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Showing content with the highest reputation on 10/04/19 in all areas

  1. 4 points
    A very rare item is up for auction. Not true 100QL, but close. See below: Starting bid: 10 silver Min increments: 50 copper Reserve: None Buyout: PM Sniper protection: 2 hours
  2. 3 points
    Ekcin, sadly I didn't know the location myself before I got close to the light. Otherwise I would have posted it here. It was a great success even at the hands of just a few! Thanks to everyone who attented, tried to or couldn't! It was big fun, see you next time! Amath Arakiel Champagnedragon Greyhound Heiro Izzybell Jore Kondris Pippadippa Sharkin
  3. 2 points
    Newbie here so I can't compare it to the old system. BE asked about a newbie's experience, so I thought I'd chime in. After reading the thread, it might do well to remember that creating a new character does not simulate a new player's experience. I rarely get cotton when foraging and when I did, I wanted it to make a bow string (archery's been another disappointment but that's another story). When I think fishing, I think pole, line, hook, bait; so that is what I made. My free food time was running out and tutorials suggested fishing as a way to feed myself. Making everything took a long time and finding a wurm took even longer. After a few attempts with no success and losing my wurm, I decided the "optional" float must not really be optional. I got lucky (didn't realize it at the time) and found a twig near where I was fishing. Again, it took a very long time to find another wurm. Finally hooked a fish but it got away. On the third one hooked, my hook broke. I was getting pretty frustrated (those who read my other post know I had other things to be frustrated about). Back to town, made a bunch of hooks. Hooked a few more but they all got away and then lost hook and twig. Looked for a very long time and could not find a twig. I did find a worm but it rotted before I found a twig. Gave up fishing in disgust. You can't say I didn't try for I got my skill up to 8 and never caught a thing. After I got my deed, I happened to see something about using a net so I made one. Admittedly, I've only tried it 3 or 4 times but still no success. I could see the fish swimming and cast my net right where they were but caught nothing. I certainly wouldn't recommend fishing as a way for newbies to feed themselves.
  4. 2 points
    Moved to server bugs, These threads are for reporting bugs, please keep it to facts of what's happening and any information that will be helpful to get the issue resolved. Regards Shakys (Forum Moderator)
  5. 2 points
    server-modlauncher-0.43.zip contains the modlauncher and all mod but it does not contain any .properties or .config files. This is to update the mods but will not activate any that has not been active before. If you want to activate one of the mods it's best to download the mod only packge (e.g. cropmod-0.43.zip). Those contain the .properties file for mod and activates the mod. https://github.com/ago1024/WurmServerModLauncher/wiki/Installation Documentation for the mods is at https://github.com/ago1024/WurmServerModLauncher/wiki
  6. 2 points
    Fixed these issues and fixed some formatting and whatnot.
  7. 2 points
    Update WU Update 1.9.1.5 is now live. Fixed a bigger amount of mods for the update. Achievements are back. Fog spiders will now spawn in fog again.
  8. 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.
  9. 1 point
    Hi! Inspired by the final statgain mod by almight Keenan, I decided to make one that worked with agos modloader. The mod allows you to change the difficulty of any skill independently, including characteristics, which is the same as increasing or decreasing skillgain. The mod also allows you to disable a priest penalty to some characteristics. Version 0.6 is out! Download skillmod v 0.6 Changelog: Get the zip file and extract it into your mods folder. Usage: Open the skillmod.properties file To disable or enable the 25% priest penalty to some characteristics set: removePriestPenalty=true To change the difficulty of a skill you need to edit its corresponding factor. 1.0 is the default setting (1x modifier) Higher setting makes the difficulty easier and is roughly equivalent to a skill gain factor. The difficulty settings stack with the server skill gain modifier. So with server skill gain modifier of 2x the following config: FILE: skillmod.properties Body=10.0 Soul=10.0 Mind=10.0 ... Weapon_smithing=2.0 Meditation=5.0 Gives a skill gain modifier of around: EFFECTS OF SETTINGSBody 10x //Not affected by server skillgain modifer Soul 10x //Not affected by server skillgain modifer Mind 10x //Not affected by server skillgain modifer... Weapon smithing 4x //Affected by server skillgain modifier Meditation 5x //Not affected by server skillgain modifer You may remove skills that you do not want to edit from the properties file. To add a new skill or a skill you previously removed, the first character must be uppercase and any spaces must be replaced by underscores. To change the stat gain modifer (Credit to Webba) # The lower divider is applied to skillgain on all characteristics below 31 # The upper divider is applied to skillgain on all characteristics above 31 # This is a divider so higher number means less skillgain # 5.0 is default for the lower stat divider # 45.0 is default for the upper stat divider lowerStatDivider=5.0 upperStatDivider=45.0 EDIT: Added some clarification to what the mod does and how you set stuff
  10. 1 point
    Rare Archaeology Miner Statuette fragment Plus +12 plain pieces (High Quality) - ready to assemble! A rare table top figure to play with! Rare Miner toy / model figure in armour and helmet Nicely detailed and beautiful In action pose! Have your own mini scenarios! Miner - 2nd from left (Picture from Wiki / Mordoskull) Will be in a random metal when completed This rare statuette will glow when finished - I will provide instructions! Make it your own! Fragments can be mailed COD or pickup available at Southport U18, Deliverance. Please keep auction comments for bids only - Feel free to pm me with any questions!  Buyout: 10s No Sniper Protection Start Bid: 3s <-----------------L@@K! Increment: Whatever! No reserve.
  11. 1 point
    I noticed there isn't really a impalong page describing what it is? Any chance one could be made? There is a event impalong page for one that happened 10 years ago though.
  12. 1 point
    This would be beyond the scope of the main namespace (especially since I could see this turning into a place to advertise one's events) but anyone is free to write about past events in the Lore: namespace!
  13. 1 point
  14. 1 point
    Seems about right for a sub 20 fs alt
  15. 1 point
    post logs please, your version of events don't seem to match ours, you seem mad that it took 2 players 9 hits to kill a strong account, trustrike failed or was wasted on a gaurd/horse, it never hit Gregory. But show the logs please to confirm. And devs will require the logs anyway so idk why you're not posting ALL information that can help look into it.
  16. 1 point
    mag bonus + addy huge axe + deed bonus + truestrike dealt 9 damage to a player using leather 70+ strength
  17. 1 point
    Desertion. Played there most of my wurm time. Met great people and helpful from all around the globe. My best memories are there. Contrary to its name it was a very lively server with one alliance, that is still standing today, although with obviously less players. Everyone was helpful and there was this general attitude to help allies without asking for anything in return. From armor, to horses, weps, people were playing nicely towards each other. It was a sort of socialist microcosm utopia. At one point I think we had about 10 different excel sheets with info for players, from map resources, to players posting what skills/items/horses they can offer to allies to help em out. The map was perfectly varied. It had two large steppes, amazing hunting grounds they were. 90% of players got their weapon skills there. Hundreds of horses and sheep to slaughter. Deserts, mountains, lakes, it had the perfect balance for me and easy to traverse. Also we have a lot of polish players and the poles always did crazy projects. Good people. I miss them all.
  18. 1 point
    Update A bug in the donation system has been fixed. Delayed donations are handed out in the next minutes. Bdew's FishyTweaks have been added, a great help for all fisherwomen and fishermen out there. Updated to newest WU version. The black light has landed in the center regions of Caza.
  19. 1 point
  20. 1 point
    I'm thinking about possibility to create and write down custom music in Wurm. We can start from the simplest things, like a classic flute, where at one moment we can have only one note of a certain pitch and duration. Idea is the following: 1. create a flute (QL of the flute will determine the amount of available notes) 2. create a blank paper (QL of the paper determines how much notes can be recorded) 3. use a flute (the most tricky part, we will need smth like an editor where we can set up the sequence of notes specifying their pitch and duration) 4. after playing - record it (just like with almanac after studying the plants), on a paper, using a pen. 5. compose the recorded melodies in some sort of a music book. 6. Recorded melodies can be played by using a flute on a paper with notes (if the quality of the flute allows to reproduce all sounds recorded) it's a very draft idea, of course, but if this will seem to be interesting - we can work on details alltogether. Thanks!
  21. 1 point
    It's also Altars not Alters writingexplained.org/alter-vs-altar-difference
  22. 1 point
    https://www.wurmpedia.com/index.php/Impalong Several typos: the word "there" should be "their" (belonging to them).
  23. 1 point
    You're right. What I had been doing was navigating to here for example and manually grabbing any config files. Seems to work fine, not too many seem to actually have config files anyway. Just remember that all the config options are commented out by default. Remove the poundsigns to make them actually function.
  24. 1 point
    came back in 2 hours and there should be a page by then.
  25. 1 point
    This would be great for the wiki! We will definitely work on adding one Thanks for the suggestion!
  26. 1 point
  27. 1 point
    Not quite as much as they used to, E.g. stealing actual bulk items from bsb's leaving a gnome with a single bulk item in its pocket called "Rock Shards (700x)" weighing in at 14,000kg. Or stealing the condenser or boiler from stills.
  28. 1 point
    Well, in short, yes, I like it, liked it from start, though there were some disappointments later which seem to be widely settled. I never liked the old fishing ways, that is probably why I never missed it. It was slow and boring, I used it only when I stranded with my notebook graphics in the dark on sea (this is now fixed since one can brighten the display from ingame), only then I moored and fished til sunrise. My fishing skill thus was around 4.4 until the new fishing system was implemented. The new fishing system gave me the opportunity to easily fulfil the 900 fish goal using net fishing. My skill went up to 15 within around a day. Spear fishing, ok, I tried it once the journal goal was out, and had success, even did not hit my foot. Yet I do not like it so much, maybe some time in the future. Rod fishing was a disaster in the beginning. I had much fun crafting the rod, reels, hooks, lines, and also with searching floats and wurms. Decay of most of that stuff was no fun though, even worse with the nets. That is now fixed (thanks). But rod fishing proper still remains hard in the beginning. I probably made the mistake to start with medium and deep water fishing, and it took hours even to catch a single fish, or score small skill gains. Obviously, it is necessary for beginners to start with basic rod, or even pole, on shore, and move to the better, but more complex gear later. Net fishing seems to be the way for fast skill gain in the beginning. Even without affinitiy food or sleep bonus, skill gain is impressive, as is the number of small fish (sardine, roach, perch, minnow) caught. With several nets and stacked actions, one can do that semi afk. From skill level 20 on ca., rod fishing seems to become much more successful and rewarding, and I suspect that net fishing may hit a cap at some level, though I do not seem to have met that. Some problems remain. Especially when fishing from a boat, it is an ordeal even first to find a tile where the line can be cast. Though the sighting disk gets red-white, it is often impossible to cast. As the view from boat is parallel to the water table, it can be hard, especially in deep water, to figure which tile to click when the fish nibbles. Sometimes that works, sometimes it does not. It would be ways better when the float, or end of the line where it hits the water table, could be targeted instead of the tile. Depending on water depth that can be tiny and close to impossible to hit. But once one has found a spot where both casting and clicking the fish are working, it is fine. And once the fish struggles, no matter whether it jumps off in the end or not, skill is going up fast. At my last attempts, skill gain with rod was approximately as high as with nets.
  29. 1 point
    @AyesProbably because he is super chill and kind @CecciShe’s the sweetest person I know ingame @BrandonSF We’ve known eachother a long time. I think since 2014 right?
  30. 1 point
    Bix hands down, he just... does everything.
  31. 1 point
    The Path through the woods. I find that this can lead to a meditative state and is the one I frequently take within the game, as well as when out of it when available. No other game paths would suit my nature outside of it as I find them to be too rigid in their structure of requirements. Also I find the time requirement tied to them to be contrary to a relaxed state of mind where it may flow freely in various directions. One of my favorite paths through the woods by Robert Frost that I find to be a meditative journey. Don't worry, the snow is not too deep..... =Ayes=
  32. 1 point
    Updated version - bdew-7 examining a token will now show full examine text of the animal remove brand if redeemed by someone from another village https://github.com/bdew-wurm/WurmStableMaster/releases/tag/bdew-7
  33. 1 point
    Version 0.43 modloader Update to Wurm Unlimited 1.9.1.5 https://github.com/ago1024/WurmServerModLauncher/releases/tag/v0.43
  34. 1 point
    Will be trying this system heavily now that it hit WU......... and yes, I'll start with a favorable bias toward it because of the quicker actions and high skills i got there which'll help make the setup rather painless compared to WO. Been very excited about this change... and a bit apprehensive from reading this thread... I think the problem is not so much the added difficulty but lack of two things which all gamers thrive on to some degree: Rewards and results. Rewards: We love bling and decoration in general ... as tons of people do in tons of games. Wurm being Wurm, this one's for the art team. It's been toyed with in the suggestions' forums, mounting fish for decorations. Many a goal can be tied in to this by tying minimum size of the fish to being able to craft the decoration. Maybe wogic up some new dye options (Romans got their imperial purple from a shellfish). *points below* Could make the recipes "drop" (get caught) on the rare roll that'd usually yield just an unstorable rare fish. Maybe give fishing the foraging rare roll for coins option too, give newbies a reason to fish to survive (and settle). Fishing for food by a campfire scared at night all new to Wurm was really part of the experience. Results: This one still isn't in the suggestions' forums but feels worth a thread... a few "RP" fish recipes and one or two affinity-useful ones (like a chowder that requires "one or more" of a bunch of fish, for example... something you can really play with its variety and pile on the ingredients... fish sausage recipe being added would spice up the wogic while at it). Now while affinities are nice, I'd do a twist on "new fishing" foods and have them give buffs like +5 to effective skill (kinda like the skill bonus runes) with timer behaviour similar or based on normal affinity foods that exist. ||||||| And since spear fishing is a thing now, add an actual harpoon that instead of relying on and skilling "spears" skill to hit in combat, have it tied to fishing skill with a small damage bonus specifically on sea creatures (sharks, dolphins, whales, crabs, octopi, and maybe seals?). Since leveling fishing is harder now, mix a bit of fighting into it as a side way of leveling it. My two sand dollars. As for losing a sweet afk skill.... we got underground dwellings now. Leveling ceilings to add more stories to chambers burns several afk-friendly hours easy. Just remember to use an unenchanted/unimbued pickaxe if you care about enchants degrading. RIP afk fishing, you'll be missed but it's ok.
  35. 1 point
    Combine with ctrl or shift then it more unlikely to hit it by accident. bind ctrl+g "say guards!"
  36. 1 point
    Updated for new beta 1.9.1.1 - https://github.com/bdew-wurm/minipets/releases/tag/v1.5-beta1911
  37. 1 point
    I began ages ago on Deliverance and i enjoyed my little bit there. Over time i moved to other servers like Exodus and later Xanadu cause of friends. After which i became a nomad and wondered around a lot talked a lot to random locals and all. Gave me some perspective in a lot of places. As such every server has there own thing in my eyes but Deliverance is and will be my home.
  38. 1 point
    Deliverance to me is my home. I grew up there as a young Wurmling and only briefly lived in other places such as Indy and Xanadu. I remember when I moved just down the road from autumn twilight and had a short camp, I remember living in Calmtown, I remember when I first stumbled into MBS ran by Brandon and Vindekator (now known as Morhedron). Needless to say my life on Deliverance will never end as I always find myself finding new places and reading about the history of different areas. Pax.
  39. 1 point
    Sklotopolis - Picture of the day Teotu from Sklotopolis is building a massive monument for all whales out there.
  40. 1 point
  41. 1 point
    Even though I've known this might come for several months things escalated so quickly in the end and left me shocked and very sad. I am grateful that we had time to discuss the statue design before things got too bad to log on to chat. Tich you were fun, quick witted, always helpful and benevolent when things were confused and stressed out and you managed to touch many of our hearts both personally and with all these ingame features you implemented. I miss you a lot. See you again when we are thrown back into the light, Tich!
  42. 1 point
    place the ring center with the ebony wand, set its aux data to 1 for JK, 2 for MR, 3 for BL, and 4 for freedom (if you have a freedom ruler). I may have got MR and BL mixed up. After you set the data push it or restart server and examine it, it will tell you the kingdom it belongs to. The size is hard coded and after restart the Ring corner stones will show. If you need to move it afterwards you will need to remove the corner stones manually.
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