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Showing content with the highest reputation on 09/08/20 in Posts

  1. 7 points
    Wurm Unlimited has been out for nearly 5 years now. The community has a fairly good grasp on what is and is not different between the two games. At this point, it's fair to say that they are roughly 90% the same. Therefore, I'd like to make the following proposal: Allow Datamined Information Until Proven Inaccurate Allow the Wikipedia to have information data-mined from Wurm Unlimited. Create a new banner (like the stub banner) which allows players to be notified that the information on the page is data-mined. If the information is proven inaccurate in Wurm Online, change the banner so it's known that the information differs between WU and WO. This will create a clear message that anyone editing the page should not be using WU data-mined information. If something is data-mined from Unlimited, then it can be assumed correct until someone tests and proves it wrong in Wurm Online. This can be done through the talk page. Why Change? Because inaccurate information was added to the wiki years and years ago, which has been left there, misinforming players. Some of these were easy to test and change, such as the recent edits to the characteristics and fuel pages. The information that was overwritten was years and years old. Changing the policy on this would make it extremely easy to root out this misinformation across the wiki and replace it with more accurate ones. It would also open the doors to players finally explaining some of the more "wogic" aspects of the game. Pages such as volume are missing a brutal amount of information. It redirects to the container page which is then missing, yet again, a lot of information. In fact, quite a few of the numbers listed on the container page are simply incorrect. Trying to explain to a new player why a 24kg log doesn't fit into their cart but 100kg of iron ore does is extremely hard. It would be nice to have a wiki page that explains it more clearly, but that can't be done unless we allow WU data to explain how it functions. Wurmpedia should be used to help educate players on how the game works. Correct information should be presented, regardless of the source. Let's make a community effort to replace the baseless information from years ago with new, data-driven knowledge.
  2. 6 points
    Moon metal causes a huge unbalance in PvP, suggestion fix that for a fresh new server : Remove the ability to create weapons or armor with Moon metal. Leave moon metal to be used only for tools and such.
  3. 4 points
    Absolutely yes! I enjoy playing a "jack of all trades" which means I will never be uber in any particular skill (and I have been here for a long time). But I enjoy the relaxing feeling of self sufficiency and taking care of my homestead, and 1-2 hours a day is plenty fine for that. It is not a race, no matter if others try to make it one for themselves. They like challenges, we like processes.
  4. 3 points
    We are setting up a Community Map, just like the one we manage on Xanadu (and Pristine). http://wurmonlinemaps.com/harmony We can start collecting data points now! Find your deed, Hover mouse over your deed location, Post your deed name and the coordinates found in the upper right hand corner of the map. Example: (my deed is at 719, 1018) Let's get this thing started!
  5. 3 points
    In the past it made perfect sense for this spell to be limited only to above ground. It can only affect farms and trees so that was sound. Now we have underground farms in planters it'd be nice to be able to use the spell to help tend them.
  6. 3 points
  7. 3 points
    Would REALLY like to see some new wall pieces to support multi level arched building constructions. images explain in detail Current multi level arches Requested Multi level arches with new 'arched wall supports' Functionally they would work/behave exactly the same as existing arch pieces, but would have the horizontal part of the model removed. Therefor I doubt it would be difficult to implement. If the issue with these is that they don't have a horizontal component to select in order to build another level on top of. You could always convert them from a 'regular arch' to a 'support arch' by use of an appropriate tool (maul?). Similar to how a stone wall is converted into a plain stone wall with the use of a crowbar. Also my epic paint skills. Cheers
  8. 2 points
    some random guide i wrote up because the actual info around for grinding is laughable at best outside of like 2 good guides and some newbies might actually think thats correct This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it. Types of grinding Imping - Use high ql tools and imp one item to the sweet spot (skill x .77 +23), this will give double sized ticks when you are imping above it. If you can get someone with higher skill to give you something imped this high OR can create it high ql by default, it's a huge help. If you're imping it by yourself, you'll get about 60% ticks or so double sized when imping at this point, if you have a friend with much higher skill (or a single imbued tool) keep it slightly higher than this point 100% of ticks will be double sized. Do not let timer length go over 15 seconds when sweet spot imping as this will ruin gains. You either want to imp something you'd like rare/is valuable when rare, or whatever uses the least materials, or whatever you can create high ql without skill for sweet spot imping. CoC skillgain only effects thing being used, not parent skill. So if like you're doing fine carp vs carp, imping mallet you'd get 100% carp, but imping rope tool you'd get 100% fine carp 100% carp normally, with 100 coc it'd be mallet 200% carp vs rope tools 100% carp 200% fine carp. Sweet spot changes this to 400% vs 100%/400%. It's anywhere from 25-100% more overall skill to grind with the sub-skills than the parent skills, so if you're planning to grind both to a certain point it's more efficient to grind the sub-skill first. If you cannot make the materials required to sweet spot imp, you want to imp things that are around 15-0 under your skill, depnding on your tool ql. Tool ql equal to skill you'd want 10ql under. Use the grinder to find out the perfect spot. Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain. Some skills have CoC tools avaliable, some don't, some might be a little more hidden(for example, coalmaking you can grind with coc kindling+log by spamming unfinished log piles, but if you were making the actual log piles you wouldn't be using coc for the 24 or whatever logs you have to attach). By default these grind much slower than other skills due to the 33% skillgain on creation/continiung. Best skillgain is around 75% attach chance for continuing, same as creation, if you use equal ql mats to what you used to create it then that's the continue chance. Alcohol increases diff but is too much actions for little benefit here imho Creating houses is fine skillgain for masonry/carp but doesn't come close to sweet spot imping. Random skills that might not be obvious/don't deserve their own paragraph Nat subs - the potency of the cover (part 1 x part 2's potency) is the diff of the item. Coalmaking - CoC kindling + logs is best, making actual piles is worse. Firemaking - unfinished torches with CoC Tar. Milling - Anything till like 70, corn after that Paving - imp catseye Prospecting - prospect with 1ql, tap w each time you queue up actions, if you don't you occasionally set off old anti-macro thing that stops skillgain. if you think skillgain stopped walk to another tile coz you might have set it off. Prayer - Faith gives a bonus to skillgain so want 100 faith. Exorcism - Low ql altars, a priest to heal you coz you will get wounds that can kill you. Ql of item you have activated is used as the tool. Ropemaking - imp fish keep net/net trap. fish one is easier to make, both use .5kg string to imp. Meditating - Start with like a 40ql rug and drop it over time to 1ql at 60 skill, don't meditate on special tiles as they'll mess with skillgain. you can get 11 at least a month before the timer for it if you're meditating 9x a day. Shipbuilding - small tackles are impable, 6.5kg, fit in inventory and can be bsb'd if you need to save logs, but a rare ship is a valuable thing you can sell for a sleep bonus fund so either are good. Cooking/baking/beverages/whatever uses cooking system - you want diff of thing being made to be as close as possible to 10 under your skill. Alcohol increases diff. Best way to grind is to get lots of forges/ovens/whatever, fill hundreds/thousands of items to be made, light them all at once and if using alcohol get yourself to good spot. turn on sleep bonus right as the ticks start flowing in. 30+ diff meals give the biggest skill tick size, anything less than that is smaller ( 1 toast which is 10 diff, has 1/3 the tick size of a 30 diff meal). Meat+veg for HFC, fruit bread for baking, spearmint tea for beverages. Shield bashing - you have to hit the shield bash for skillgain, if the bash does damage you chance to get another tick that's double sized until 50 skill. Low body control and starving mobs are easier to shield bash (most passive mobs, trolls have really low BC, can combine shield bashing training with pen shield training), So best way to grind in pve would be to pen a troll in a cave and keep it starving but not dead, as are enemy kingdom alts with no armor. PVP has a super bonus to skillgain iirc so bashing alts is the fastest way, but probably frowned upon by pvp purists. First aid - Bigger wounds - higher diff healing. should be 75% of bandages to actually heal for best skillgain, haven't tested in a while. Wounds on your hands lower your effective first aid skill which means you can use lower diff to grind. Repairing - Mallet to 50, Ring to 70, Large saddle seat to 85, chain jacket to 100 ( beaut med rugs are better 90+ but dont form piles, chain jackets are much easier to manage but you need a lot more of them). Lava is your best way of damaging to grind, 24 hours on lava gives 96 dmg so its a daily grind thing. Fishing - you want to balance fish diff vs skill+rod ql+ things on rod. Huge tick for hooking fish, small ticks every few seconds while it's hooked. When you get message that it's hooked, turn on sleep bonus then click to hook it, then turn off sleep bonus after it's caught/swims away. Balance rod ql vs fish caught so that you get around a minute of fighting on the line before it's caught/gets away. If you're catching 100% of them its too easy. Fish nets work until like 40 or so then gains drop off hard. Spear fishing is very good for grinding, but requires you to be watching the game, compared to using a fishing rod which you can set up a wurmassistant notification for when a fish is hooked. Farming - 1ql rake, potato/cotton/wemp/rye from 1-70, oats/pumpkin/cucumber/reed/barley/carrots 60-100. wheat from 70, cabbage/corn from 85. Garlic with 80+ skill 90+ql rake is good gains too but you need more land to make up for fast rake times. Anything harvested with scythe uses coc/woa for harvesting, all other plants dont coz they use hand to harvest. seed ql+farming skill = plant speed. Forestry - Harvest is best, pick sprouts if nothing is season Gardening - imp trellis Animal taming - (assuming venerable no traits) pig till 40, black bear till 65, cave bug till 75, unicorn till 95, hell horse till 100. Animal husbandry - shearing sheep is great gains if you have lots of sheep, otherwise groom everything. Metallurgy - Brass/bronze till 60ish then electrum. Low ql lumps are a necessity. Jewelry smithing - imp iron bowls, if they go rare you can try for a rare altar vs ball which makes nothing Plate armor smithing - can imp scale which uses leather, or iron plate. Lockpicking - lock ql = diff, assuming you're using 80+ql lockpicks lock ql near lockpicking skill will do well for everything past 50, otherwise calc it in the grinder. You can coc/botd the lockpicks but you'll break hundreds of them grinding. Lib basically gets free favor so if you have a good channeling lib botd all the picks Treb/catapault - Put treb/cata at base of dirtwall, wall on top of dirtwall, shoot 0.1kg lumps, lump lands on dirt wall next to you or inside building, pick it up. Winches is diff for cata, counterweight in treb is diff (25 rock shards = 25 diff) Thatching - imp thatch roof Climbing - make a drop shaft in a mine, climb up it until you run out of stam and fall down, climb up again (no fall damage in caves). Chest wounds reduce effective climbing skill which can make it easier to grind. Archaeology - diff depends on how many disbanded deeds are in the area, you'll need to test it out yourself, it can vary greatly. Each time you get a message in the middle of an investigate action that gives a chance for skill same as finding a fragment so much faster to skill up on disbanded deeds Restoration - "Unidentified Fragment" is 1 diff action, the fragments have various difficulties based on the group that they belong to, wood being low and statues being highest. <80 skill low ql chisel and brush, >80 skill High ql woa chisel fragments until they show their group and seperate those into a grinding section. weapon/armour/tool/statue fragments are higher diff, rest are low diff Weapon skills - Weapon skill is based on damage dealt, and is capped at around 50% of the enemies health dealt in a single blow, so tanky mobs that you glance a lot against aren't good for skillgain whereas squishy mobs are. You want to avoid fighting trolls scorps anacondas etc *unless* you have a venom weapon and are reasonably strong *or* they're the only thing in the area, but they won't be good skill. Venom is the superior grinding enchant as it removes glance entirely means you hit more often which means more skill more characteristics more affinity chances. BT increases damage+skillgain but often takes you well over the 50% cap on skillgain, FB/FA do not increase skillgain and their damage takes away possible skillgain you could have gotten, RT increases skillgain but also increases damage dealt to the weapon itself so not good for skilling, ED is just bad and people make fun of you for having ED. LT is a contender for best skilling weapon if you're not that strong or there is a lot of mobs in the area that your natural health regeneration can not keep up with. A good skiller would be WoA (nimb if it's a 3 second swing weapon) - Venom/LT - CoC - MS. Good ql armor and weapons, a fast horse+geared up and high Web armor casts on your armor are all massive boosts to how much skill/hour you can get hunting, if anyone tells you WA doesn't work in pve or that you should use aosp in any form inside wurm online thats not a horse barding /ignore them. Shield skills - Shield skill gained is based on damage blocked, so blocking stronger mobs = more skill. Pen training you're limited to 15 minutes per mob until skillgain stops, this resets after 4 hours of not fighting the mob. Your CR vs theirs is chance for skill tick, so there's lots of variables so you'll have to play around with it yourself to find the best way. Ideally you want something you can tank for the full 15 minutes without healing, and if you're pen training, catch some angry/greenish trolls or hell scorps for high level. Use around a 80ql shield starting out, and once you get to 90ish skill drop it down to 40ql. For grinding mobs, you want things with strong slow attacks, as you can only get shield skill ticks so often. Ideally you want to just get to 60-70ish by hunting in normal fighting and not worry about shield training until you can tank trolls/scorps for extended periods. If you get in a fight and target something else you won't attack but you can still shield bash, you can also repair your shield and cotton yourself, as long as you don't queue actions, if you do you have to leave combat to fix it. Make sure you're not in the influence of your god, this will absolutely trash the skillgain calculations by putting your shield blocking difficulties into the negatives, build another gods altar at your shield training pit if needed. Sindusk goes into depth about shield blocking if you want to calculate gains properly https://docs.google.com/document/d/1DcmhFgG98O6H2tteBtDehhRcn9cdWAD0lQvIdFA69iU/edit#heading=h.rhkeoj4xtjhx Make sure you're half a tile away from the mob, if you're too close you won't get skill for blocking. You have to face the mob to block. If you need to drop your CR you can either ride a horse and have the horse face away from the mob but you face it (cr uses horses rotation, blocking uses yours) or make a nice dropshaft into the ocean to sit in. Gathering skills - using a 1ql Mining - rock(can flatten cave roof for up to 100 mines per click if you have stamina)/iron to 70, copper/slate/lead from 60- 100. you can start with silver at 80, gold at 90, sandstone 99, lower if you use above 1ql pick but since grinding mining at this point is so slow you might need to take a few pickaxes in the mine with you to keep your idea ql level, easier to just use 1ql the whole way. You'll most likely be balancing around your characteristics instead of your mining level anyway. Digging - Digging is special in the fact that 5 slope - 1 diff so you can grind to 100 digging on moss clay even dirt if you're digging at the base of dirtwalls but for this we'll assume it's flat ground coz its easier. Leveling is 33% skillgain compared to digging, dig to pile if you're dropping it into a bsb after can trigger an old anti-macro thing that stops skillgain so i'd recommend digging to inventory. Dirt/sand/moss from 1-70, clay from 50-100, tar from 85-100. Again you'll most likely be balancing around characteristics not digging and can make dirtwalls to change diff. Woodcutting - Chopping down diff is based on tree age, cutting up is based on tree type. Most common tree types are 2-10 diff, walnut 15 willow 18 oak 20, so 1-80 you can either cut down+chop up everything with a 1ql hatchet, or cut down with a high ql hatchet, load like 60 felled trees into a wagon/have dedicated storage boats for felled trees, turn on sleep bonus and go to town with a 1ql hatchet and crates nearby to chuck all the low ql logs into for coalmaking grinds or fuel or whatever. After 80 You either want to grow a huge walnut forest (takes irl months to grow to overaged) or have a fo priest wild growth oaks trees (if you're wild growth-ing you can have them all packed together, they only kill nearby trees when they age up naturally), takes like 15 casts or so to take an area to overgrown trees, chop em all down, chuck into a wagon, turn on sleep bonus and go to town with 1ql hatchet. I'd recommend getting yourself a nice wound to grind with, as getting trees to grind with is pretty hard at this point. You can also go around deforesting everything still, but skillgain for WC drops hard after 80 skill if you're cutting down birch/pine/whatever. Channelling Best way to grind at high levels is to give yourself a neck bruise wound and freeze it with a 6 healing cover, easy to get in a spar. neck wound lowers your effective channelling so you can grind with lower difficulty spells indefinitely, just get a 50-60 wound (each 7.6 damage reduces effective channeling by 10%, so a 50 wound is 65% skill reduction) frozen on neck and cast light token/opulence/morning fog until you hit your desired skill. If you're using this way you need to either sacc on a link or only sacc 49 favor at a time because saccing 50+ favor full heals you. If you don't want to grind with the wound the normal way is in the spoiler. Butchering For butchering the animal, diff for meat is parts already butchered x 3, so the first one butchered is 0 diff, the next is 3 diff, one after that 6 diff, and so forth. Around a 15 diff mark is where you'd want to balance your knife ql for. Use CoC+WoA/BOTD and be full health+stam as the butcher/filet time does not effect skillgain, only how many things you butcher. For fileting, diff = damage, so ideally you want to lava the meat to high damage and counter that with a high ql knife for really fast butcher actions. From 1-60 kill+butcher+filet everything with your lowish ql knife, past 60, butcher with a high ql rare+ knife to get the most meat, gather up thousands of it, lava it all at the same time then when you get the right diff turn on sleep bonus and go to town fileting. Pre-fsb meat can be 0.6-1.2kg whereas fsb'd meat is 0.3kg so you'll get way more use out of your time fileting meat before you fsb it ( a 1.2kg meat gives 4 butchering tick chances, a 0.3kg meat gives 1). Characteristics Characteristics work similar to channeling, you want the diff to be 10-25 under your characteristics, say you were mining rock (2 diff), you had 90 str, 50 mind logic, 20 stamina. You'd get a str tick on 1.55% of mines, a mind logic on 34% of mines, and a stamina on 53% of mines. Each characteristic does its check seperately so having super high str won't impact your stamina gain for example, but if they were that far apart you wouldn't be able to grind both at the same time effectively. For imping, the diff is equal to the ql of the thing being imped ( imping 90ql tool = 90 diff = no characteristic gain for pretty much anyone). For Melee weapons, its equal to the weapon skill (90 huge axe skill = 90 diff str check = barely any characteristic gain again). CoC does not effect characteristics, i dont care if you heard in ca help that it does because it doesn't. Best way to grind each characteristic, other ways are almost always slower/require too much input Body Strength - Woodcutting to 40(will give 2x strength 1x stam ticks when using a hatchet, but hard to use this effectively past 40), mining/digging from there Body Stamina - mining/digging always, woodcutting is equal with them up to 40 Body Control - Archery or Longsword+shield shield training in pen(requires your attention but great gains), Archaeology(afkable) Mind logic - Panfilling, Mining/digging Mind speed - Shield training Soul strength - Mining Soul Depth - Panfilling, Farming Grinding wounds You can freeze wounds so that they never improve/worsen might have to examine wound if you dont have high first aid its around 6-10 depending on fat layers to freeze a bad or severe, depending on your fat layers and if you're fo or not you might have to do some trial and error. Frozen wound = stamina doesn't go up past that point = longer timers = less materials used, good for things like restoration, metallurgy or anything really if you're a path of power boi. Lava gives pretty consistent wounds as does jumping off a dirt wall, so they're a good place to start one. when you're finished and want the wound gone just sacc a rare/like 50 favor worth of things and the wound will instantly heal. Wounds in certain spots reduce your effective skill, so for example, if you're 70 body strength, and have a 60 wound on your lower back you can mine rock/cut down trees for great body strength/hour. Lower back or top of back = body strength, crotch = body control, face = mind speed Rare spamming/Imping rare For rare spamming, you want as many alts as you can handle, ideally premium to get supremes as well (Premium has 0 effect on rare rolls but 4x as likely to get a supreme roll). Personally when i did it i'd run 9, as 9 64kg lumps fit in a size runed forge. Mine heaps of ore, smelt and combine it and chuck the 64kg lumps into a wagon so you can just drop new combined lumps into the forge as you use them instead of having to mess around with backpacks etc. Once you've got that set up, light your forge and heat up the lumps, while they're heating up set up your accounts in an organised fashion so you don't have to mess around with alt tabbing or anything like that to see the create button in the craft window. Set up a Wurmassistant notification for "Action Queue" With a 25 second notification delay on your first account in the lineup, with a 30 second rare window (20s default, sacrifice 5 valrei items or a bunch of decent ql cordage to get +10 on village bonus) this will make sure you hit the majority of windows while not being wasteful with materials once you factor in the craft timer. During the craft, try not to mess around ingame with your inventory, right clicking things etc as that can use rare windows, https://forum.wurmonline.com/index.php?/topic/183756-rarity-windows-get-consumed-by-actions-that-dont-go-through You can expect about 1 rare per 2 hours, and 1 supreme per 24 hours, per account, assuming you have 100% create chance (takes about 30-35 skill with a 90ql tool for most tools you'd want to spam). 9 Accounts would get about 4.5 rares an hour and a supreme every 3 hours on average, for example. For imping rare, put a tin vyn rune on it and imp with super high ql tools every 25 seconds, same wurmassistant thing as before. Because the imp needs to be successful, lower skill will make this easier (imping 20ql with 20 skill 90ql tool is like 75-80% success rate depending on parent skills etc, 90 for all is 51% chance). If you only want a rare and don't care about supreme, a non-premium account is best for this due to them being capped at 20 skill, therefore never leaving the perfect spot for imping rare. Otherwise, on an alt, give them high ql no enchant tools, freeze a wound at like 60 dmg for longer timers and imp away. On a successful imp with a rare window, it's 1/5 chance to go rare and 1/25 chance to go supreme (so for a 50% successful imp rate, would be 1/10 and 1/50 for example), compared to creations 100% for rare and 1/12 for supreme. Again, don't mess around with the client while imping or before imping as per that post above.
  9. 2 points
    After testing the waters in Discord and GL, I've decided I'd allow the entire forum to vote on the skill I grind next. The poll above will close automatically on Tuesday at 2PM BST. How this works is as follows: I will either take the skill to 70 or 90, at my own discretion. This is because I know better than to let you lot burn me out. For milling and ropesmithing, it will be grinded until my resources for grinding them run dry. For milling it's until I run out of oats or reach 90 skill, for ropesmithing it's until I run out of cloth strings, since I can't make them at high quality. I will post updates as I get along in this thread. If you have questions, I absolutely encourage you to ask them. If you have suggestions for how I can better grind what I'm doing, please also make that suggestion. And before anyone asks, yes I'm still grinding repair to 100, just scaled back to allow me to do this.
  10. 2 points
    Pretty much the title, it's pretty silly only the mayor can give animals prefixes/re-name them.
  11. 2 points
    [15:13:06] You ding the tuning fork of metal detection on the wall. From the sounds you realize that the ore here has a max quality of 82. You will be able to mine here 4128 more times. I guess my clones need to work harder maybe i should make some more
  12. 2 points
    Hi! I started playing Wurm and I have to say I totally love it! My problem though is that, both from what I've heard and from what I've saw myself in my own four eyes, WURM is quite an hardcore game, that requires a certain level of (time) dedication, which I simply don't afford. I mean I can login daily (or at least in the vast majority of days) for one hour, two hours top, but that's it; I definitely can't play more, not even during weekends. Also, while I'm in no hurry to get anywhere and no intention to dibble into the trading (so no need to "compete" with anyone for skills), but just slowly build my own place and live a quite life and I can take my time (think years) to achieve my goals, I do want to be self sufficient and do everything myself, so joining a village or trading are definitely off-table for me. So, I guess the first question is if you think that this (being self sufficient, while still only playing casually) is achievable and then, if the answer is yes, what advises you'd have for me abut how to pull it through. Thanks in advance for each and every answer (if any)! PS: I'm already premium and already have a small deed (since day one).
  13. 2 points
    if hundreds of meditation rugs exploded and nobody was around to hear them, does it make a sound?
  14. 2 points
    Ways to accurately record and measure, like for example, crafting an item, i can clearly see create chance, if i increase my skill or tool ql, the chance to create increases. Crafting provides me with the tools required to get an accurate reading and i can use this info to add info to the wiki about necessary crafting levels needed to make something, for example 8% chance to make a gold altar at 13.00 jewelry smithing using a 90Ql large anvil. this is a verified number, i can clearly see that a large altar is hard to make and need about 100 skill+ql to make it. Then we go back to weapons, here's the halberd page Skills: Polearms -> Halberd Strength: 0.45 (Similar to the Two Handed Sword) Attack Speed: 5 seconds (4 in Aggressive Mode) Damage Type: Cutting Parry Rate: Medium Wielding: Two-hander (Unable to use a shield with it) What is "Strength"? How is "attack speed" accurately measured (its not coz aggressive is showing as 4s), isn't halberd half slashing half piercing?, what is "Parry rate: Medium and how was it found out? And compare it to the huge axe page Strength: 0.60 Attack Speed: 6 seconds (10% faster in Aggressive Mode) Parry Rate: Low And then the Two handed sword page Parry Rate: High This one has the correct aggressive speed, but how much is "Low" parry? is it half of medium? 10%? Then compare it to the table of weapons, https://www.wurmpedia.com/index.php/Table_of_weapons , and there would be 0 way to make this table reliably without a dev providing it, but even then Halberd there is showing 100% parry rate? wasn't it supposed to be medium parry rate? it's 100% same as the two handed sword, which is a high parry rate? Anyone who can read the code or has actually used the weapons before can tell you that a 2 handed sword will parry much better than a halberd, and a shortsword will parry much better than a 2 handed sword due to parry being based on weight, but the wiki is telling me both that a sword will parry at the same rate as a halberd, and that a sword is better in two different places. How can i accurately test attack speed critical chance parry rate and fix this page up? It's based on so many factors like characteristics skills height position in relation to the enemy that the same test for two different people could give wildly different results due to outside factors, there's nothing in game that says "you can parry well" or "you cant parry well" or "you have a 8% chance to parry" or "your 90 body control is really screwing up this experiment and confusing the 10 other people testing it". is my instinct that my shortsword is the best weapon in the game for parrying enough info? do i have to blindly accept this page that the dev has provided even though i know it's not entirely correct based on my time ingame but i can't test it reasonably? would going onto test server and using their version of combat that shows the rolls for parrying showing that the shortsword is much better at parrying than the halberd be considered correct info?
  15. 2 points
    The Yeet Station 920, 809 Doggo Lake Tunnel is 920, 805 to 911, 805 (boat canal for knarrs and under) Almus 900, 810 (my alliance buddy who wants to be added to the map as well) I also vote for the body of water that I'm on and Harmony Bay is on to be named Doggo Lake.
  16. 2 points
    Path of love level 4; refresh. That one skill will ensure you're always well fed and, as a casual player, you're unlikely to ever drop below 99 nutrition with it.
  17. 2 points
    Can we get an example of this known false information? I am often told that the wiki is entirely wrong, but when I ask for which parts, the player won't tell me. We're helpful, but not psychic. Thankfully, we have lots of editors and players who see a bit of wrong info and either tell us or edit it themselves.
  18. 2 points
    You can certainly play as you stated you desired, Bloodreina. Just don't grow your deed too big or overextend so you have so many farming fields that tending them becomes repetitive. You will need to keep your deed maintained so it'll always have at least 30 days' maintenance prepaid, and best to keep your character Premium as well. The prepaid maintenance insures you don't have to spend wasted time repairing buildings and fences. The premium insures you'll have good skillgain over 20 skill for when you are taking your limited time to play for all the skills and characteristics you use. Many players enjoy Wurm Online as hermits, with a minimally-sized deed and just a home or two (maybe one used as a home, the other a workshop). Myself, I don't ever grind and my primary (older) character has been on a deed practically alone for years now. ADDED: Also, try to have small personal projects you'd like to complete, and aim for those so you're not spending your online time doing only maintenance. Maybe one like exploring your surroundings in a boat, or aiming to have a beehive with a queen in it producing honey and beeswax. Don't feel any need to create 100 frying pans to grind cooking. Just cook when you need to and enjoy trying out new recipes. I guess the idea is...don't rush. Enjoy Wurm Online for the community and atmosphere.
  19. 2 points
    I'm going to be reviewing our usage of WU data in the coming future. As it stand CURRENTLY no information gathered from examining WU code is allowed on the wiki, and edits with information gathered from them are subject to removal. Inaccurate data from WU edits has created edit wars in the past, as well as adding its own inaccurate information to the mix. Has anyone on let the Wurmpedia team know of these inaccuracies? I'd be happy to assign someone to help fix this. Players can still get editor accounts. No one's been chased away. We have non-staff editors editing constantly. Nothing is stopping you from getting your own editor account. https://www.wurmpedia.com/index.php/Wurmpedia:Users That's correct, we do not lock out people from getting editor accounts. People may lose editor account access if they are not following the guidelines for the wurmpedia, however. A great place to collaborate with other editors is our Wurmpedia discord.
  20. 2 points
    Done! Done, and you're welcome! Done!
  21. 2 points
    https://forum.wurmonline.com/index.php?/topic/176149-grindin-everything/
  22. 2 points
    An extension to the first aid showing wound healing speed idea that was added, add info on reduced characteristics aswell, with more info at higher first aid. Many people don't know that wounds reduce characteristics based on where the wound is and often ask questions like why they're moving so slow when they're not encumbered, why they lost an action queue, why they got a popup saying they can't steal anymore etc. example would be like low first aid - the fracture on your leg is reducing your strength and carrying capacity, higher first aid would give you a rough estimate of how much you're losing.
  23. 2 points
    well, it's easy to search the patch notes for pages you're editing to put in new features/mechanic changes Seeing as the WU code was just a sub-branch of the WO code , nearly every single thing is the exact same between the two, and you can assume if its in WU that unless it's been changed since the last patch it's the same in WO. In all my years of reading WU code and testing the info in WO i've only found a few differences, mostly to do with uniques. The devs should really be working with the wurmpedia team and giving them info directly anyway, wurmpedia is a mess of outdated info. I really can't see why some guys "i think it works like this but i haven't really tested it" from 10 years ago is more valid than the code of the game that the creator has said is the exact same code.
  24. 2 points
  25. 2 points
    The difficulty for pruning actually scales with Forestry skill level, so it unfortunately gets harder (and less likely to succeed in the first action) the higher your skill. On the plus side, it does make it very effective for grind skill wurm year-round, since it doesn't care about what harvesting season it is.
  26. 2 points
    I did manage to kill my alt via taking a 98 damage wound and the resulting "healing tick" killed it. This was almost right after the fishing system was release and I was using a 93ql enchanted spear tbf though.
  27. 2 points
    Before the patch: caught 2 roach and damaged my foot 3 times. After the patch: caught 4 roach, 2 perch, 1 brook trout until the first and only time I hit my foot. Acknowledging that my fishing skill went from 1 to 4 before the patch, and 4 to 7 or 8 after the patch, it's still a great deal less unpleasant to spearfish now and I'm very glad they made the change. This was with my new Harmony character, thus the low skills.
  28. 2 points
    I'm still always impressed with the night skies from what I remember them once to look like.
  29. 2 points
    CustomTrader update Download Added new option, prevent_decay, if true it will prevent decay from occurring on all CustomerTraders. Default is true. You're not missing anything, added it now.
  30. 2 points
    I took that to mean, to the foot....
  31. 1 point
    I did post a video years ago about how to start making a mod for WU but it's not around anymore I don't think, so here is a new 1. This is pretty much the basics.
  32. 1 point
    I vote for Catnip Bay just to through a wrench into your canine machinations edit: oh wait you mean that little pond? Catfish Hole, for sure (just KIDDING, I am not local so i don't get a say ... or do I?)
  33. 1 point
    If that's actually the case then there should be more work between developers and wiki editors to verify information "hey we just got this massive rewrite of a page based on wurm unlimited code, can you check to see if it holds up" "oh yeah sure i've been laughing at the fact that people think aggressive fighting increases damage by 33% for years but we can't confirm x part" All i can say is the "let the players test it and write up the wiki" isn't working very well so far for consistency. especially for things like fighting, as mentioned above. due to my ping all of my weapons show wildly inaccurate swing timers, will the wiki accept me adding the findings that my sickle randomly changes between 2 and 4 second swing timers? can i add that woa does nothing for swing timer even though its wrong (and most people actually believe that it does nothing) due to my ping hiding it? will the fact that 3.5s swing timers show as alternating 3 and 4 second swings for someone in germany right next to the server be listed as 3 or 4 seconds? if i have really bad fighting stance and it's reducing my damage but i have really high weapon skill will my info that one weapon is much weaker due to this hold up? if you want the info to be player driven, players need to be given the tools to test information reliably.
  34. 1 point
    I've noticed this as well, on all my toons.
  35. 1 point
  36. 1 point
    Note that our current policy doesn't render datamined Wurm Unlimited information completely useless, and never did. We just require any information learned this way to be confirmed in-game first, as with information from any other source, aside from the development team themselves, patch notes, or other officially released information.
  37. 1 point
    Looks to be around the border of J21 and K21. Plot a route to "The White Horse" and head south down the highway. Some people have beaten a path to the west leading directly to the rift. Starts around 10pm server time. https://www.niarja.com/universes/online/rifts
  38. 1 point
    Definitely check the journal. But you’ll want to consider crops for food, and finding a mine with metal resources for tools and weapons so you can replace/upgrade your starter kit (if you haven’t already). Happy Wurming!
  39. 1 point
    the wiki has problems, but they have nothing to do with WU data, the problem is that moving from any player that applied being able to have a wiki account to only staff members dedicated to editing the wiki doing it, drove away most of the editors who seems to edit things based on data and experience and left us with people who just read changelogs and add things based on that. the are things on the wiki right now that are proven to be inacurate or that everybody who played when they were added knows they are false and have always been false, but stay there forever. the easiest example is "needing a templar and an oil barrel with oil in it to keep ondeed lamps on" which was true once 7 or 8 years ago for a couple of hours, because people complained so much they reversed it the same day they added it.but even CA´s still quote it as true, because its still on the wiki.
  40. 1 point
    Update released on 2020-08-09 - 05:45 GMT (August 9, 2020) This weeks updates: Southeast Indy - added the newly built guard tower which is at the junction of Haven Docks Highway and the East Crystal Highway - add the newly built guard tower on Haven Docks Highway just west of the East Crystal Highway junction - removed road sections at the junction of Haven Docks and East Crystal highways on the south side reducing the roadway from a 3 wide to a 2 wide - updated the roads on the west side of the East Crystal Highway, north of Haven Docks Highway Crystal Lake Southeast - updated the roads in the Kat's Point area at 44x, 48y - adjusted the position of the guard tower at 45x, 48y - added a new section of road and bridge north of Kat's Point - added the new extension of the diagonal road along the steppe at 45x, 45y - removed roads on the north and west coastlines by the guard tower at 45x, 45y - updated the geography along the coast to align with the road changes East Crystal Highway - updated the roads along the East Crystal Highway just south of the junction with Silver Mountain Highway (at 51x 44-45y) - added a new guard tower north of the East Crystal Highway bridges at 51x, 44y Elysian Crystal Canal - North West End - updated the roads on the north side of the canal entrance Inner Sea West - updated the geography to show the removal of some land by the tar pit at 19x, 36y Colossus Lake - updated the geography on the west side of the lake near the clay patches where a small waterway has been filled in - updated the roads on the north side of Colossus lake where several of the side roads have been removed - updated the geography on the north shoreline where the land has been extended into the lake and the marsh has been removed Inner Sea Northeast - added a new highway name, Valyrian Way, to the section of highway that joins the Sevens Bay Highway at the Inner Sea to the 4 Oaks Highway at the southeast end of Harmony Lake Bearshark Bay North & Crystal Canal - updated the geography on the north and northwest sides of the bay to reflect the changes in the area - updated the roads on the north and northwest sides of the bay - extended the 'canal' indicator for Crystal Canal so it is continuous from Crystal Lake to Bearshark Bay - updated Diamond Highway and side roads around the south and west coasts of Mount Himmelspforte As always, we have removed disbanded deeds and added those submitted to the Albia Roads Map of Indy forum. Wurm is waiting.... Skyefox and Hughmongus Cartographers of Indy Co-Administrators - The Albia Roads Map of Indy
  41. 1 point
  42. 1 point
    I expect a new player thought they were being helpful in planting a forest so others could gather trees and chop wood from. If anyone's looked at Harmony near the two starter towns, especially Heartland, it's practically a desert of dirt from the clearcutting except on the non-cuttable deed part itself.
  43. 1 point
    I played Wurm a LONG time ago, before online came out. I loved it and I am looking forward to getting back into it. My overall goal would be to become a Councilman but my short term goal would be to become a Master Smitherman. Maybe even set up a Artisans guild within the group for Masters of each profession so people from neighboring towns or wanders can come and request goods and services. My in game name is Marleth
  44. 1 point
    Please do not be disappointed Exodus. There is nothing wrong at all with wanting to help our game develop and it is precisely for this reason that this forum section exists. It is people like you who have innovative thoughts that allow the developers to see the ideas of the community and potentially add some of the ideas into Wurm.
  45. 1 point
    You don't have to threaten me with a good time!
  46. 1 point
    I could totally see myself deeding that land and make it steppe again.
  47. 1 point
    croutons can have a signature but staves cant
  48. 1 point
  49. 1 point
    Figured I'd post some archery stuff that I found interesting. Chance of bowstring breaking: 1 in (bow string QL * 10) Arrow quality is twice as important as bow quality for damage. The Archery skill is of equal importance to arrow quality for damage. These are all multiplied by a "GetDamagePercent" property of the bow, so I'm not yet sure of their total importance. A spell's ExtraDamageBonus is 5x more effective on an arrow vs a bow. Arrow rarity increases damage by 30% per level. Bow rarity increases damage by 5% per level. (The above percentage increases are additive. The below are multiplicative.) Shooting at something under sea level will cause half damage, unless it is over 4 meters tall. Every point in strength increases damage by 1%. Height can affect damage by up to 20%, with every 10 dirt difference being 1%. War arrows do 20% more damage than regular arrows. Arrow shafts as ammo do 20% of the total damage a regular arrow would do. Level 1 focus will increase damage by 20% Level 4 focus will increase damage by another 20%. Nimbleness on the bow will reduce the difficulty of the shot by (spell QL / 10) Cedar arrows reduce the difficulty of the shot by 5. Maple arrows reduce the difficulty of the shot by 3, and take 80% of the regular item damage. Willow bows reduce the difficulty of the shot by 5. War arrows increase the difficulty of the shot by 3, shafts increase it by 5. Bow and arrow rarity each decrease the difficulty of the shot by 5 per rarity level.
  50. 1 point
    You can backup the binary files while the server is running, it could lead to minor inconsistency if you ever need to restore from them because the server saves changes to the maps in batches, not right away as they happen. IT would be possible to shutdown the server using RMI (not sure if any tool already exists for that, but it would be easy to write), do the backup and start it back from a script. It would be pretty annoying to the players tho. For the databases you can use ".backup" command from sqlite CLI to safely make a copy of the database. For actual storage i'm using duplicity to store the data on google cloud storage, encrypted to a public key that i store offline in 2 safe locations *puts on tinfoil hat* Here's the actual script i use: https://gist.github.com/bdew/7abf2f606aac42982f47 The script will auto delete backups older than 10 days, regardless of how many you are running daily. Change the second call to duplicity to match whataever you need if you use it.
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