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Showing content with the highest reputation on 07/10/20 in Posts

  1. 10 points
    Hello wurmians! All time I playing this game, I do miss alchemy potions, flasks and such! And now I feel it's time to suggest this idea here. Probably you will not agree with all potions / elixirs that I offer here, but if you like any of them write of it, dont be careless So! what do I suggest, and why!? First of all - new items: And now time to talk of Elixirs: Regular Elixirs: Cooldown Elixirs: Battle Elixirs: Trowing Elixirs: Creation My reason of suggest it, first of all course its alchemy! i love alchemy and i dont feel here alchemy as alchemy! Secondary course of mushroom usage. There is not so much sence of them in the game for atm. R egular elixirs, can help not only with some effects of capasity, but also gives you nice skill to see for example traits of animals even with low AH. C ooldown elixirs can help with meditation, and faith gain, to redeuce a bit timmer for new players, who didnt join from very begining, when disconnects was renew gains each time F ight Elixirs, will give some interesting turns like when guy with maul hits you pirce dmg, or Ice pillar make acid wounds, that will help to make in pvp more unexpected ways T rowing Elixirs, will also help pvp, atm i see a bit disbalance, when non priest dont have real chances with simmilar by str priest, vacoom bomb gonna fix that a bit So! tell me what ya think of it?! Will we give new Alchemy a chance?
  2. 5 points
    This name and shame thread seemed to have devolved into nothing constructive. Both sides have expressed their views and had their say and people can make their own judgement. For that reason I'm locking this thread. Regards Shakys (Assistant Lead Forum Moderator)
  3. 4 points
    1. Internal structure would be kind of cool, as would being able to use it as a lookout. 2. If you need to track who has been around, there is already a method for that. It is called "tracking". Guard towers are not part of the deed. In PvE they do not function to feed a player's paranoia, they function to help keep players safe. This kind of sounds like someone wearing a colander for a helmet, peering out at their neighbours through the mail slot.
  4. 4 points
    I love a well thought out idea. Alchemy really does need more to it than healing covers and farmer salves. Would love to see alchemist become a true profession in the game. +1
  5. 4 points
    Dye Hoard With the fix of a recent exploit concerning dye production allowing people to make improbable quantities of an improbable dye, we have identified those who severely abused the situation and penalized them with a tax of 80% of their stockpiles. While this may not be entirely fair to the rest of our members, since the unintended dye itself is available throughout the world, we believe this action taken against these hoarders necessary to severely reduce the unintended nature of this specific situation. Thank You, Wurm Online Team
  6. 4 points
    Woah. Slow down, please. When I was new to Wurm, I too had some tools and items "talk a walk" without my consent. I also came to the forums to talk it out & better understand the way that the Wurm community approaches and handles these situations. Let me please share some of what I learned with you .... "Theft" is a specific thing in Wurm, there is a very specific definition for "theft" / "stealing." That is, going to a deed that is not yours and that you do not have permissions, removing items from that deed without the owner's consent with no intention of providing compensation or return of items. If ANY of these aspects is not true, or does not apply, then the act is not theft / stealing. Anti-Theft Game Mechanics To protect players against random acts of thievery, Wurm has a full set of game mechanics to employ. If ANY of these game mechanics have NOT been used, leading to the "liberation" of items, this is not an example of stealing - it is an example of owner negligence. If a player chooses to forego one or more of the available anti-theft game mechanics, then the player is considered to have consented to the risk. PVP Servers I don't have personal experience on the Wurm pvp servers - and I believe that there are some different rules or mechanics depending on which pvp island you are on. That having been said - I think #1 and #2 apply, but with the obvious caveat that, in pvp, stealing is allowed. If you are on a pvp server and you feel that agreements have been broken or items moved without your consent within your own faction/kingdom/alliance, then you should first discuss the matter within your own faction/kingdom/alliance to reach resolution. Otherwise, it is player versus player - tacit consent for these risks is assumed by the player upon entering a pvp island. PVE Servers As a game mechanic, stealing is not allowed on pve servers. As a matter of game mechanics, stealing is not allowed on pve servers. Other ways to read this information include: "stealing mechanics are disabled on pve servers," "attempts to use the steal action on pve servers will result in a warning message and the action will be cancelled,"or "the game mechanic 'steal' will not work when used on a pve server." This means that, if you are on a pve server, as a literal matter in terms of game play, the item or object literally could not have been "stolen." Because of this fact, actual incidents of pure theft / stealing on pve servers is basically zero. In Wurm pve, there is always an extra or complicating factor involved in the movement of items or objects from "mine" to "yours." The game mechanics literally do not support any straight forward type of theft in pve Wurm. That is the basic run down. More information is under the thing: I sincerely hope that this helps explain why Wurmians are very hesitant to accuse, let alone publicly shame in the forums, another Wurmian for being a "thief." For all of the reasons, because of all these available ways to protect yourself and "your" property, it is actually really quite hard to truly steal, especially on a pve server. If you feel a Wurmian has done you wrong or acted dishonorably - (1) try approaching the person directly to talk it out, (2) ask a mutual friend or respected member of the local community to help mediate, if needed, (3) consider if a different rule has been broken or line crossed - dishonorable trade dealings are reportable, as are repeated acts of hostility (ie griefing) - if this is the case use /support to report the actual violation, not "theft"... only after trying these 3 initial steps should you consider (4) start the "public shaming" at the Local level and establish a pattern of poor behavior before escalating to spreading the word around your whole server, to leaving negative reviews or comments or feedback for the player's dealings in the forums, and then finally, (5) dedicating an entire unique post in the forums just to calling out the specific player by name It sounds a bit like you maybe jumped straight from the poor interactions directly to #5 - which is why many of these topic replies will feel very swift, very firm, and very "against" your actions. It's a good learnable moment - we were all new once, and there really is no other game quite like Wurm. It takes a little bit to "learn the ropes." Good luck! ~ Lady Amata of Havensfield Independence, Southern Isles
  7. 3 points
    Still waiting on the developer road map that was supposed to come last week.
  8. 3 points
    Lovely idea, I have always been a fan of Alchemy in any game I played that had it (and cooking... and fishing...), so expanding the system already swings well with me. The writeup is not bad, but one thing caught my eye: Feels a bit odd that the same material would grind the other, either this would cause a lot of damage to the grindstone itself or maybe introduce a new vein like Granite? Or give Diamonds a use? Not sure, just felt a bit odd to me. With all the effects you listed however, I see how this could turn into a lot of work for the devs to balance it properly. The combat related ones could tie into a general combat overhaul PvE wise I guess? Just like with the cooking system, this one has a lot of possibilities to branch into other aspects of the game that would need some touching up then as well so that it all remains in balance. Love the idea and would love to see the system being reworked cooking system style.
  9. 3 points
    god i love this ###### how do people rationalize this to themselves?
  10. 2 points
    Speaking as an outsider who is not involved in any of this: @Ainelan- You should probably stop. You're making yourself look worse with every post. You had other Forum-goers against you before the other side had a say. Once they came in to share their side of it with chat logs, your accusations started looking worse and worse. Do yourself a favor and stop. While you're partially correct that toxic communities damage games (not kill them, mind you - League of Legends is notorious as having an extremely toxic community, and it's still going strong), it's not completely clear who the toxic parties are, and your own behavior here is likely to convince people that you are, not the people you're accusing. If you're right, then let it die, and repair your own reputation. You are not some community paladin, charged with exposing bad people, and attempting to set yourself up as such only makes you look bad. Their own misdeeds will eventually be exposed through abusing others. If you're wrong - and you know better than anyone what you did, and whether it was supportive or abusive of the Communities you joined - then you really need to stop and slink away. You're only digging a grave for yourself here. Good communities thrive with communication and cooperation. Good community members improve and highlight the good, not the bad. You're spending far too much time trying to bring others down, rather than trying to fix, repair, and improve.
  11. 2 points
    +1 for the observation suggestion. I already made a similar post the other day for a such feature:
  12. 2 points
    A hearty yes to all of this! I love alchemy as well, and wish it had a lot more depth to it.
  13. 2 points
  14. 2 points
    Yeah, about grind stone on a rock, probably not so cool, but in my imagination that was small rocks (like iron rock that you can forage / rummage), but in the end i just needed some rock powder or better say dust about balance - 100% Agree! for sure i dont know balance, i just shoot idea i really have pain in heart that priests op vs regular fighers (pvp) so wanted to point on this Thank you for supporting idea!
  15. 2 points
    Nice idea, you've done a great job! I hope this will serve as an impetus for the development of real alchemy in Wurm Online. It really diversifies the gameplay, I love it!
  16. 2 points
    I love this idea, I really think alchemy could be expanded and this has great possibilities
  17. 2 points
    As someone who loves the vastness of the cooking and beverage skills in Wurm, I would say yes please if at all possible. You have obviously put a great deal of thought into the way that you can bring Alchemy into Wurm and perhaps develop the skill from where it is now. I am sure that others will have input about the actual percentages up / down that you propose (for example, increasing weight / carrying capacity by 50% is in my opinion generous) but I see your ideas as a good starting point. +1
  18. 2 points
    Let's break this down as simply as possible as to not entertain this nonsensical thread more than it deserves: We're talking about someone who goes from "Look at the real world" to "You cannot compare Wurm to the real world" without even a single intermediate post. If he's trolling, he's not worth your time. If he's sincere, he's clearly deranged to think his rhetoric is permissible or even remotely logical. I'm not saying this lightly, narcissistic behaviour and the like have normal, sane people often running around in mindwarping circles that drain them emotionally and intellectually, and the perpetrator doesn't have the empathy to even realize their effect on others. In which case, he needs therapy, not a hamfisted gameplay mechanic to indulge his superiority complex, and is not worth your time. In short, he's not worth your time.
  19. 2 points
    GM astarte moved all of your items across the map, gave you everything you had there that had your name on it. [23:46:22] <Astarte> Do you want to keep those bsbs and the fsb? they have mostly stuff below 10ql [23:46:36] <Planters> he can have them [23:46:48] <Planters> all the carts in a line are his too [23:47:16] <Planters> the stuff by the4 tent if our new villagers [23:48:01] <Astarte> Excellent, I'll see if I can make him go faar away, if anything, I can offer him a one time transport to harmony [23:48:46] <Planters> yeah he might have better luck there [23:54:33] <Planters> Thankyou again for your time [23:55:26] <Astarte> You're welcome I'm trying to find a place for him, and then i will come to get his stuff [23:56:43] <Planters> thanks [23:57:00] <Astarte> You're welcome [00:18:59] <Astarte> Ok, I found him a spot far far away, not to take his things [00:19:53] <Planters> harmony? [00:20:35] <Astarte> No, he didn't want there, but I took him far away, G15 pr so [00:20:53] <Planters> what about the stuff here ? [00:21:00] <Astarte> He wont make you problems anymore [00:21:05] <Planters> can you unlock it if he wont take it? [00:21:38] <Astarte> All bsbs i seen have his name on him, if we talk the ones near the fsb, and only stuff below 10 ql, you need those? [00:22:03] <Planters> just for supply purposes [00:22:26] <Astarte> How many bsbs are there? [00:22:56] <Planters> maybe 3-4 [00:24:18] <Planters> 4 and a fsb [00:24:45] <Astarte> I'll give you empty ones instead [00:24:52] <Planters> ok thanks [00:25:25] <Planters> do you need me on deed goignt o s srmon next deed over [00:25:55] <Astarte> No, Ill leave them here when im done [00:26:02] <Astarte> You can do your stuff [00:26:04] <Planters> ty [00:26:12] <Astarte> You're welcome! [00:34:13] <Planters> what do we do with the carts on deed can we toss themin the lake [00:34:33] <Astarte> What carts? [00:34:44] <Planters> the ones he left on our deed near the bsbs [00:34:48] <Planters> liek 5 carts lol [00:35:07] <Astarte> I found 7 carts with his name, and I took them [00:35:12] <Planters> ok great As you can see this was handled by a gm and you were the one causing issues and griefing,
  20. 2 points
    The "theft" required us to call a GM to get back resources locked within your BSB's that we had gathered or purchased to help grind skills. You pushed them off the deed so you could leave and sell the stuff we were gathering at the time and we asked you to return the stuff and you kept insisting we stole your small crates which was a lie. Called a GM, they told YOU not to harass us and even teleported you far away from us so not sure where this major issue is. Posting this when you were specifically told to leave us alone kind of goes against what you were told to do. Also as a note, you were a member of the deed "The Steppes" and I was talking to you because the deed owner is in a completely opposite time zone so going after an old deed of mine like this is kind of idiotic and petty. I have no idea why you think we would have stolen your QL 5 to 10 logs when we had a stockpike of 45 and 50 at the time and had a stockpile of small crates sitting in the mine at the time.
  21. 2 points
    The gear on the hell horses is all dyed some beautiful red purchased from Arno, the large cart is natural lingonberrywood color (not dyed)! Thanks for the dye Arno!
  22. 2 points
    Bump. Added a new video now that Defiance is getting close to two months old. An update on skills and what I carry around in PvP. I think it's really important to stress that you don't have to grind your skills to insane levels to participate and get involved in PvP.
  23. 2 points
  24. 2 points
    Wait, being reimbursed was an option?
  25. 2 points
    "Yet hate is a poison more deadly to the hater than the hated." @AmataAmata made a lovely well thought out post above, one that we should all read.
  26. 2 points
    if i beat you in a spar will you stop posting silly things on the forums
  27. 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.
  28. 1 point
    not sure if suggested, probably has been but if you raise your weapon subskills too high, you literally can't raise the parent skills (mauls, swords, polearms) at a certain point, because the difficulty is too high for a tick im suggesting you add a few weapons that train specifically those parent skills so we can raise them, as most of us are at 95+ in all subskills and stuck at like 50 parent skill something like crowbar does for clubs
  29. 1 point
    One of thouse, i just offer idea, not ground Troll skull for sure but i just wanna give an idea, pretty much sure that devs will re-balance elixirs, and probably rework Ingredients. However maybe that will make some usage fur Uniques skulls for veeery rare elixirs Like Ground Troll King skull or Ground Red Dragon Skull
  30. 1 point
    Longsword, iron, 71ql, 80nimb, 62LT, 60coc, 61ms - 11s Huge axe, silver, 71ql, 74nimb, 90LT, 84coc, 76ms - 22s COD if possible to TaiKee :)
  31. 1 point
    One point here. I've played Wurm for close to a total of a year, across four separate play "sessions" starting back in 2011. I've seen pretty much every creature (and been killed by more than half of them) that exists in the PvE zoology except dragons. I've never seen a goblin. Is Ground Goblin Skull going to be a problem for people? Also, I note that your Story Talker Elixir has Ground Troll Skull as an ingredient. Was that supposed to be Ground Troll Club, or Ground Goblin Skull?
  32. 1 point
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  34. 1 point
    A Big +1 from me. This would make an excellent addition to wurm.
  35. 1 point
    They have said it several times that its not possible to track down individuals who have had this issue. There will be no specific, case by case compensation, we will all be getting the same 10h sleepbonus Why are you people still beating a dead horse, bumping month old threads, especially when the last thread was locked?
  36. 1 point
    Hello i was interested in ordering 2 additional 80+ WoA horse shoes if possible along with Horse shoe, Iron, 82woa - 4s Horse shoe, Iron, 87woa - 4s all 4 imped to 71ql for the additional price and i also wanted to grab the 50ql Saddle, 75woa - 3.5s CoD to Fendewen please and thank you!
  37. 1 point
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  40. 1 point
    if the only counter argument is "muh economy" that's pretty sad lol
  41. 1 point
  42. 1 point
    ad Radircs: yes she have right kick from her village whoever she want, she have NO right to deny me access to my stuff, if there was good will on her side she could: a) give me temporary access so I can take my stuff or b) put my stuff outside her deed so I can pick them up, so it is a case of greediness and theft. PS: If they give me enough time I would move my stuff away and problem would be solved for both sides.
  43. 1 point
    I won't say that this is your worst idea, but it's certainly within the top 10 of the dumbest.
  44. 1 point
    that's what alliances are for. To have more people to talk and collaborate with without having to disband a deed.
  45. 1 point
    The only thing, is that the marks are meant to reward loyalty. My alts I've prem'd once to keep from being deleted do not count one bit towards loyalty, that I use as storage and nothing else with zero skills, would (instead of getting the 10 hours of SB) suddenly be able to buy me a lot of crap on the marks store if they made that change, trade it to my main toon, and suddenly I would have an over-abundance of things to sell/keep. I have a lot of alts lol. Two priests, my 2 utility toons and 4-5 storage/deed mayor toons I've made over the years. By that formula (30k marks), that would be 270k marks of stuff for just me. And Sleep Powder isn't the only thing you can buy from the marks store that can be sold.
  46. 1 point
    Made in honour and memory of my dearest forever friend, my dog, Isla who passed away this morning. I love that wurm lets you do things like this ❤️
  47. 1 point
    You're all nuts... and I love you all for it.
  48. 1 point
    Wow, that OP is really a POS. A well deserved KOS IMO
  49. 1 point
    I think it is fine as is. The +5 to your casts all the time is a huge thing. Im currently working my way up to 70 prayer as well. It does suck, but its also one of the easier skills, since you just do the one action over and over again.
  50. 1 point
    This is something I've been complaining about for just over a year now. https://forum.wurmonline.com/index.php?/topic/162328-lead-permissions-rework/
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