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Showing content with the highest reputation on 07/07/20 in all areas

  1. 4 points
    Hello all! With the success of Celebration's move, we're marching forward by moving Xanadu to the new hosting provider Cloudnet. This move will take place on July 13th at 3pm server time (9am US Eastern time) and require an extended downtime of all servers of about 1.5 hours. I want to control expectations with this move in that we are not expecting that Xanadu will become "lag-free" with this move. What I do expect is performance to be the same, if not slightly improved. The new server does have newer hardware and better disk I/O speeds which may help, but the sheer size of Xanadu leaves me skeptical that it will make a huge impact. I'm most certainly looking forward to being proven wrong though! Feel free to drop your questions in replies and I'll attempt to answer them or compile them into a larger post. I'd still like to do a bigger post about Cloudnet and our roadmap for this move, but right now the main focus is getting Xanadu moved and monitoring it. Thank you and happy Wurming! (Well, except during that downtime. ) Updates 3pm: Servers down, starting transfer. 3:45pm: In the process of moving the data to the new host. All network changes have been completed. 4:30pm: Need to make a few config changes to the new host before we bring everything online, they should be completed shortly. 5pm: Servers starting up now. Watching the logs carefully! All servers online!
  2. 3 points
    I understand that, it’s more of a practical question. I’d love to see a bunch of 10 FS people with 20QL long swords and no armor try to take on the first Rift, but it probably won’t be very fun for them.
  3. 2 points
    At the moment, while grinding natural substances, I could make a pile of healing covers, and then throw them in the bin, since they are not really all that useful. Especially when made from heavier items, they're a pain to store, and don't last long. So, here is a proposal for a new item, to use up those covers and actually give people something nice to use from them. Healing Cover + Salt (0.01) = Medicine Preparation (Natural Substances) [weight preserved] - Quality based on natural substances skill and cover potency [source salt can be used for guranteed QL100], salt QL determines difficulty Medicine Preparation + Mortar and Pestle = Medicinal Powder (Milling) [1 per 0.5kg weight of medicine preparation, minimum of 1, weight of 0.01] - Quality slightly incremented by milling skill, quantity increased by +1 per 30 milling skill Medicinal Powder + Honey (0.09) = Medical Salve (Natural Substances) [final weight of 0.1] - Quality capped by honey QL (same as farmer's salve, some variability added by NS skill) Medical salve amount usage follows the same rules as farmer's salve (0.01 for light or less, 0.02 for medium, 0.03 for bad, 0.04 for severe) and applies both bandaging and a QL/4 potency healing cover to the wound. It doesn't work like a normal cover, in that it does not have a potency, it is all linked to quality. This is because.... Medical salve can be stored like any liquid in jars/barrels/etc, with the same sealing requirements Optional Extra - Allow "Heal" to be cast on the salve to convert it into enchanted medical salve, which applies a stronger bandage effect when used. PvP Balance Retention - Make healing salve unusable when within a certain radius of hostile players OR just make it unusable in PvP
  4. 2 points
    It's rather annoying, opening a BSB and having to expand the window to see the quantity of items. Old size
  5. 2 points
    Thanks to everyone that attended the Celebration Impalong last week. It was great to see everyone. We sure have a bunch of great people on the server. This wouldn't have happened without a ton of people donating supplies / prizes and coordination from Nomadikhan, Sweetsusie, and Sugarrodenta. I don't know that Sugar will ever finish updating the site, but she has a bunch of new pictures to the scrapbook on the site. You can access the site here: https://sites.google.com/view/2020-celebration-impalong/home. Hope to see you around :).
  6. 2 points
    Do you have any mod that makes leather possible to combine into larger items? That check for "too poor shape" specifically applies to anything combinable and logs. Edit: It's an option in WyvernMods Configurable "Combine Leather and Logs"
  7. 2 points
    Letting people lockpick on freedom will immediately be exploited for profit. Literally nothing will be safe, which is part of the point of freedom. Also, lockpicking doesn't allow you to pick it up, only take from it so the bsb / fsb will still be there. You cannot move planted fsb's/ bsb's. If you unlock them, it only gives you access to the contents.
  8. 2 points
    CTRL Drag is awesome and has far greater potential! I am loving being able to drag corpses straight into my cart. Good. I love being able to drag crates onto my cart. Great. What would be good is to be able to drag the crate back onto the ground in front of my cart. What would be really good is to drag a crate out of a crate rack onto the ground. What would be really really good would be to use CTRL Drag to drag a crate up into a crate rack whilst standing next to it, without going near a vehicle You've proved it can be done. Thanks for this feature.
  9. 1 point
    I butchered together some decompiled WU code into a horse speed calculator to see how much of an effect the various factors (traits, weight, gear QL) can have. To use it, go to the link below: https://pastebin.com/5DAbyiwy Copy the code presented there, then go to this link: https://www.jdoodle.com/online-java-compiler Erase anything in the box, and paste the code you copied. Click Execute at the bottom to make sure it gives some output. That'll be for an untraited, ungeared horse, being ridden by somebody carrying 50 Kg of gear. Even if it's not being factored in for the speed boost, the horse's weight value still has saddle/shoes added in since I assumed that would be the most likely thing tested. Set mountCarriedWeight to 0 for a true reading of an ungeared horse. (My comments say that unicorns are exempt from soul strength checks, but don't take that as a hard truth.) Set the values in the first little bit to whatever you'd like to see, then Execute. Make sure to set isSaddled, isShoed to true to see those values have an effect. Based on the creature's soul strength the traits will flip on and off at random, so in-game you can expect the actual speed to fluctuate anywhere between the min and max values. Feedback and reports of any inaccuracies are appreciated. Disclaimer: This comes from WU code, who the hell knows what WO code really says, but they're usually pretty similar.
  10. 1 point
    With the server coming up fast we wanted to give you some time to look over and give feedback on the new pvp server changes. These are still subject to change before the server launch. Most of the changes from the elevation reset will be crossing over to this new server. Feel free to discuss the changes listed below and anything else you think was missed. Same as last time please keep the discussion civil and keep the kingdom stuff in discord/skirmishes. Elevation Changes Staying Maximum digging slope has been reduced to 150. Maximum surface mining / tunneling slope has been reduced to 60. There now needs to be a minimum of 3 tiles between mine doors. Meditation levels cap out at 9, no scaling sotg. Hate Damage Bonus now Increases lockpicking chance. Element Immunity now only lasts 5 minutes down from 30. Rare vehicles will no longer increase the speed. Rare horse gear now takes less damage instead of granting a speed bonus. Horses give birth faster. Traders have stopped selling some items like resurrection stones. No teleports like karma recall/farwalkers. Hell horses and Unicorns cannot be hitched or ridden. No champions on this server. PMK not available till later into servers life. Safe Zones/Travel/Raiding Players will move between the new pvp and pve server much like how epic works with a portal on each side that is simple to craft. Most skills will cross, but some will not including faith/meditation and likely fighting skill. Items will not cross with you only skills. Map will be 4k in size. Starting areas will be 3 islands on the edges of the map with easy exposed rock, these are about 500x500 tiles each. Starting islands will have a safe zone around them with the following perks/penalties Much much stronger Tower/Village guards spawn inside this zone instead of the normal ones. Reduced damage from siege weapons. Villages have no silver removed when drained, only left in to allow breaking mine reinforcements. Shorter raid windows than outside the starting islands(more below). Max village size 21x21 inside this zone. Capitals cannot be located inside this safe zone. Artifacts in the safezone will lose 1 charge every hour till they go back into the ground even when on players. Battle camp towers cannot spawn inside or within 200 tiles of safe areas. Deeds can now only be raided during raid windows, villages will be able to pick the time this window opens and this can only be changed every 2 weeks. The window duration is dictated by villager/alliance count and if it's located in the safe zone or not. You will be able to view the window and how long till it starts by right clicking any wall/fence on the deed from any distance. Starter villages will be 100% unraidable. Raid windows will be around 2 hours for safe zones and 6+ hours outside them. The safe zones are designed to give the server safer areas for base kingdoms where being evicted from the server is not really an option while keeping the majority of the map dangerous as usual. There are some restrictions for this zone to make it not great as bases for larger groups. These zones will be limited to 3 seperate islands where the starter villages will be located, the main landmass of the map will remain more dangerous.The raid windows are focused on giving players control over when people can attack so defending it is not a 24 hour job and people are not trying to find off hours to attack with no defenders. Valrei/Death Changes No Valrei Tomes, other rewards will replace including resurrection stones. Will have its own separate copy of Valrei and will have its rewards reworked, missions to get you off deed will be much more common than missions you can do in safety. The rewards from valrei for top players will change to things like: Shaker orbs Tuning forks Good enchanted compasses High QL tool belts Sleep powder Star gems 10 80-100ql gems Decorative masks Resurrection stones Resurrection stones will only come from valrei The magranon effect will now only have a 20% to save items vs the 50% of stones. Very rarely small magic chests(Limited to tier 1) More suggestions welcome Rewards structure will be as follows: Tier 1(1 Player): One Resurrection Stone/Two 1kg Seryll Lumps/One roll on the side items table/roll for small magic chest. Tier 2(3 Players): Two 1kg Seryll Lumps/1 roll on the side items table. Tier 3(5 Players): One 1kg Seryll Lump When players die to other players their items will be placed inside a grave that cannot be moved or destroyed by normal methods, a 60 second action on the grave will destroy it leaving the corpse with the loot under it. Recall corpses cannot be used for 20 mins after death now when the corpse is inside a grave. The valrei changes are intended to move away from the karma spells as rewards and to make the rewards things like the only source of resurrection stones to give incentive to go out and try and win. The grave stones are intended to stop early looting and require you to win a fight or push an enemy off to claim your prize and not just trying to spam pickup mid fight. Misc Changes Random chests spawns will return and will only contain high ql normal supplies always/rare bones sometimes. There will be a few karma spells castable by anyone with a gem staff/karma to use them these will be: Summon Skeletons/Wraith/Worg Mirrored Self Stone/Ice/Fire walls The White and Black lights will be much harder to destroy. Locate artifact will have a cast power dependent chance to locate an underground artifact closest to the player instead of a random one. Global message when the artifact recharge window opens and closes. Weapon potions like potion of acid will instead craft one of the other skilling potions. Weapons/Armour tweaks to change the meta up, we will be leaving this undocumented. Increased shield/shield bashing skill outside of the safe zones. Village warbonus will now reduce the damage your walls/fences take from siege and no longer increase players damage. PvP server player count only updates around every hour. Locate souls will have a reduced range, this will now include locating corpses. Off deed reinforcements will have a much higher chance to break when using the disintegrate spell. Messages like lost link/left the world/logged in will only be shown to people in your own kingdom.
  11. 1 point
    Hello I'd like an option on client login to appear as offline after logging in. Sometimes I log in and just kinda can't be bothered with others for a while, would be nice to be invisible for a bit. I think anything that add some nice options is just good in general anyway.
  12. 1 point
    can you migrate xanadu and then sink it at long last?
  13. 1 point
    I would advice you to just build ladders, all in the same tile. You can then simply leave a wagon (or whatever storage youre using) with bulding materials on bottom floor, on that tile, and reach them. Depending on the size of your tower, you migth want several «ladder towers» inside. You can always change the ladders afterwards. Edit: You might have to open the wagon before you climb up the ladders and leave that window open, cant remember that part. Youll figure it out.
  14. 1 point
    This is from the very early days of Release, I'm not sure how long after launch this was made but it's probably within the first six months of launch. This should bring back some old memories for any vets out there, my deeds were Thunderdome, Thunderdome Docks and An Object on a Shelf. Mercury Dragons was made by Doe who eventually helped me make the island on the west coast, as you can see on this map that small island we built doesn't exist yet.
  15. 1 point
    For doing actions with a fixed difficulty such as mining, digging, etc. your skill level has zero effect on your characteristic skill gain from doing those actions. It's all about the difficulty of the action versus your characteristic level. You want to aim for doing actions with a difficulty roughly twenty below the characteristic you want to raise. However for improvement skills, CoC technically hurts characteristic gains in the long run because the difficulty of the action is the quality of the thing you are improving. So gaining skill faster from CoC, thus grinding on higher quality(difficulty) items, makes it easier to pass the window of optimal characteristic gains. That said I have always used CoC tools for every improvement grind, in the end there is more value in having a high level, usable skill. The system does kind of snowball though, where if you already have a high level characteristic then you are in that optimal window for the slowest parts of the grind which adds up quite a bit.
  16. 1 point
    It'd be nice if it gave a visual of the crate during the mouse drag between the rack and vehicle, like when you place an object.
  17. 1 point
    steam server date is getting near, do we have an eta for the hour of the opening of the server? Would be nice to know so i can eventually know if i'll go to work that day or not. I guess also that steam server costs for premium time and silver coins are the same as wurm online, but since i've not seen any details about that, i'll just ask here.
  18. 1 point
    HAHHAHAHAHHAHAHA I wish, they dont release maps on purpose, for the sake of EXPLORATION (and suffering) Plus home made maps are pretty fun
  19. 1 point
    I really like the safezone idea. This will allow PvE minded players to still contribute and feel included in the village without having to go out of their comfort zone. Giving more reason for players to keep playing by contributing to group goals is very important.
  20. 1 point
  21. 1 point
    Because of the way leading animals works, an animal pen must be 1x2 or 'pass through' style. How about, if you stand still for 5 seconds, the animal you're leading comes close to you. Or, you have a command on the context menu to 'draw the animal close'. This would save space and make planning and breeding easier.
  22. 1 point
    Thanks for hosting the impalong - had a great time during the weekend.
  23. 1 point
    There are quite a few comments about customisations not saving. I am hoping that this is because it is a preview server, but I don't know that I would call it an optimistic hope 🙂
  24. 1 point
    Probably asked in all pages i'm lazy to read all but when you undock some tabs like Skills, Combat etc... the UI settings are not saved and then you have to undock them every time, maybe it's due to the fact Skills and Combat tabs appears only when you have a skillgain text or a combat log. It would be nice if they would appear at the place i've previously undocked them on my past game sessions. Dunno if it's clear
  25. 1 point
    Mod updated to v1.0 Added integration with Better Farming mod With that mod installed (v2.0+ required) you can perform area actions on planters: Sow, Farm, Harvest and Cultivate To perform area actions on planters you need to click the planter it will be centered on, not the tile under it! Fixed planters timer going weird when no planters are active on the server Changed plural names for planters to be more specific (for missions) Improved permission checks for planters in villages Note: If you had any beta versions of Better Farming (2.0-pre-whatever) - they are not compatible with the final release, please update to 2.0 if you want the integration to work. Download: https://github.com/bdew-wurm/planters/releases/download/v1.0/planters-1.0.zip
  26. 1 point
    F and R keys. Nice idea.. BUT.. they don't work very well. It seems sort of random when something "sticks" for repeating. I'm not sure what makes it stick or not at this point but many times I can do something repeatedly, like buting with a shovel activated but the repeat option just doesn't appear, and then all of a sudden it does for a while. And an idea.. why not add a secondary default option "Q" too? Like butcher, bury etc. on animals that are also containers, now the default action is Open for all those. And, another idea, if you have a tool in your toolbelt, or maybe only if in first or second slot of toolbelt, make them auto activate when using default actions.
  27. 1 point
    I was thinking maybe a shorter lead rope? One that would keep the animal being led in the same tile as the person leading it. It is quite annoying trying lead a small animal into a 1x1 pen.
  28. 1 point
    It's pretty foolproof - our shop won't allow you to purchase items for a Steam account, and you won't be able to buy from the Steam store on non-Steam accounts. At the start we'll be using the Steam microtransaction systems that require you to be logged in to your character, if we also use the Steam store through DLCs (like EVE does), we'll make sure it's clearly stated that it only applies to those accounts.
  29. 1 point
    Went to CoD items to someone and was unable to set the cod Price. when i clicked the X to close the window and retry it sent the items anyway.(no i didn't hit send, hit the X to close window)
  30. 1 point
    Something that bothers me as well, is that the tooltips when hovering over items, do not display the custom name of the item, or the amount of the item in a bulk container. For example, when the window is too small, and the name column can't display "satchel, cotton (my stuff)", I wish the tooltip also said the full name instead of just "satchel" like the old one. Or in a bulk container, when it would say "plank, birchwood (1,550x)", I wish the tooltip would also say that. Because there's now no way to see the amount without resizing the window. Another things I've noticed that I've relied on often is, when you drag & drop an item onto a container (e.g. BSB) that was named "cedarwood bulk storage bin (ql 50 - 59)", the old mouse-over tooltip also included the name of that, the new one doesn't at all.
  31. 1 point
    I'm very impressed of how much feedback is implemented already! Another finding: When you pull a container into toolbelt it is missing the item counter on top of the container image.
  32. 1 point
    that's called using the games mechanics let's be real here tho you can't come up with a scenario that isn't "exploitable", you just need to be creative and can find solutions for any problem don't overthink it, imo we have a good system on our hands any more extension of the raid window and it's basically redundant
  33. 1 point
    Ah I get what you mean now sorry that could be an options for sure, keep the feedback coming been really great so far from everyone.
  34. 1 point
    Whoa, Area Denial.... very very very good point... Compeltely overlooked that impact. Those tiny blocker deeds at choke points that nobody actually lives at. They are painful to deal with as it is, let alone on a raid timer.... Hmm Im thinking about possible solutions now... Early thoughts: Possibly Only have Raid timers if a Village has X (5?) or more premium Citizens... Would not affect genuine settlements that way, would deal with the storage and clustered deeds to an extent as well. AND also set a rule that at least one premium Citizen must of logged in within the last X (24?) hours... -- Again would not/should not affect genuine settlements.
  35. 1 point
    This is a mix of responding to posts and revisions based on those same comments. Raid Window/Mines Newly created deeds will be raidable for 48 hours when created outside of the safe zone. After this 48 hours normal raid windows will begin. Draining a deed will reset the cooldown for changing the drain window and cannot be changed with enemies on the deed. If a raid window is not set a deed will be raidable at all hours. Raid windows will have a set duration now 8 hours outside safezone 4 hours inside safezone Remember there are nerfs to how defendable you can make a deed now dirt walls cannot be nearly as tall and mines need 3 tiles between them. Also need to consider there is tower chaining now you cannot just build a deed directly next to someone you will need to chain towers and destroy the enemy towers to do this. Breaking reinforcements off deed will also be extremely easy now. With these changes I feel confident most of the concerns will be difficult to pull off. Walls and fences on the deed will be indestructible outside raid windows. War bonus will cap around 20% reduced damage and won't be anything too insane. Will look into having off deed mines stay locked but be extremely easy to bash. Other Servers are planned to launch together. Meditation will now cross over, paths and path levels will not but are capped at 9 as noted. Tomes will not come from any source on this new server, but as noted some of the karma spells will be available to anyone with a staff and karma. None of these changes are planned to cross over to existing pvp server unless there is support for it. Horses can breed at younger ages now. Can look at adding base DR similar to sotg to everyone as the server progresses if damage output is still too high. PMKs will be enabled at some point just not on launch to give starter kingdoms time to expand and claim land. My best estimate is a month or two, we want to give base kingdoms time to make towers and claim land before unleashing PMKs. Capitals for those who do not know are set by the king and do not need to be the deed they live in, the reduce the cost of upkeep on a deed by half.
  36. 1 point
    everything looks great P.S. to the people complaining about these "safe zones" and "raid times" these are the same people who have been consistently ran off of entire clusters due to constant pressure its time for a shift to a more healthy environment, and I think you're hitting it on the head. there will be of course things that need nurturing as you go along, but it looks promising
  37. 1 point
    For those opposed to having to grind certain skills twice, consider that with the recent changes to Epic, players tend to play on freedom and only cross over to Epic when there's some PvP action happening. This behavior introduced a vicious circle where there's barely anyone on Epic to initiate pvp with to begin with, further reducing the reason to cross over. I think it's pretty damn important to prevent something like that from happening with the new PvP server. Having something like Epic portals to cross over between the two new servers already allows people to "teleport" in on demand when there's a PvP situation happening, effectively reducing the long-term reasons to actively play on the pvp server to deed maintenance and the odd armor crafting session. This makes clear the need for some other incentives. I think the few skills that currently don't transfer are a good start, but I think that either it should be taken even further (meditating and faith barely require presence, and fighting is a 1-week investment) , or an alternative reason for players to actively play on the pvp server if they intend to fight there as well should exist. Some other random ideas are: Simply only allow skills to sync once a year (quite drastic), Introduce a 1-2 hour significant skill debuff upon crossing (think 50% skillgain, and 50% effective skill for combat-skills and 75% for others). The former might be a bit too drastic, but I tink the latter could at least combat the opportunistic server crossing syndrome if tweaked right, although I'm not sure if it when deployed alone would be enough.
  38. 1 point
    Hell yeah, no PMKs! Edit: Having read through the post completely now, I fully support the changes in it. This actually sounds very promising! Edit2: After reading some of the other posts in here, I do agree that raid windows are problematic. Also, since some people seem to highly prefer full skill cross-over, why not link the two servers together so that you can cross over by boat? This still largely prevents the opportunistic pvp mindset of "oh there's something happening let me portal over".
  39. 1 point
    Boats will be really important early servers because there will be no roads and it means safer travel. To believe boats would be useless because it's not connected would be a real mistake.
  40. 1 point
    Youre just misunderstanding a bit. I understand it look a bit messy, and page one should maybe be a bit clearer. Correct me if im wrong, @Samool: - You can create a toon through steam and play on all servers. - You can create a toon through wurm and play on all servers. - If you create a toon through wurm you cannot log in with it through steam, and vice versa. - If you play through steam there will be an own shop for steam players. - If you create a toon through wurm there will be the already known shop methods for players that log in through wurm.
  41. 1 point
    Thanks, that is super useful to know and needs to make it into the "page one" post. I intend to use the classic Wurm launcher and classic Wurm shop exclusively then. Steam is a great idea for drawing in new people, but existing players should probably strongly consider rolling up any new characters using only the normal wurm launcher...
  42. 1 point
    Steam usually takes 30% cut from all sales, including buying stuff in game (so prem/silver). They also usually require developers to not allow players that got the game though steam to use any other payment method that isn't steam (so you likely won't be able to use the web store to buy prem/silver for your steam characters).
  43. 1 point
    Yeah, I've seen that people seem to be more focused on increasing their skills or having some sort of payoff for an action. That and also you don't have to be right next to someone to talk to them. So you don't have to be sat down facing someone to see their words and what have you. On games such as Second Life for example, the people there will use the objects to sit down and interact with the world around them (Maybe not all of them mind but the majority). Maybe the style of wurm which is more timer based and not as interactive might factor in as well. I invited one of my real life friends to come and play wurm and she plays wurm totally differently to everyone else who I have met. She does not care about skills or increasing stats...etc but instead she cares about interacting with the world itself. She can come online and go for a swim in the village pond that she built or she might gaze up at the trees and see how pretty and wonderful they are to look at. Then she wants to plant her own trees and sit down on a nice bench over looking the pond. She even had a go in the rowing boat. All just for the fun of it. To mess around. To experience and interact with the world. No reason for doing those things. It was just something she liked to do. It was nice to have her come and visit now and again because she was different from everyone else who I met who was more goal based. I mean, I normally came on wurm and I just had project after project to do. Buildings to make, mats to create, land to change....etc..etc. There did not seem to be any sort of break from that. I was either doing work or I was talking to someone else who was doing work (Projects/skills..etc) or even talking about future plans and goals. There did not seem to be any sort of stopping and just interacting with the world or messing around with some sort of silly fun. I've had a few moments with mostly new players where I had a break from projects and just messed around. Like the time when I went running off the top of a really tall building and into the water below. With other villagers in the town. While another person was watching in their boat and another person was in the water taking pictures and another person was jumping off with me. Those kind of moments were more special to me at least then the moments of being stood in front of a large crate creating non stop mortar and stone bricks to create a building. I don't mind doing those goal things but it would be nice to have more interaction, more games, more social stuff now and again. Just messing around for no other reason then messing around.
  44. 1 point
    Just to let you all know that the chap who built the shed showed up and very kindly granted me ownership with no fuss. The issue is resolved and all is well in the world. Thanks all for your support.
  45. 1 point
    Hi everyone Over the years we've had the premium player count graph publicly visible via the server MRTG. During this time, it has been viewed as evidence regarding the health of the game. The fact is the premium subscription count has always been a poor reflection of the health of the game as it does not take the entire community into account. The system does not reflect new players joining the game, nor premium players who have left. This system means that players do not get an accurate view of the game and become focused on premium accounts as opposed to active accounts. With the Steam launch incoming, to properly view the active population more accurately, we have decided to remove the premium player count graph and replace it with weekly active users. The new weekly active users information can be found here: https://jenn001.game.wurmonline.com/mrtg/weeklylogins.html
  46. 1 point
    I am glad I am not the only one still going crazy over this. 70 Prayer is a ridiculous achievement. Is it doable? Yes. Its pretty doable. Is there a point to it? No. Prayer is absolutely worthless. If it fun? Hell no. It is pretty much forcing you to NOT PLAY your account or however long it takes. I've heard all the arguments, especially the one that says "Its not intended to be done quickly, it should take years to achieve that goal!" Sure bud, My main priest has 25.79 prayer at 100 faith. I've been playing her for... [02:12:39] You entered through the portal to Wurm on Wrath day, week 3 of the starfall of Fires, 1063. That's 1220 days, 23 hours and 13 minutes ago. that's prayer for what? 4 years + of playing? How long is a long term goal for Benediction then? 8 years? 12? You HAVE to grind prayer in order to get Benediction, and that means chaining yourself up to an altar. If you want to have ANY reward whatsoever for your time (like gems) you have to do it on Freedom, unless you're one of the like 3 Epic players left I suppose. So grind on freedom for a few gems, or grind on epic a little faster and get nothing. Those arent options. Fix this darn journal entry already!
  47. 1 point
    This would be a helpful band-aid. But we do need the ability to pick what we dispel or the ability to rearrange the properties on an item. oops sorry capslock was on.
  48. 1 point
  49. 1 point
  50. 1 point
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