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Showing content with the highest reputation on 09/09/20 in all areas

  1. 3 points
    Or you could just port over to Defiance and play on starter islands if you are afraid of getting killed. There is no need for zones in an open world sandbox.
  2. 3 points
    I feel like we're missing a well maintained, up to date new starter guide for players on both the wiki and perhaps the forums? Wurm is such a wide game it's easy to get caught up on weird wordings, logic from other games and other weird things. I hope that there may be a chance to reach out to maybe offer support for next steps they could take, some game knowledge and the like. I do think it's the wrong idea for people to automatically assume they're deliberately being bad to play a caricature though. Wurm is and always will be a niche game. Lets not make ourselves look unfriendly now that there is actually someone revealing the new player experience and mindset behind it.
  3. 3 points
    The more "outraged" Wurm players who click on those links, the more successful you make the ignorant author. I'll pass.
  4. 2 points
    So I want to talk about Marks. I wouldn't mind paying a hundred bucks for being able to care for another creature, and to increase my maximum sleep bonus pool by an hour, but I'm already subbed till 2022 and in the next 2 years there's probably gonna be more things added to the Mark store. So should I just wait those 2 years before I sub again for my next bunch of marks? Or should I just keep racking up years and years of subscription. It bothers me. I'd feel so much happier just paying for cosmetics or tiny optional features or additions, instead of buying years and years of subscription. I'd buy silver, but at 20 marks for every 1 silver purchased I had might as well wave goodbye to my savings. Hell, I wouldn't even want the silver, all I want is that +1 hour to maximum sleep bonus pool and the +1 to animals I can care for. And I don't need my subscription to outlive me. Name Marks Premium via store (GBP) Premium via token Required Silver via store* Random Moon Metal Lump 3,000 £6.99 10s 1g 50s (£138.58) Random Ancient Jackal Moon Skin 3,000 £6.99 10s 1g 50s (£138.58) Sleep Powder 3,000 £6.99 10s 1g 50s (£138.58) Monthly Skin 4,500 £6.99 20s 2g 25s (£211.16) Gift Pack 4,500 £6.99 20s 2g 25s (£211.16) Shaker Orb 6,000 £13.98 20s 3g (£277.17) Random Affinity 10,000 £20.97 40s 5g (£461.95) Wooden Nameplate 18,000 £20.97 60s 9g (£831.51) Care for one more creature 22,500 £41.94 80s 11g 25s (£1,042.67) Rod of Transmutation 25,000 £41.94 90s 12g 50s (£1,154.87) Magical Ink 27,000 £41.94 90s 13g 50s (£1,247.26) Sleep Bonus 27,000 £41.94 90s 13g 50s (£1,247.26) Faith Swap 27,000 £41.94 90s 13g 50s (£1,247.26) Small Magical Chest 30,000 £48.93 1g 15g (£1,385.85) Golden Mirror 35,000 £55.92 1g 20s 17g 50s (£1,616.82) Meditation Path Change 36,000 £55.92 1g 20s 18g (1,663.02) Large Magical Chest 42,000 £69.9 1g 40s 21g (£1,940.19) Magical Tome 54,000 £90.87 1g 80s 27g (£2,494.53) * Going by 20 marks per silver purchased, as per the wiki. Does anyone else have any thoughts on this?
  5. 2 points
  6. 2 points
    The problem its the fact JK only cast 2 spells the whole fight, thats why you lost not because scorn or painrain is Op. Lib Priests have always been spell heavy and thats still the case. This is balanced by both WL combat priests having single target heals so they can heal themselfs. Mag having +15% melee damage, Fo having refresh, etc etc. If we took the same group in the video and switched roles BL playing WL and WL playing BL, the same group would have still won. This screenshot illustrates why. If you homogenized all the priests, the same group would have still won that fight. Giving WL a painrain or buffing LOF isnt going to change anything.
  7. 2 points
    Some people are just "bad players" as in they have no intuitive logic when beginning any game. They come into a game with the wrong attitude from the very beginning. They come with expectations and a closed mindset. Any game should be approached without expectations and with an open mind and just let it take you on a journey. Even as kids I remember my first few rpg's I played I simply held on to as many items as possible because "I didn't know if they had a later use". Trust me when I say this but I've introduced many games to people and some simply have zero, and I do mean absolutely zero critical curiosity, logical thinking, the "what if I do this" attitude towards a lot of games. They don't explore the interface (which honestly is a trait any user needs to have for any digital software, whether games, apps or working with pcs in general), they don't read the tutorials, they miss key elements in their environments and so on. I can't explain why this phenomenon happens since some people I know to be smart and they've worked in other professional software before (Autocad, MS Office packs, some were linux users, etc), but oh god, when it came to introducing them to a new game? They suddenly became computer illiterate and utterly lose any manual dexterity on a keyboard/mouse and controller. I had to hold their hands and explain stuff to them as if they were kintergardeners. A friend once began playing Arx Fatalis (old school ultima like RPG) and he opens his inventory, sees he has a weapon but doesn't bother reading the tutorial to equip it. So he enters combat with a goblin and dies. He then rants "Why didn't the game tell me I had to equip a weapon before entering combat? I thought the game was supposed to do that!" Two issues there. 1. Making assumptions is rarely ever useful. Most of the time it's destructive. 2. He didn't use basic thinking considering the tutorial literally gave him messages on top of the screen telling him what to do , step by step. And guess what? Some of these types of people become : Gaming journalists. It's just one of those professions where there is little to no responsibility to what you work on. There aren't many professions where if you're really bad at what you do, you don't get fired. But gaming journalism just seems to be one of those jobs anyone can do these days without having any prior experience with gaming, PC software, critical thinking and so on. Wurm isn't a hard game but it does have a steep learning curve. Difficult to learn i'd say, but easy to master afterwards. "Wogic" would be Wurm's main challenge. But oh boy if you present Wurm to some gaming journalists? It will get tons of negative reviews by the bucketload simply due to brain dead "journalists" that have a 3 sec attention span to learn something. Reminds me of that awful Polygon video from 2016 where some "gaming journalist" tried playing doom. One of the most god awful things I have seen.
  8. 2 points
    So let's look a bit closer here... Can I get one of these items through hard work on my own with no risk? NO Can I get one of these items without gambling assets/skills? NO (you go to a PvP server you risk death and/or boat loss) Do I have to partake in PvP to get one of these items? YES (if you walk around a PvP world, you are a part of the PvP; the "prey" role) Can I create my own without extensive PvP? NO (The PvP community actively griefs anyone who makes a kingdom just for the banner) Can we have our own variation on PvE that costs more to offset the risk? NO (the argument made was it'd destroy the monopoly by dropping prices) What about fixed design heraldry? MAYBE (there was mixed opinion on this one, the naysayers primarily arguing monopoly) The general feeling is that these objects are a slap in the face to anyone who does not want to partake in PvP. More so, the reason these objects exist is not for prestige but for profit. This is why people want to keep defiance separate from the rest of the new servers. It's to stop this contention from arising. It is also why we'll never see such things on PvE; because we're the second class citizens of wurm and we'd do well to remember our place.
  9. 2 points
  10. 2 points
    Wow, wanting to go for steel on day 1, without any help or advice from folks playing the game? I'm a new-ish player and I easily figured out that wasn't happening for awhile... and I also found the supplied steel and flint, right there in my inventory that I could light fires/forges with. It's almost like the guy did none of the tutorial, asked nobody for advice, and wants to "win" the game in a few days. I seriously doubt any input on the blog is going to change any opinions.
  11. 1 point
    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.
  12. 1 point
    I'm sure something similar to this has been mentioned, but I'm not talking about the roof models like previous threads sort of went into. Figured now with the revival after the steam release would be a good time to bring it up. Thatched roofs are beautiful, the current texture for these roofs in-game is not. They don't have to be extravagant or anything like that, just look a little less boring. I'm certain many people feel the same way. Like this: Or maybe even multiple types of thatched roofs unlocked by the skill. Edit: Did a quick texture myself and replaced the in-game one in DeedPlanner. I think this serves as a better example. Thanks.
  13. 1 point
    Wurm is currently being butchered on the MMO site Massively Online. In a 3-week installment a reviewer who seems to have no interest in learning sandbox games, is entertaining his audience with how impossible he finds it. In a peculiar journalistic odyssey he has spent two weeks getting as far in the gameplay as the average player does in the first half of the tutorial. It appears the reviewer is refusing to reach out to any person in the game for help or advise. Anyway, I don't have an account there, but maybe someone will post there and at least let it be known that Wurm also has a fantastic ingame help channel capable of steering any new player through his first days. Todays article: https://massivelyop.com/2020/09/08/choose-my-adventure-mining-misadventures-in-wurm-online/ Last week: https://massivelyop.com/2020/09/01/choose-my-adventure-the-slow-burning-esoteric-start-of-wurm-online/
  14. 1 point
    A trap that looks like a pile of items, acting like a beehive - when opened by the player it deals a small amount of damage based on it's quality.
  15. 1 point
    Hello, making the following order: QL ~1 Pickaxe Head, Iron c53 (1.8s) QL 11 Shovel Blade, iron w41 (85c) QL 4 Hammer head, iron c53 (1.8s) QL 86 Whetstone c53 (1.8s) QL 59 File, Iron c49 (1.7s) QL 8 Grooming Brush, Oak c55 (2.1s) Please CoD to Theoderik
  16. 1 point
  17. 1 point
    This is basically what defiance is, except the safe area are the NW NE and South starter islands. most pvp happens around the center or the north around White light. You should give defiance a try.
  18. 1 point
    What problem do you believe this solves? Convincing (or luring) more people to engage in PvP? Bait for the clueless to be ganked by griefers?
  19. 1 point
  20. 1 point
  21. 1 point
    But what you are asking for is to homogenize the priests, WL dont need version of Pain rain, Lib have always been magic heavy because you have other tools and to offset it, like what I mentioned mag melee, single target heals, refresh, mass refresh etc.
  22. 1 point
    actually i wouldn't care if tentacles was reworked, but i think if we're changing pvp spells it should be more comprehensive- there's more than just tentacles that needs changes. all the AOE spells need to be fixed, enchants on both sides needs some changes (venom/ED for example) Vynora having a damaging aoe spell like libila seems fine to me, as it doesnt make any of the pvp-centric priests that much better, but still provides that sort of niche for WL
  23. 1 point
  24. 1 point
    I sent you a PM for a more real-time chat if possible. Can you try logging Kadminty in now?
  25. 1 point
  26. 1 point
    That likely is due to our name ban system, but unsure why it's triggering one but not the other! I will raise this with our devs to look into
  27. 1 point
    I don't know how it's done codewise and i'm really bad at reading java so i'm not gonna go into details about how it works codewise (i assume it's doing 2 different rolls, one for skillgain and one for success/failure), but i know that until you hit 20 skill, near 100% of imps result in skillgain, and after that failing has a chance to get skillgain. the failure imp skillgain has been around for ages afaik
  28. 1 point
    Very friendly people, great and fast service, very fair prices! I placed a fairly large order and they had it done much faster then I expected! Looking forward to ordering from them again in the future! 10 out of 10! Come join me in the loyalty program! Thanks again guys!
  29. 1 point
    the bypass of Kotor Varos was made and the heartland central highway to harmony bay is plugged nearly to J17 will get back to plugging after i get a bunch more cats imped up Thanx to Notthatguy, Oaken Valley and Grove Street for generous contributions of eyes to be used for the project i got nearly 80 ready to plug atm am shooting for around 200 for this next round of plugging, Thats a lot of imping folks Mayor Kordeth Bludscythe Bludscythe Steading
  30. 1 point
    It was. I'll mention it to the Wiki team! Thank you.
  31. 1 point
    Wow...I didn’t know this existed!
  32. 1 point
    These would be lovely! Could also be used to grow limes and lemons, as I've seen done IRL, but they would be lovely to have ondeed as a decoration as well.
  33. 1 point
    Idk, sounds like they're paying 20s for a 50ql hammer and getting artwork free.
  34. 1 point
    timer length is tick size, 30s action = 3x bigger tick than 10s action woa means more clicking which is bad for grinding
  35. 1 point
    Another game reviewer doing their best to live up to the stereotype that videogame reviewers are the least qualified people to review games. "Yes, from the very off, my starting character is already bearing a load that’s too much for her to bear by mere dint of wearing armor — another possible throwback that makes about as much logical sense as coin weight does." I just had to laugh at this part. Like OP stated, this is a blatant lie that the average wurm player would have figured out in their first hour of playtime by them self, perhaps 5 minutes if they would use the in-game help channel.
  36. 1 point
    Heal resistance; LT nerf; removing disease cure from Heal; CR nerf for pets; balancing of priests in general being aimed towards PvP balance rather than PvE balance. I could go on.
  37. 1 point
    Quick answer: I'd say artwork/graphics etc. *might* fall under out of game assets. Better safe than sorry
  38. 1 point
    Main house, Sunrise Point; Celebration.
  39. 1 point
    But wait? You made another deed over that area or expanded deed? Because if you made another deed there, that's griefing per you because making multiple deeds is griefing in your opinion. And you just admitted to building a fence in the way of the highway they were building, that sounds a lot like griefing to me. On topic tho, if it's off deed everyone has equal rights to do with the land as they wish. If it was their wish to make a highway running through UNOWNED land, than that is their right to do. You said they were destroy YOUR forest and that made you have to deed it, if you did not have it deeded, it was not YOUR forest just because it's by your place.
  40. 1 point
    the economy being like this actually helps new players? I mean i've spent more than I've made since I wanted a sailboat but there's been opportunities to sell a lot of things that even a new guy like me could gather. Also I've bought things low and sold them high to people that wanted them quickly. Is a healthy competitive economy an indication of a games decline...? No i think not.
  41. 1 point
    I agree with Arronicus. I remember when I was a brand new Wurm player, a decade ago, living in a small remote village up in the mountains of western Indy. The deed mayor took me out on an exploration adventure, and we ended up trapped up in the mountains and hopelessly lost for hours, wandering blindly through old mines that connected to drop shafts that lead to other honeycombed old mines. I was new, but Indy by then was at least a year old, and to me as a new player it felt ancient. We kept going in circles trying to find a way home, and kept coming back to this one large finely built village buried deep in the heart of the mountains, Valley of the Gods, although we did not see anyone there at the time. It stood there by itself, proudly in the middle of nowhere. Five years later, I was looking for a place to start a deed and found a nice location that apparently used to be Dannyiron's old Wurm Academy. One day I went exploring out to the west, and was surprised to find myself eventually, right back at the Valley of the Gods again. I still saw no one there. It made me happy to see that deed was still there five years later. It felt like Wurm had real historical roots. Then, barely a month ago, just before the opening of Harmony, I was out in the Samling area again, getting familiar with old haunts. I had a little shack along the bay and was putting in some crops to stay fed. And who passed by and introduced himself but a neighbor, a player named Tronn, who was the actual mayor of Valley of the Gods! Tronn offered me a couple of nice horses and a decent hatchet, and wanted to make sure that as an apparent "new" player, I was surviving ok. And he was not just visiting, he was planning out a large new structure on his deed. We went up there to get the horses. For over ten years, he kept coming back to that deed whenever he could. Maybe not daily, maybe sometimes with long breaks. But he paid for that deed every month, and paid his monthly subscriptions, and it would not surprise me if he continued to pay for deed and subscriptions for another ten years. There are deeds like that all over the southern servers, deeds full of memories where people keep paying the upkeep, logging in when their real lives give them a chance, making a little more progress long after others complain there is nothing left to do. Maybe not every day anymore. Life got busy, but when they had the time -- Wurm was still waiting. And their homes there waiting for them. A restful respite from the real world. And they kept Wurm financially afloat long after other players came and went in surging tides. Rolf said those servers will stay up as long as those people want to keep playing there. Good for Rolf! Worst possible move the current dev team could ever make, would be to close the old servers because a few players wanted to force everyone into smaller, denser areas.
  42. 1 point
    I outlined our goal with releasing this new server earlier in this thread. I'm not sure why it's assumed to be the alternative to fixing lag - we have been including lag fixes in almost every update since the release, the larger fixes to that ending up in patch notes too, and we're noticing a large reduction in server lag even with 950 players online on Harmony today. We'll continue to work on that and you should see more improvements on that end shortly, but our intention with releasing the new servers isn't to spread the population to avoid lag - it's just to give people room to play how they want to.
  43. 1 point
    The reason for this is because anatomically correct armor based on gender was not a thing. Armor was not made to look good, but to protect. Furthermore sidesaddle riding may look pretty, but try staying in your saddle when a horse is going on a full gallop while seating like that. It won't go well.
  44. 1 point
    The prices will go down eventually and then we have someone else getting hysterical for having to sell an item for 5c less
  45. 1 point
    that is EXACTLY WHAT I AM SAYING. You want the prices of the southern servers where they DO have all those surplus level 99-at-everything crafters with a dozen years of experience and ultra uber tools and massive storehouses of resources -- those do not exist on Northern servers. It is beyond silly to suggest the northern craftspeople can make items "in the same amount of time" as the crafters on the southern isles. It takes them much much MUCH longer, for the reasons I listed. On the old servers, people have literally thousands and thousands of excess sprouts gathered over years in massive bsb fortresses. On the new servers, most people maybe have 1 or 2 willow, maybe. That causes a enormous difference in the "value" of that one single willow sprout. No I would never ever pay 1s for one, I would get my cart and go out and find my own. You really should too. But if you want dirt cheap items (because you just do not feel like doing the work yourself) that is fine, but it is the southern servers you want where all these surplus goods and surplus time exist.
  46. 1 point
    Umm, no, it does NOT take the same time. They had up to TWELVE YEARS to grind their skills on the older servers. In addition, they had all other tasks/chores long ago taken care of, 99 cooking and farming and mining and everything, huge stone 20x20 storehouses with hundreds of BSBs stuffed with resources collected over many many years, and no other competition for their time. When you are level 99 at everything, you easily feed yourself and can cut level 99 logs and make a knarr in a mere fraction of the time using enchanted Q99 tools with COC99. This is NOT the same time it takes you at 30 shipbuilding and 35 woodcutting with unenchanted level 30 tools, when you are still working out ways to stay fed and to gather supplies. It is not even close. Let's take your example of "overpriced" cotton. On the old servers, 99 skill farmers with 99q rare enchanted rakes harvest as mush as 10,000 cotton in a harvest, 20-25 cotton per tile, and add it to their massive storehouses. They have vast plantations that they spent years preparing, carving out of the landscape with their 99 digging. On the new server, someone with low skills spends an hour foraging for a random piece of cotton. Or maybe they planted one seed and harvested two, six days later. The same amount of time to produce one cotton? Not Hardly. Yes, as a result, cotton may be as much as 10000 times cheaper on older servers, because it is quite literally 10000 times easier than on the new servers. Some people are grinding now to make those few coveted 50Q tools or crates of early cotton because they know there is a limited time to collect higher prices until the entire economy collapses again in massive surpluses everywhere, level 99s everywhere. If you want super cheap prices which collapsed many many years ago, then the southern servers are what you want.
  47. 1 point
    I have been around since 2011, and the prices on the Northern cluster look to me to be quite normal for a new "fresh start" server, which Wurm has experienced before. It is not at all reasonable to compare them to the old servers where people have been grinding crafting skills for 13 years, and the market there is now flooded with surplus items. The "broken economy" is actually on the older servers, not on the new ones.
  48. 1 point
    Loyalty Rewards Members: Contact: Kellen Shipbuilder Tailor Chef Sykani Blacksmith Miner Ferrix Breeder Leatherworker Mason Fishpickles Fine Carpenter
  49. 1 point
    Lets look at a few things here. First lets look at the fact that the highway from my understanding was there BEFORE you took over wolfs den. From my understanding you are not the first owner. Second the highway that ran THROUGH your deed was a major highway that connected players to the road network to get to the east coast. Also lets look at what you did. You completely destroyed the highway. No longer is a player able to go down to the lake and get to the highway that once connected them to the road network to the east and northeast without first traveling on a non-highway road that reminds me of my first day in wurm when I walked through the starting area on Freedom. Fenced in one tile road through housing area, etc. Things would of been different had you: 1. Properly planned a canal 2. Made an alternate highway for people to travel on prior to destroying the old one. 3. Even given people detour signs letting them know "hey new route this way >" You did none of that. Instead you destroyed a highway like everything was okay. Edit: For the people looking at the picture, what your seeing is me attempting to get down to the lake to go get clay like a normal day. The road I'm standing on used to connect to the road down there by the lake. Another Edit: I wish I had some kind of paint program on this mac and I probably do but since Im a mac-noob I have no idea if I do or not. But its clear to see that the highway was clearly there. Its even marked on the map.
  50. 1 point
    If his deed is the terminus of a highway he can alter/block/remove it as he pleases. When his deed is part of a highway, he needs to consult a gm and work out a solution. If you offer a viable replacement route the GMs won't mind alteration of the highway at all. Threads like these are unnecessary when people start actually following the steps given in the rules.
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