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  1. 13 points
    Can't log in to take the picture until after work tomorrow but I hope this picture will work as a subsitute for now.
  2. 3 points
    Sure a keybind is ok but really creating healing covers should be available in the Crafting Window. =Ayes=
  3. 2 points
    Or if they could have the option to toggle it on and off for those who chose not to see it then it's a win win for everyone
  4. 2 points
    To me one of the best things about having a Hunting Server is that all newer and more "challenging" mobs should be restricted to it. Then also it can be more densely packed with the normal mobs to satisfy this hunting desire of killing stuff. I know one newer Dev liked to put some enhanced very difficult mobs for an individual to kill on his WU server and with that in mind this would be the proper outlet for them rather than harassing the normal server players with them. Add some building and terraforming restrictions as several people have mentioned and it would be a good framework to creating a pretty different server than is currently available, thus justifying its existence. While you're at it move those cheating (tele) fog spiders there too! =Ayes=
  5. 2 points
    Come to WU, we have cookies pumpkins
  6. 2 points
    Good thing my deed is coastal. 2000th post god bless
  7. 2 points
    I still don't understand why some people are so dead set against something like this being in WO. Things like this are already in practice on many of the WU servers and are very successful and popular. One of the nice things about WU is that it has put-the-lie to so many firmly entrenched WO assumptions. lol. On the WU servers I've seen where they have areas like what's proposed here, the reality contradicts every argument I've seen against it so far. It simply has no negative impact whatsoever, but does add a very cool fun factor to the game for those with higher fs who like to fight with a group and meet people. And as has been said, arguing that there are not enough people in the game, therefore don't add anything that might increase the fun factor is so counter-intuitive that I hardly know what to say to those folks. Guess I'll just mosey on back to WU and quit trying to talk sense before my second cup of coffee.
  8. 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]
  9. 1 point
    before rest of the topic i would like to note that i am not 100% if this is the right subforum for this thread but it seemed the best fit because it does advertise fine carpenters interested in selling PMK wagons. Wagons are a pretty interesting aspect of wurm, they're the biggest land vehicles around, and at the cost of some vision and maneuverability the most reliable way to move bulk across land. Besides that they look good and can kingdoms can submit their own skins for them, such especially good looking wagons can only be created by members of the kingdom. This had led to some people to collect different wagon, this activity will be the main focus of this thread. While i am not a collector myself i did decide to seek out which skin i'd like most for my personal wagon, and i was surprised to be completely unable to find any forum threads of wagon collectors sharing their collections or the like that i could use to choose which wagon i wanted, thus i decided to set up such a thread myself with a slightly more ambitious intend: not just cataloging how wagons of various kingdoms looked but also listing fellow carpenters willing to create such kingdom wagons on demand for a listed price (including or excluding delivery fee and/or situational discounts on a case-by-case basis) as too offer a global place where collectors could find most designs in one place. Anyone who takes orders for kingdom wagons can contact me (preferably pm to kaasbaas or my forum profile, though reply to thread would also work) your kingdom, pricing and image link to provide screenshot if wagon for your kingdom isn't on list yet and i'll add it to list when i have time Apocalypse Order sellers: kgorski, 20s, pick up at their deeds on freedom, at market on indy T18, and market on xanadu E25, and delivery to coastal areas Freedom Isles Sellers: kaasbaas, 1s pickup, generally made ASAP if not stocked but discounts will be given if i'm delayed (grape harvest, RL stuff, ect.) i didn't bring up beforehand Crusaders Rudie, 10s, Pickup C19 Black Keep, Celebration Mclavin, 10s, Pickup C19 Black Keep, Celebration Xallo, 10s, Pickup C19 Black Keep, Celebration Horde of the Summoned sellers: Legion of Anubis Sellers: Hexd (Iberis on forum): 15s, Pick up is on coast of Deli (p20) or on coast of Cele (t12). Pandemonium Kochinac, 8s, free coastal delivery Valhall Descendants platinumteef (forum)/Mondain (in-game), 15s Clova, 15s Wurm University sellers: Spyte, 10s, free dilvery to any coastal area Tedzogh, 10s, free dilvery to any coastal area Disbanded Kingdoms Unlike the other wagons where i aim to list only people who can make them to avoid any shenanigans with people running out of stock and PMK carpenters getting angry about the competition from outside kingdom, wagons from disbanded kingdoms are still listed for the sake of keeping a general overview of wagon designs and occasionally showing people selling these legacy wagons. Black Legion Dreadnaught Dynasty Hexd (Iberis on forrum): 20s, free delivery Jenn-Kellon Sellers: SmackedDown, 15s, delivered to coastal areas Mol-Rehan Kochinac, 20s, free coastal delivery
  10. 1 point
    Located on the border of P14 & P15 on Xanadu, Bearfoot vineyard stables now have 5 speed horses for sale. Look for this NPC vendor to buy the key(s) to unlock the pen of the horse you wish to buy. Mr. Bojangles The current horses for sale: If you have questions, leave message here or in game send PM to Zunthras or Gordonlee.
  11. 1 point
    More meat or different kinds of loot is a good idea. I would not make it anything over powering, just different enuff to make it worth grouping up for. Yes you could go there just to build FS and weapon skills, but the majority of the mobs should not be push overs for solo 50fs people in chain. There are already boring repetative mob spawns on every server for that level of fighting. The idea was for monsters that love to throw you, stun you, steal your shields or weapons right out of your hands, poison wounds, internal wounds, monsters with weapons natural or handheld. Stingers, tentacles, multiple teeth filled mouths hungering to rip adventurers limb from limb. Tunneling mobs, fence bashing cart over turning ship sinking mobs. What ever the Devs can dream up to throw at people and want to give a try implementing. This is not noobie land or another freedom server where you can go afk in the woods while you goto the bathroom, This is the server where you have been holding the bathroom break until your buddies carve a hole in the mobs and deffend you long enuff that you can run to the toilet and back hoping they are not dead yet type of server. I want to not only hear screams from the mobs as they attack, but screams from players as they run for the boat on the shoreline, vowing to return for revenge on the champion angry gorilla pack that just routed them. Those are the stories and adventures that are missing from Wurm.
  12. 1 point
    On the subject of priest restrictions, I'd just like to point out that while it may be desirable in pvp to be special/unique and compare yourself to others, I think most pve folks really don't care much about what their neighbor/guy-across-the-server can or can't do. As I've said before, WU has really opened my eyes about a lot of things in Wurm. It has completely changed my perspective. For pve I have found that it really doesn't matter if most people also have priestly abilities. What matters is "Am I having fun playing my character?" On servers where you don't get all spells, you still have to choose a deity based on their spells and passives, etc. And not everyone wants to grind channeling and faith so the percentage of high skill priests is no higher than with any other skill class. So even if I cared what Joe Blow is doing on the other side of the server, everyone still wouldn't be exactly the same. No more so than with any of the other skills. So, yeah, I know WO will never remove all priest restrictions. But I sure do think it would be better for the game, as a whole, if they did. And if it's that important on pvp to be different or special, then I think they could always leave it as-is on pvp. Just my 2 coppers on that. Never gonna happen, but what the hell. I feel like talking.
  13. 1 point
    one of the many reasons why it's changed, and i don't think i can discuss the other ways of abusing it on the forums without the risk of a mute. the kind of person to get upset about a change that does literally nothing impactful to them is going to be upset anyway so what does it matter
  14. 1 point
    Is "keeping people from healing off cattle while tanking a unique" important enough to upset a significant portion of the player base? If so, why?
  15. 1 point
    completely different scenarios you've put out. spell resistances are so you can't spam them, but you can't really spam hits because you're limited by glances/parries/blocks. damage spells aren't blocked in the same way so you get the resistances, healing spells you don't get blocked in the same way so you get resistances, life transfer you can get around the blocks by choosing an easier target so it gets resistances.
  16. 1 point
    Is everyone a weaponsmith? Is everyone a carpenter, a miner, a potter, a tailor? The priest class is inherently a bolted-on mechanic to the real Wurm class differentiation system: the skillgrind. That's why this keeps surfacing: the priest restriction doesn't make sense within the framework of Wurm. Granted, it's done, and clearly we're not going back, but if I could have one toon, and over time learn and do everything I wanted on that toon, both crafting and spellcasting, to make my own "class", I'd love it. That's -real- sandboxing. Pulling out my priest alts one at a time to get whatever capability I need in no way enhances my gameplay experience. Actually, if I were designing Wurm way back when, but with the knowledge of how it's played out, I'd probably have made the name "priest" a function, not of casting spells, but of preaching one's god and doing conversions: so it would be more of a role-play thing. The potential to link to a divinity to gain power to help the gods in their struggles would be part of the innate lore of the people of Wurm, and I'd call that something else (theomancy, for instance). Priests would be public relations; theomancers would be doing the real work.
  17. 1 point
    fruit press, oakenwood, 28 ql, 88 coc, 60 c CoD to Karashishi, thank you. //K
  18. 1 point
    Priests have great utility in exchange for not being able to imp, if you gave them the ability to imp then then there wouldn't be balancing them at all because they would do everything in the game Pvp? Priests are much stronger than non priests Casting? Non priests straight up cant cast Pve? I can kill a troll with 1fs so meh, but priests do it better Crafting? Solely non-priests If you gave priests imping they'd be the best at every aspect of the game, there wouldnt be balancing it unless you made them awful to play in some other regard
  19. 1 point
    Because its a healing spell and the healing spell global reduction is for healing spells.
  20. 1 point
    Imagine you became a priest and the only thing you had to give up was the ability to cut wood lol. Sounds like you want priests to be some generic thing 100% of the playerbase is
  21. 1 point
    I don't see the need for the change in the first place, noticeable or not. I'm still wondering why it's so important: I feel like there's something not being said.
  22. 1 point
    I used three tiles with just walls. Tile 1 deactivates. Tile 2 activates. Tile 3 sets the trigger. Players that wish to leave has to go through tile 1 - deactivates all. If player returns (tile 2) - it activates again. Has to stay in the box.
  23. 1 point
    Hey I saw that, LOL! Many thanks for the gardening and cooking help. I appreciate it. ❤️
  24. 1 point
    It would be a bad idea for server owners as I think most WU players would not buy DLC (most "well-off" Wurmians with money to burn play WO instead). So you would have a constant flood of people complaining to you, they were not able to log into your server. They would tell other people that your server does not seem to work right. Even people with the DLC who could log in, would avoid it because their friends could not play there. Everyone would instead go to the servers that have great mods without requiring players to keep buying more and more. If you took a poll of players I think the majority would not buy DLC, would avoid servers that required extra paid content if it meant locking out other players, and your server would just gradually get even emptier than before. People flock to the servers that have the most professional admins because they trust those admins to be able to deal with things like, getting mods to work on their servers. If they cannot handle simple mods there is a strong chance those people would also not be able to handle more severe issues, like corrupted databases. I think it is great if everyone has the opportunity to run a small casual server for solo play or for "friends and family" -- I think that is much of the intent of WU. Those people will usually be more patient and forgiving if you struggle with issues after a patch. But not everyone should be thinking of running large public servers if they do not have the technical background for it (which Sklo has said many times before).
  25. 1 point
    I may add that the ingredients of those tasty pizzas are grown on the remote and natural farmed deed of Wolfgrove, laying in the lush clima of the indie eastcoast. Grown and riped under the mild light of the sun that shines through the lines of old oaks growing there and without any chemical or magical additives. The pumpkins are specially fine chopped, the passata made out of the best garlic and basil with sun riped tomatos by my very own caring paws. With a final touch by Smilingcats mastercook paws (well basically she only lights the oven, but pshhhhht) you get high quality food here, fitting to the autumn season.
  26. 1 point
    Several years ago on Deliverance I had a *free land* area setup where anyone could come and build a small house within a low stoned walled off area I created. Maybe they were 5x10 areas or so and I would just leave a 1 tile opening so that players could build their own gate to lock the enclosure. I had 1 tile roads between them all for access to the whole area of individual enclosures. I planted trees within them so new settlers could cut them down for their use. A public iron mine was made not far away with signs to it. Then on a few corners within the area I built 1x1 tile houses to prevent deeding the area. Also a 2x2 house with some supplies within it, bulk bin, food bin, forge and oven. I put up a few signs around the area "Free To Build Here". My deed had a Guard Tower close enough for players to lure mobs to it and an Inn with beds set to free sleep used by anyone. This was just across the lake from Green Dog so very easy for new players to get to and even find on their own when exploring nearby. The whole concept was a "self-serve" free temporary settling area for new players to get started on their own before they wanted to wander off into the wild. Quite a few players used it when the server was in its more active phase. A few even deeded nearby or stayed in their small free enclosure for quite some time. It didn't take up much of my time this way and I did make a few longer term friends from this setup as well. I never did invite anyone to join my deed though as I wanted to retain complete control over it doing my own thing. I found this worked well while allowing players to still be independent and not needing to ask my "permission" to do anything there, which is more my own mindset and the type of player I thought it may appeal to as well. =Ayes=
  27. 1 point
    Can we please get alchemy "mix" keybind? Per the post below, I agree with what Oblivion says about 820 recipes being too many, but a simple keybind would be unbelievably helpful to avoiding carpel tunnel. Almost everything else horribly repetitive has a bind or craft recipe.
  28. 1 point
  29. 1 point
    last years one started on 28/29th depending on timezone so probably then
  30. 1 point
    They're cute for decorating, and it's honestly not that easy to get all the materials, lol Rare marble table not included, but you can have it for extra 3s (they can be codded for 14c mail cost) Starting bid : 1s reserve : nope increments : 50c sniper prot : 1hr buyout : no idea : D
  31. 1 point
    Thoughts on this after doing a bit of champion hunting on xanadu. Unless this will locate them even if it hits a champion, or show everything it's hit it's not going to change much. I'm up in the north running around with my LITW finding champs to get some fs, and no matter where i search, there's always a champion within 50 tiles of me, and if it's on deed there's no way to stop hitting it. i've killed around 20 champs in a 500m x 500m area right off the side of a highway and i'm still finding new champs to kill. It's going to make finding uniques on 8x8 servers even easier than they already are, so good luck finding one if you're not out searching within 15 minutes of it spawning, but there's just too many champions left over from missions on the larger servers to impact them. Removes the usefulness of reveal creatures aswell, but whether that's a good or bad thing is dependent on whether you like priests for hunting or not.
  32. 1 point
    White dye on wood fix, pls.
  33. 1 point
    Amadee found the words to voice what I was trying to say for a long time. I'm one of the players, I don't sell anything. Since Exodus exists I have sold one pickaxe to an ally and traded my sleep powders, mostly for clay, also to an ally. Market is something that is an option. You can make all of those items but you choose to buy them, that's the best part of Wurm. I buy resources in hundreds of thousands but it's my choice and I like the fact that prices are going down. After all, if the same money can get me one more brick or one more garlic, I'm delighted. There is no need to punish people who pump real life money in to the circulation to satisfy those who want to make coin on moving it back and forth. Economy is fine. It's people who are trying to ride it that imagine the problem.
  34. 1 point
    -1 Personally, I feel there's already enough (too much?) chores. I don't see any of this adding any fun to the game. And as for the market, I don't really care for anything that decreases fun for the average player simply to increase the market for those who "play" the market. And besides, the "market whine topics" will never end no matter what. Even if they turned Wurm Online into Wurm Bank Online or Wurm Investment Opportunities Online. People who make money off the game will never be content and will always want more. lol
  35. 1 point
    lol just putting it on chaos makes it inaccessible to the average explorer, as most won't go there to be ganked by 6+ *slow clap bravo
  36. 1 point
    -1 We don't need anymore servers. Go to one of the small servers and hunt. I got 2 alts to 50fs in a couple of days just hunting on Release. If you can't find something to hunt then there is either broken code at work or you're not looking hard enough.
  37. 1 point
    oooooooooooooOOOOOOOOOOOooooooooooooooohhh?! HEDGES! HEDGES! HEDGES! Thank you @Saroman! So long I have waited! The water also looks very nice - Thank you too @Samool
  38. 1 point
    A safe and Spoopy Halloween?
  39. 1 point
    Friends, those who are looking for horses, I discard all below 4 traits next to my deed in a separate location, which sits on F24 Feel free to pick up and enjoy my deed that is still under construction
  40. 1 point
    These people don't care. They insist that the economy is a problem because they don't make enough silver to quit their job.
  41. 1 point
    Let me make sure I understand this correctly... You want to take my character, make him die of old age.... so I have to start all over again after 4-5 years? In one of the most grindy games I've ever played? Not happening.
  42. 1 point
    In my view, that's the crux of the matter. If it -isn't- happening, that's a bad thing (whatever the reason).
  43. 1 point
  44. 1 point
    If any devs want consultation on enabling Lib on PVE/Freedom servers - talk to me I have a WU server running with it for almost 3 years now and the amount of changes needed is pretty minimal.
  45. 1 point
  46. 1 point
  47. 1 point
  48. 1 point
    I finally found somebody willing to help me with my archaeology! He's not good at writing archaeology reports or reading but he sure does know how to break the rock and dirt off!
  49. 1 point
    I had way too much fun running around taking screenshots of my most recent projects with high graphics settings: (And a few more can be found here: https://imgur.com/a/E507ZT2 )
  50. 1 point
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