, and spawn priest items and vesselled gems. The priest overhaul is on Baphomet only, not on Oracle, to get to Baphomet you will need to take the portal from the oracle starter deed. Gary is currently not a deity on test, we'll likely be adjusting this later. As usual, test client found here: http://www.wurmonline.com/client/wurmclient_test.jnlp New Spells Cleanse [33 faith, 26 favor] (Fo) - Targets tiles. Converts a 3x3 area of Mycelium or Mycelium trees back to normal grass or normal tree. Also works on dirt, converting dirt tiles to grass. Essence Drain [61 faith, 100 favor] (Libila) - Targets items. Enchant that serves as Libila’s version of Life Transfer. However, the healing done is only 1/3rd of what Fo’s Life Transfer grants. To counterbalance, Essence Drain also deals a wound at 10% of base damage as internal damage. Focused Will [31 faith, 10 favor] (Magranon) - Targets wounds. Heals 5% to 20% damage, based on cast power. Drains stamina from the caster equivalent to the amount healed. Amount of stamina drained is reduced by body stamina, similar to all other stamina drains. Can be cast on a creature and will automatically target their highest severity wound. Hypothermia [70 faith, 50 favor] (Vynora) - Targets creatures. Deals 10,000 base damage and 300 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 15 seconds. Shares a spell resistance with Inferno and Worm Brains. Inferno [65 faith, 40 favor] (Magranon) - Targets creatures. Deals 30,000 base damage and 75 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 20 seconds. Shares a spell resistance with Hypothermia and Worm Brains. Summon Soul [80 faith, 100 favor] (All Gods & Demigods) - Targets items, creatures, and tiles. Allows a priest to summon another player to their location. Disabled on PvP. Requires consent from the target to be summoned via a window that pops up. Deity Passives Warrior passive damage bonus has been decreased from 25% to 15%. Item protection on death passive has been adjusted. Base chance to save items has been reduced from 50% to 35%. Now stacks with resurrection stones, applying a 65% chance to keep items on death if you have both the deity passive and resurrection stone active. Base gods now have extra combat passives at 70 faith. These do not apply to demigods, even if the demigod shares a template. Fo: +1 offensive and defensive CR while fighting on grass, dirt, fields, or trees. Magranon & Libila: +2 offensive CR. No conditions. Vynora: +2 defensive CR while fighting on pavement or at sea (boat/swimming) Base deities have had passives adjusted: Fo No longer has the passive granting double favor for sacrificing pottery items. Libila New Passive - Favor Regenerator. Natural favor regeneration is increased by 10% for Libila priests with 35 faith. New Passive - Befriend Monster. Monsters are no longer aggressive towards Libila priests with 60 faith and 30 favor. This does not apply to all hostile creatures, as some are not considered monsters (like bears). Now has death protector, granting a 75% chance to reduce skill penalties from death by 50%. Requires 60 faith and 30 favor. Vynora Now has the passive granting double favor for sacrificing pottery items. Priest Restrictions The following restrictions have been lifted from priests: Continuing structures, fences, and items Repairing structures Alchemy (including healing covers) Bashing structures and fences (includes structure roof & floors) Fo and his template demigods have had the following priest restrictions lifted: Mining Prospecting Tunneling Analyse Libila and her template demigods have had the following priest restrictions lifted: War machine operation Magranon and his template demigods have had the following priest restrictions lifted: Woodcutting Vynora and her template demigods have had the following priest restrictions lifted: Digging Flattening Leveling (including border) Dredging Demise & Protection Rework Non-Religious Demises (Animal, Dragon, Human, Selfhealer) Animal’s Demise - Now named “Animal Demise” and grants a 3% damage bonus against non-legendary animals (cats, bears, lions, etc). No longer grants a hit chance increase or crit bonus. Human’s Demise - Now named “Human Demise” and grants a 3% damage bonus towards players and humans (including guards). No longer grants a hit chance increase or crit bonus. Dragon’s Demise - Now named “Legendary Demise” and grants a 3% damage bonus against legendary creatures (uniques). No longer grants a hit chance increase or crit bonus. Selfhealer’s Demise - Now named “Monster Demise” and grants a 3% damage bonus against non-legendary monsters (trolls, goblins, etc). No longer grants a hit chance increase or crit bonus. Religious Demises & Protection - All of these demise and protection enchants have been removed from existing items. They will no longer apply to weapons and armour. These spells instead been reworked into the following spells to enchant jewelry. All of these spells conflict with each other and Nolocate, meaning you can only have one of these enchants on a single piece of jewelry at a time. Stacking two or more of an identical enchant across multiple slots results in a penalty to each one. This penalty is 33% reduced effectiveness for two identical enchants and 50% reduced effectiveness for three identical enchants. Offensive Jewelry Enchants Blaze (Magranon) - Grants a 2.5% to 5% increase to fire damage dealt while worn. Corrosion (Libila) - Grants a 2.5% to 5% increase to acid damage dealt while worn. Glacial (Vynora) - Grants a 2.5% to 5% increase to frost damage dealt while worn. Toxin (Fo) - Grants a 2.5% to 5% increase to poison damage dealt while worn. Defensive Jewelry Enchants Acid Protection (Fo) - Grants a 2.5% to 7.5% reduction to acid damage dealt while worn. Fire Protection (Vynora) - Grants a 2.5% to 7.5% reduction to fire damage while worn. Frost Protection (Magranon) - Grants a 2.5% to 7.5% reduction to frost damage while worn. Poison Protection (Libila) - Grants a 2.5% to 7.5% reduction to poison damage while worn. Rite Rework Prayers and sermons now grant favor to the template deity instead of having a new pool for every demigod. Rites now function off of template god favor pool when cast by a demigod. Rites no longer require a specific amount of players in local to cast, and their deity favor cost is no longer dependant on the amount of players on the server. All Rites now create a 24 hour window for players to claim the reward. Upon casting, any player of the same template deity as the caster can pray at any altar or applicable location (for example, Magranon can pray on rock) to obtain the bonus. All Rites now grant 5 hours of sleep bonus and 0.2% towards 100 of a certain characteristic. Rite of Spring - Now grants 0.2% Mind Logic towards 100 instead of a flat 0.1 increase. Still grants 5 hours of sleep bonus. Ritual of the Sun - Now grants 0.2% Body Stamina towards 100 and 5 hours of sleep bonus. Holy Crop - Now grants 0.2% Soul Depth towards 100 and 5 hours of sleep bonus. Now performs a Genesis cast on all applicable creatures within the domain of Fo and all template demigods. Rite of Death - Now grants 0.2% Soul Strength towards 100 and 5 hours of sleep bonus. Healing Rework Healing spells now work off a global healing resistance debuff. This debuff is applied based on how much health is healed on the target, and will reduce all further healing on the target from any of the listed healing sources based on how much time remains on the debuff. The maximum time is about 20 minutes, and the reduction scales linearly from that mark. For example, if you have 10 minutes on your healing resistance, you’ll receive heals at 50% effectiveness. Cure Light - Now heals 15% + up to 5% more based on cast power. Previously healed 15%. Target of the cast now gets an on screen message stating that their wound was healed. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound. Cure Medium - Now heals 30% + up to 10% more based on cast power. Previously healed 30%. Target of the cast now gets an on screen message stating that their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound. Cure Serious - No longer heals a wound fully. Instead, heals a wound for up to 90% + up to 30% more based on cast power. Target of the cast now gets an on screen message stating their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound. Heal - Now heals 40% to 200% based on cast power. Previously healed 30% to 150%. Target of the cast now gets an on screen message stating they were healed. Range increased from 1 tile to 3 tiles. Life Transfer - Healing and functionality remains the same, but now works off the global healing resistance. Light of Fo - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Still limited to 5 wounds. Cast power heavily impacts the severity of wounds that are able to be healed. Cast time increased from 10 seconds to 15 seconds. Scorn of Libila - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Wounds healed limit increased from 2 to 3 per target. Now heals at minimum 3 wounds even if no damage is dealt. Each target that is dealt damage now allows up to 3 additional wounds to be healed, increased from the previous 1. Difficulty reduced from 60 to 50. Area of effect adjusted to 7x7 - 11x11 based on cast power. Spell Resistances Many offensive spells in the game now also have their own resistances. These function identically to the healing resistance above, but have much lower maximum durations for their resistance values. Drain Health - Resistance applies to both the offensive and defensive portions of the spell. For example, using this to heal will give you a resistance to Drain Health, which not only reduces healing received from consecutive casts, but also reduces damage taken from others attempting to Drain Health you. Resistance is capped to 5 minutes. Fireheart - Resistance capped to 2.5 minutes. Fire Pillar - Resistance capped to 3 minutes. Fungus Trap - Resistance capped to 3 minutes. Hypothermia - Resistance capped to 5 minutes [Shared with Inferno and Worm Brains]. Ice Pillar - Resistance capped to 3 minutes. Inferno - Resistance capped to 5 minutes [Shared with Hypothermia and Worm Brains]. Pain Rain - Resistance capped to 4 minutes. Rotting Gut - Resistance capped to 2 minutes. Scorn of Libila - Resistance capped to 5 minutes. Applies to damage portion only. Healing is affected by global Healing Resistance. Shard of Ice - Resistance capped to 2.5 minutes. Smite - Resistance capped to 5 minutes. Tentacles - Resistance capped to 3 minutes. Tornado - Resistance capped to 3 minutes. Worm Brains - Resistance capped to 5 minutes [Shared with Hypothermia and Inferno]. Locate Rework Locate Soul - Now has a 2 minute cooldown. Utilizes Locate Resistance. Nolocate - No longer able to be cast on creatures/players. Utilizes Locate Resistance. Lurker in the Dark - Now has a maximum radius of 100 tiles. This is reduced by up to 50 tiles based on the highest equipped Nolocate jewelry of a player. This is reduced again to 25 tiles when it’s a stealthed player. Locate Resistance When located successfully by another player, you obtain “Locate Resistance” with a duration based on the highest Nolocate power jewelry you have equipped. This resistance prevents you from being located by any player until it expires. At 100 nolocate, this duration is 5 minutes. Being located by other players in your kingdom will not apply a cooldown, even if you have Nolocate. If the casted locate spell does not beat your nolocate (the power is lower than your jewelry), the Locate Resistance is not applied and the locate spell fails. The locate spell will still receive a cooldown. The messaging is identical whether you resist a locate due to having a higher nolocate power or have Locate Resistance. This means players cannot know for certain whether you are resistant or whether their specific cast did not defeat the threshold required. Specific Spell Changes Aura of Shared Pain - Removed from Magranon. Added to Libila. Bearpaws - Tripled the damage dealt with unarmed attacks when used on a player. Bonus damage for non-players remains the same. Bless - Followers of Libila no longer need to Bless a creature in order to tame it. They can still bless a creature to prevent a white-lighter from taming it. Bloodthirst - Epic changes to Bloodthirst now apply to all servers. Now deals up to 33% increased damage at 10k instead of modifying base damage. Break Altar - Now costs 20 favor to cast on normal altars. Remains 80 favor to cast against WL/BL. Charm Animal - No longer able to be interrupted by taking damage during combat. Cure Light/Medium/Serious - See Healing Rework above. Dispel - Now has a difficulty increase based on distance. Does not apply to item dispels. Dominate - Power of the cast now uses Channeling as the primary skill check, with Soul Strength added as a bonus. This is the reverse of previous functionality. It should be easier to dominate creatures if your Channeling is higher than your Soul Strength after this change. No longer able to be interrupted by taking damage during combat. Drain Health - No longer heals a set amount when cast. Instead, it now heals for double the amount of damage dealt. Uses new spell resistance (see above). Drain Stamina - Cast time reduced from 10 seconds to 9 seconds. Range increased from 1.5 tiles to 3 tiles. Excel - Favor cost reduced from 40 to 20. Fire Heart - Damage now ignores armour. Uses new spell resistance (see above). Fire Pillar - Deals wounds 10 times faster for 1/10th damage. Damage per power reduced from 3.0 to 2.75. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Forest Giant Strength - No longer limited to having below 40 body strength. Instead, it now applies a temporary “curve” to Body Strength based on cast power. Fungus - Renamed to “Corrupt”. Fungus Trap - Deals wounds 10 times faster for 1/10th damage. Base damage increased from 250 to 350. Damage per power reduced from 2.5 to 2.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Frantic Charge - No longer grants bonus movement speed (to mounts or otherwise). Duration multiplied by 20 to match other buffs like Excel, Oakshell, and Truehit. Genesis - No longer instantly kills undead, and instead inflicts a heavy internal wound between 50% and 125% health based on power. Damage ignores armour, but does not ignore other DR factors such as body strength and similar. Heal - See Healing Rework above. Hell Strength - No longer limited to below 40 strength. Now applies a temporary “curve” to Body Strength and Soul Strength based on cast power. Both stats are modified at roughly half value of Forest Giant Strength’s effect. Humid Drizzle - Cooldown reduced from 15 minutes to 30 seconds. Cast time reduced from 40 seconds to 30 seconds. Creatures now gain a 15 minute resistance to Humid Drizzle when affected. They will not be able to be affected by another Humid Drizzle until the resistance expires. Ice Pillar - Deals wounds 10 times faster for 1/10th damage. Base damage decreased from 250 to 150. Damage per power increased from 2.5 to 4.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Mend - Quality reduction is now based on how much damage was repaired. For example, mending an item with 7 damage will only reduce quality by 0.7. Mole Senses - Now performs an “analyse” on the rocks below the surface when cast. This will display ore types detected in the caves below, with the radius and types of ore discovered based on cast power. Nimbleness - Favor cost reduced from 80 to 60. Land of the Dead - Amount of corpses raised is now limited to cast power. Life Transfer - Favor cost reduced from 120 to 100. Healing uses the new healing resistance (see above). Light of Fo - See Healing Rework above. Now displays an on-screen message for nearby players when being cast and finished casting. Locate Artifact - Now available on all deities, including Fo and player demigods. Lurker in the Woods - Now able to locate unique creatures as well as champions. Mass Stamina - Cast time reduced from 20 seconds to 15 seconds. Mind Stealer - Favor cost reduced from 120 to 100. Oakshell - Maximum damage reduction decreased from 80% to 70%. Maximum glance rate decreased from 40% to 33.3%. Can now only be cast on players on PvP servers. Oakshell now reduces mounted movement speed across all servers instead of just Epic. This movement speed penalty has been fixed to apply to hitched creatures as well. Pain Rain - Base damage increased from 4,000 to 6,000. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new damage resistance (see above). Phantasms - Reworked into essentially a new spell. On players: Now applies a debuff that causes the outlines of enemies and allies to swap randomly every few seconds. On non-players: Now causes the target to attack a nearby unit that is hostile to the caster. For example, with two trolls attacking you, casting on one of the trolls will cause it to attack the other. Rebirth - Creatures resurrected using Rebirth can no longer be equipped with gear, unless it is valid equipment (such as saddles, horse shoes, etc. on a zombie horse). This removes the ability to equip zombie trolls with weapons and armour. Refresh - Cast time reduced from 15 seconds to 9 seconds. Range increased from 1 tile to 3 tiles. Rotting Gut - Base damage increased from 5,000 to 8,000. Damage per power increased from 50 to 120. Cast time reduced from 10 seconds to 7 seconds. Damage type changed from Infection to Acid. Uses new spell resistances (see above). Scorn of Libila - See Healing Rework above. Uses new damage resistance (see above). Shard of Ice - Base damage decreased from 10,000 to 5,000. Damage per power increased from 100 to 150. Cast time reduced from 7 seconds to 5 seconds. Damage now ignores armour. Smite - Damage now scales from 50% to 100% of previous value based on cast power. Range increased from 1.5 tiles to 3 tiles. Sunder - Now deals up to 20 damage based on cast power, instead of always 20 damage. Can now be cast on any item that can be bashed (including forges & ovens). Normal permissions for bashing apply, including on PvP servers (guards must be dead etc.) Tangleweave - Reworked into essentially a new spell. Tangleweave now has a 3 second cast time and costs 15 favor. When cast, Tanglewave will interrupt the target’s spell cast, and apply the increased spell cast timer debuff for a short duration. Can now be cast in combat. Tentacles - Deals wounds 10 times faster for 1/10th damage. Base damage increased to 400 from 250. Damage per power decreased from 2.5 to 1.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Tornado - Now able to be cast while in combat. Base damage reduced from 5,000 to 4,000. Damage per power increased from 50 to 80. Damage now ignores armour. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new spell resistances (see above). Venom - Favor cost reduced from 120 to 100. Damage conversion now occurs before glance calculations. Still deals poison wounds, but those poison wounds do not inflict poison status (that causes the instant kill). The 20% damage penalty has now been scaled based on cast power, with 100 power completely cancelling out the damage penalty altogether. Vessel - Faith requirement reduced from 38 to 31. Web Armour - Added to Magranon. Worm Brains - Reworked into “heavy damage” spell group. Faith requirement increased from 35 to 51. Favor cost increased from 30 to 40. Base damage increased from 5,000 to 17,500. Damage per power increased from 50 to 140. Cooldown increased from 30 seconds to 60 seconds. Uses new spell resistance (see above). Wrath of Magranon - Reworked into an area damage spell. Now deals damage to structures in a 3x3 area. It also inflicts crushing wounds to all creatures within the area. Player Demigods Demigods now have a “template” deity that their religion is based on, selected from the four base gods. These templates affect the affinities that each demigod provides. For example, demigods with Vynora as their template will be able to pray on water and get double favor from sacrificing pottery. Any demigod following a different template is unable to obtain these affinities. Priests can now link with any priest of the same template. For example, this means that any Libila priest can link with any other blacklight demigod (Tosiek, Nathan, and Gary). Any priests of Tosiek, Nathan, and Gary can also link with each other. The existing demigods have the following templates: Tosiek, Nathan, Gary: Libila Nahjo: Fo Paaweelr: Vynora Smeagain: Magranon Demigod passives have been rerolled with the exception of the template passives (listed above). Passives are now more likely to align with the template deity, but some will be outliers to create interesting combinations. Demigod spells have been completely rerolled using a new system to distribute the spells. The new system uses the affinities of the demigod to determine what type of spells they should obtain, as well as avoiding overpowered or useless combinations that render a god too strong or too weak. Miscellaneous & Messaging Spell List Improvements - The Spell List window has been completely overhauled and has many new features to offer. Larger Window - The window that displays is now larger. This should prevent having to resize the window in order to see all the passives and spells available to you. Passives Display - Now shows how strong your connection to your deity is (based on your faith level). This is then followed by the passives the deity is currently granting you. Spells Sorted - Spells have now been placed into a sortable table. You can now sort spells by faith requirement, favor, name, or description. Targets are also available, but not exceptionally functional. Updated Descriptions - All spells now have new descriptions which should more accurately represent how they function. Enchanting Improvements Certain spells now target specific item types instead of any item. Attempting to target any other item than a valid target will result in an error. Armour - Aura of Shared Pain, Web Armour Weapon - Bloodthirst, Animal Demise, Human Demise, Legendary Demise, Monster Demise, Essence Drain, Flaming Aura, Frostbrand, Life Transfer, Mind Stealer, Nimbleness, Rotting Touch, Venom Jewelry - Blaze, Corrosion, Glacial, Nolocate, Toxin, Acid Protection, Fire Protection, Frost Protection, Poison Protection Pendulum - Lurker in the Dark, Lurker in the Deep, Lurker in the Woods. Attempting to enchant an item that has a conflicting enchant now shows which enchant is blocking the cast. The longsword is already enchanted with something that would negate the effect. The longsword is already enchanted with Blessings of the Dark, which would negate the effect of Wind of Ages. Effect descriptions for many enchants have been updated to better reflect their function. Certain potions from bloods and similar now have an effect: Salve of Frost - Converts damage from a weapon to frost. Salve of Fire - Converts damage from a weapon to fire. Potion of Acid - Converts damage from a weapon to acid. Damage from all spells, including karma spells , now uses Soul Strength in damage reduction calculations instead of Body Strength. Damage dealt to non-players is now modified heavily. Targets can take anywhere from 4x to 0x damage based on their armour and Soul Strength. Maximum cast power for champions on home servers has been increased from 30 to 50. Tile spells now use multicolor line messaging for casting, similar to creature casts. Casting a combat spell such as Fireheart, Drain Health, and similar on an enemy will now display an on-screen message for both the caster and target when the cast begins and finishes. Pillar spells (Fire Pillar, Fungus Trap, Ice Pillar, and Tentacles) no longer display a combat message when they deal damage. Creatures will now display their spell effects on examine. This is limited to same kingdom, allied, or neutral targets only. Frantic charge has been cast on it, so it has greater speed. [83]
  16. 1 point
    I'm sure I've seen this suggested before, but I didn't find it. Anyhow, here's a (partial, I'm sure) list of things we can carry empty: - BSBs - FSBs - large storage unit - bulk container unit - crate rack - small barrel rack (loaded, even) Most of those are bigger than crates. Any reason carrying empty crates has never been implemented?
  17. 1 point
    https://www.niarja.com/skill_compare/senz 73 med skill Path of Insanity. Last question is ready for full SOTG Buff. 90 Fishing skill. 2 months and 2 weeks for prem left [23:23:08] You entered through the portal to Wurm on Luck day, week 2 of the Bear's starfall, 1070. That's 350 days, 19 hours and 36 minutes ago. [23:23:08] You have played 30 days, 2 hours and 49 minutes. [23:23:08] You have been premium a total of 0 months until Dec 2013. [23:23:08] You have been premium a total of 9 months since Dec 2013. [23:23:08] You have been premium consecutively for 9 months since Dec 2013. [23:23:08] You have premium time until 28 Dec 2018 16:55:20 GMT Edit upon request for personal goals https://gyazo.com/17c937ac50edee7e07ac18e9892d1fec will come with all items, sail boat, and an 80 ql tool belt no armor / weapons Currently Taking offers
  18. 1 point
    Another goblin leader! We are really enjoying hunting these and giving the chance for the community as a whole the chance to slay, the chance to score a loot roll, the chance to get a goal complete, the chance to attend a slay, the chance to actually feel part of a community with no bias. Zoranah@StarsHollow and I will be hosting the slaying Friday evening. When slain, every premium player in local will receive blood. Mixing Goblin Leader blood with source salt will create a potion of mining. Loot will be rolled to slayers from the list abstracted from Niarja. Hopefully a tome will drop this time and we will roll a charge of that too if it does.
  19. 1 point
    There's options to hide things like examine stop no target etc in the games settings, surely this could be expanded to have the option to customize what actions show up, i'm sure nobodys trying to track or desecrate an altar
  20. 1 point
    I'm a proud mayor of crater village in northern newspring. I have to apologise for my english, i feel fine while talking, but writing posts was never my good side. I can't offer much, but i will help everyone as much as i can. Most free space is to be mined underground, above level is mostly used as farmlands and forests, tho i can give some land to someone. Currently i am living here as a hermit, without anyone to help. I don't require anything from villagers, just help with something from time to time. When it comes to questions, you can contact me here, or ingame. My ingame nickname is "Xenonpl", i should be online pretty often. My village is a part of alliance "Newspring Isle". Here are some screenshots.
  21. 1 point
    A possible issue (but Baphomet is PVP server so maybe all is good) that in a spar I could kill my opponent easy with a Fireheart spell.
  22. 1 point
    Had a very short test with Tangleweave in a fight, I REALLY like it - it seems to be quite a different game in 1v1 with it. I've tried Mag spellset and now Fireheart is quite pretty too. Many changes were really needed - I'll be curious about the various possible setups of fire/acid/cold ...
  23. 1 point
    Sorry about that, good luck with the sale.
  24. 1 point
    [oakshell] Can now only be cast on players on PvP servers. could use clarification on what this means
  25. 1 point
    My Fo priest is using oakshell daily on herself on pve, cant think of a good reason why that should be limited to pvp. Even less as the damage reduction is decreased.
  26. 1 point
  27. 1 point
    Now how do I link my bot to my Discord channel? I added the Client secret to the properties file, patched the change. But the bot is not on my Discord, and I'm guessing I've missed a step maybe when creating it? There was some permissions thing, but all it did was give me the number 8 as a result, and I didn't know what to do with that. OK - For the next guy, here's where i found my answer: https://discordpy.readthedocs.io/en/rewrite/discord.html
  28. 1 point
    To the person(s) who took the things off my deed, Magnus Tere. Please return the things you took. I didn't quit the game, my friend had the deed and she hasn't been playing so I didn't know the deed was going to fall. It fell on October 10th. I haven't been playing much because I've been busy at work so I missed the warnings. I know I'm living in a dream world here but please, do the right thing.
  29. 1 point
    How does one -get- a Salve of Fire? I don't see it listed on the wiki under any of the unique bloods.
  30. 1 point
    Sorry to spam, but I keep seeing stuff: Due to the new enchanted rings, PvP priests may want to tune their weapons to their spells to their rings, to maximize damage efficiency, so for example: - A Mag priest, who has powerful fire attack spells, may want fire damage ring(s) plus Flaming Aura on weapons; - A Smeagain priest, who has powerful ice attack spells, may want ice damage ring(s) plus Frostbrand on weapons. I think that's really cool, but it would help tremendously if we could target Dispel to take out FB/FA as needed and replace them. I also wonder if Soul Strength being DR for spells means any priest who can't mine will be at a serious grinding disadvantage.
  31. 1 point
    Combat priests lost 10% bonus damage, 25% down to 15%. +2cr isn't close to 10% dmg dealt. Wouldn't really call it a fighting buff at all. pve mobs are so weak it doesn't really matter.
  32. 1 point
    Update Digging clay, tar, moss and so on can no longer be disallowed by villages. Resource pits are meant to be public The final tests of the discord synchronisation are finished, discord sync will soon be live. Make sure to join our discord! https://discord.gg/9wgzq3H It is no longer possible to steal loot out of dragon and unique corpses. Meditation skill gain has been fixed. Characteristics skill gain has been increased again. You will now be reminded on voting for our server on login. Tower guards are now hunting bigger distances. Uniques on the login server have been disabled.
  33. 1 point
    LastPass and KeePass are awesome password management tools. I'll never remember another password again.
  34. 1 point
  35. 1 point
    if you were at 0 you'd get 0.2, if you were at 50 you'd get .1, if you were at 90 you'd get 0.022 and so forth
  36. 1 point
    Pushed a test release. https://github.com/encode32/WurmEsp/releases/tag/0.1.0c-test -color for each mob condition -new item category -sound for uniques and items
  37. 1 point
  38. 1 point
    It certainly sounds much more convenient for you. But like you say, this is not going to be the experience for everyone. For folks who are completely new to the game and making their first deed, they will be making lots of mistakes when they first start out. Imagine the demotivation for players like that - the very people we would want to keep motivated during that crucial "honeymoon" period. And then players like me, people are have already been in the game for years. I for instance have very high masonary and carpenting skills, so I happen to build high QL walls and fences. However I have crap skills in weaponsmithing or blacksmithy in general because those were things I just did not happen to get into much. So the only way for me to get a tool like what you describe is to seeks out someone who would sell one to me, and I'm sure they would not come cheap either. Again I have to wonder, how can it be possible or realistic for me to demolish an entire stone, multilevel castle in a single second and yet taking down 1 wall is pure torture?
  39. 1 point
    PM'ed. I have assigned you a room on the second floor of Freedom Inn 1.
  40. 1 point
    Come on now, you can't leak all the good stuff... The problem is mostly with password leakage, as consumers tend to reuse passwords due to finite limitations of recollection. Someone nabs the password to a facebook account, and decides to check it plus different iterations of it against banks or government logins. Political debate is usually frowned upon and though this can touch the realms of politics depending how deep you go, is somewhat pertinent to Wurm considering it is an internet-based game, and this is an internet forum. There have been plenty of "password security" mishaps here before.
  41. 1 point
    It would be great if it would get at least as relaxed as mortar making - that 60 actions are already a fun compared to moving around only about the third - even with decent body strength - when creating bricks. Could it work similar to bulk -> bulk transfer method combined with the mechanic used at leveling (so body strength accounts for actions per time unit AND stamina/skill/tool ql to define the max timer length before stamina runs out)? That way the user interaction is still required and better developed toons / tools help with it.
  42. 1 point
    picture is in the link
  43. 1 point
    So, with all the constant "please add this" posts, how does one tell if a suggestion has caught the attention of the devs? At what point does one know if an idea has been approved, dismissed, or is filed away for closer consideration at another time?
  44. 1 point
    It doesn't actually, try with a bsb you won't be able to drag it into a wagon or w/e it'll say it can only be loaded.
  45. 1 point
    this was intended to be in the original post giving a little history of my deed and festival So why name kappa? The name Kappa has a history though I don't know all of it in this game. It means a few things to me however, Kappa is a creature in another game i played before wurm called "Harvest Moon". In that game you give Kappa a cucumber it comes out and thanks you. Some say Kappa is a demon and I have had a few people tell me its a greek liter but to me, it's my wurm home I bought from another player who later became a great friend. I have become good friends with all my neighbors. Why a Lunar Festival? In real life, I love the moon ever since I was a little girl. in Wurm there are few moons each one special in its own right. In Harvest Moon, there are seasonal festivals every month and one of my favorites was the lunar festival. So instead of linking it with Halloween, or Christmas, and since it happens in november, in the USA we have Thanksgiving, but all those holidays get a lot of stuff for them anyway. My dear friend Leander and i were brainstorming one night and he said something about the moon or create something individual and this what we got. i love too. and hope you all love it too.
  46. 1 point
    1 - Strongly agree, we badly need some way to check these outside of manually finding the record(s) in question and right clicking through. 2 - The small tokens make sense to me for this. I don't think the book really needs to track beyond the lifespan of the report. If you need the report to find your way back to said deed, just store it outside of a book and use it for navigation and never actually collect the reward. 3 - Maybe, but only if they sort out how the client handles client-only items (see insanity hallucinations and how they stick around forever) - could be more annoying than interesting.
  47. 1 point
  48. 1 point
    <--------- Instant human. Just add coffee.
  49. 1 point
    At the very least, I think all buildings built on a deed should have the deed owner auto set to manage and control along with the person who built it. The builder wouldn't be able to take the deed owner off the writ. I can see some shady owners pillaging the houses, but most just want the ability to use or transfer house to themselves in the case of villagers leaving or quitting. And if a deed owner really wanted to pillage right now, they just need to knock walls down and do it. So not increasing security risks by having deed holders be automatically on writs.
  50. 1 point
    Friendly looking fellow. Maybe you can calm down your insanity with some more scenic pics for a while. :J
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