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Showing content with the highest reputation on 10/14/20 in all areas

  1. 9 points
    Just because you don't agree with the answer doesn't mean you can keep demanding more responses. This isn't a department store.
  2. 8 points
    Disclaimer: These are just some personal thoughts and all I wanted to achieve with this post was to present my perspective over some issues and eventually make other people ask themselves some questions. And while I might use the words "right" and "wrong" through my post, they are only relative to my perspective; other than that I don't think my vision is necessarily the right one and at no point I had any pretention that others should follow it. I started the game with the idea that the game has a (relative) fixed cost that I should pay from my own pocket every month and I was really Ok with that - ten bucks per month (spread between premium time and deed upkeep) didn't really sound like a lot, considering the amount of hours of tremendous fun that I could get from the game. I knew that you can potentially earn silver coins in game trading with other people or doing odd jobs here and there, but knowing that I am just a casual player I was convinced that this is not something that would apply to me, but only to the more experienced or dedicated players, so I preferred to not even think at this. And for the first two months everything worked really well according to the plan, but then, as the time passed, things started to go south. I saw people around me making (quite large amounts of) money doing things that I could have easily done too, like selling their excess horses or enchanting grass tiles, so I wanted to do that too in an attempt to avoid having to use my own RL$ to finance my game expenses and just pay with silver coins earned in game. The problem was that, even when I managed to achieve that and earned over 12 silver coins during the month (which is what I actually needed for premium and deed upkeep) I still didn't stop. And at this point it was pure greed - the desire to earn as much as possible, without any need or clear goal in mind for those money. Some of you may ask yourself now what the problem is... I got orders, I got enough money to finance my game expenses with in-game earnings and even set something aside, all these without working my a$$ off... pretty much the dream of any free-to-play player... Well, the problem is that all this race for profits ruined the fun for me... I was no longer doing whatever I wanted to do and chatting with people just because they were nice, but I was constantly on lookout for "customers", spamming the trade and freedom channels and trying to bait everyone into using my services (not in a bad way, I was not scamming and I was only asking a fair price, but I was definitely intrusive, offering unsolicited services)... and even when I was getting orders, it meant time spent outside my deed, not skilling up, not making progresses, not having fun - all that just in order to earn some virtual coins. Totally wrong and not worthy if you ask me now! So, from now on, I'll return to my initial vision. Ten bucks per month is not something that I can't afford, so I'll chose to spend them here, also supporting the developers in the process, and never open the trade channel or try to sell something again. If I'll have something extra, that I don't need (either that we talk about items or services), I'll just gift them to my friends or neighbors, eventually earning something much more important than virtual coins - real human connections... Just my thoughts...
  3. 3 points
    Mining my own business, in a very short tunnel opened by a friend. He told me about the very good lead vein and gave me the option to mine it out, or some of it out. My camera angle suddenly swung wild due to a miss click on my part... and BAM, I was suddenly faced with this... Nothing to fear, just it was the sudden green gang splatted across my Wurm window caused my heart to momentarily flutter. It actually took me a few moments to realize … SOMEONE … had arranged this mild heart attack to broaden the scope of my emotional spectrum during this otherwise boring mining experience. I honestly got no idea who did this. Just I know Xagru said he had recently killed 4 trolls, and it was Xagru who opened this mine. Xagru told me about this lead vein in his way. Xagru invited me to mine some lead here. Xagru was here a bit before he logged off, made sure I was in the right spot at what would be the right time... and I know I heard someone here, when I was mining, just before Xagru logged out...placing stuffs. I'm no Sherlock Holmes, but I'd guess the person responsible, his first name starts with an Xagru. Anyways, a chuckle I can share, now that my heartbeat has stabilized. Teeebomb screenies
  4. 3 points
    The questions is whether being primarily driven by mercantile considerations is the way you want to play. Obviously for you it is not. Neither it is for me. Play the way you want to play, and if that does not include "funding" your play from within the game, then pfft... it doesn't matter. As much as "sandbox" is supposed to mean the game is whatever you want it to be, I think that fundamentally it is still a game and therefore meant to play, not more work. I can't even bring myself to grind for skills let alone silvers. I worked on one skill for a day or two to push it over a threshold about 2 points away. That was my biggest effort, and then I went sailing again.
  5. 3 points
    Way I feel is pay your own sub and your upkeep out of hour own pocket, and trade for fun. Make money when you want to, how you want to. Want a LMC? Set a goal to make enough money to buy one, for example. Play for fun and you'll find much more enjoyment than if you turned this great game into a job. I am right there with you.
  6. 2 points
    I’m not sure that it’s due to it being announced so early but rather that there have been no specific date set or even a tentative time. Retro mentioned that it will possibly come in the next major update which also does not have a tentative time. I do understand that they do not want to give set timelines in case they can’t meet them, but I think it is important for the devs to set timelines. We have seen with the steam launch (among other similar releases) that when a time is set for something, the devs bust their butts to make it happen. If after all that they don’t meet the deadline, but need to delay the event a bit or adjust the release slightly (like they did with the combat overhaul for the steam release) then the players will understand. The players will be happy so long as it apparent that the devs are passionately working on making this game great and that they are trying their best to respect the player base. I personally would be far better off if they said that the 10h of sb may still be a few months off. Then at least I wouldn’t be frantically ensuring that my sb bar gets used up every day in fear that we get the sb tomorrow or the next day. PS Retro, if you are reading this...when will the next major update happen (approximate times are welcome!)
  7. 2 points
    Need to wait atleast 800 Years for this to be fitting in Wurm.
  8. 2 points
    Definitely. But, to be honest, that was never intended to be missleading... it just took way more than I anticipated to harvest enough wemp to finish my corbita and set sail... for more than a week I always went to sleep convinced that the next day will be the day when I'll finish it.
  9. 2 points
    Greed at this stage of the game is.... dumb. Other than being able to finance your deed's upkeep or prem for years to come, there is no benefit to stockpiling gold now that RMT is gone. The decision to remove RMT was a smart one, because the players that hoard gold were among the most cancerous of the player base.
  10. 2 points
    Likely in the next major update. as soon as I know the date of that I'll make sure it's known
  11. 2 points
  12. 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. (thanks ping) 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. 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. You can combine this with other grinds like mining (queue up bunch of mining actions, when you start a mining action, do a tame, they'll both happen at the same time I think this got removed) or shield training+shield bashing. You can try all 3 at the same time if you want your apm to resemble a pro starcraft match. 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 - you want pick chance to be like 8% or so, skill + lockpick ql vs containers ql and lock ql. 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 the thing, rock lands on dirt wall next to you, pick it up, reload. Winches is diff, can't remember what diff is for trebs i'll edit it in at some point 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, you want average frag ql of a stack of 100 to be around 25 or so for best skillgain. Around a 40ql brush at 90 skill was good for me, but that might not be good for you if you have more/less disbanded deeds in area than me. lowish ql chisel to do restoration afterwards 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. 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. Channeling 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 60-80 wound 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, Hunting 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 if you comment below just to argue rethink life
  13. 1 point
    Hello, Dragon Valley's Market presents to your service. If you have any questions or if you'd like to request some items be restocked or added, just PM me on Dargol or Zaazik. Custom casts (coc, woa, nim) Current skill - 86 channeling (Benediction Vynora Enchants) 2s for 70+, 3s for 80+, 5s for 90+ power if cast on your own items (pay that fee regardless of how much higher the actual enchant is) P.S. your items can be broke (~0,5%) . Small chance, but it exists! Price list of already enchanted tools/weapons/materials: 50+ power - 0,5s+ 60+ power - 0,6s+ 70+ power - 0,9s+ 80+ power - 1,4s+ 90+ power - 2,6s+ 100+ power - 4,0s+ Circle of Cunning (coc) - Increases skillgain when using the tool to perform actions. Wind of Ages (woa) - Increases the speed of the tool when using it to perform actions. Nimble (nim) - Increases chances to hit. Stone Strike (ss) - Improve the success chance of a surface mining action. Notes: If the tool is incomplete(in a head or blade form), any casts on it will carry over to the combined tool ! When ordering three or more items at once a 10% discount. Awls Butchering knife Carving knives Cheese drills Files Grooming Brushes Hammers Hatchets Horse shoes Knifes Large Anvil Leather knifes Lumps Mallets Meditation rugs Metal bruchs Mortar and pestle Needles Pelts Pickaxes Rakes Rope tools Saws Scissors Scythes Shields Shovels Sickles Small Anvils Small Bucket Spindle Spears Stone Chisels Trowels Water Whetstone Weapons Bows Fo priest services (to create an order, call first Sethdrake, or 2nd Dargol. Or post request on this thread) Price list: Genesis - Cast on animals to remove any 1st bad traits they may have 0,5s for each cast. Your can come to us (Cadence G9 - Dragon Valley) or we can visit you. (The price of the visit can be 0.5s+ depends on distance) If you need to cure 3 or more animals, 10% discount. Courier - Enchant spirit cottages and spirit houses to allow them to send mail to other players. 1,00s for 3 casts (The price of the visit can be 0.5s+ depends on distance) Wild growth - It nurtures trees advancing their growth and tends fields within a small radius around the caster. 0,70s for each cast. (The price of the visit can be 0.5s+ depends on distance) Humid drizzle - is an area of effect spell that tends to (i.e. grooms) all animals in a radius of 4 tiles in every direction around the tile it is cast on, cures diseases and heals animals similarly to Light of Fo, and makes all animals milkable again. 0,50s for each cast. (The price of the visit can be 0.5s+ depends on distance)
  14. 1 point
    Who wouldn’t want to display preserved creatures on their deeds? I know I would.
  15. 1 point
    So, I was poking around in the sound.jar extract folder, and I took a look in the '010-Music-Incidental' folder, and it contains all the songs we know and love from Wurm today, as well as some extra super-intense ones that sound like they are triggered during PvP(Could someone confirm?). The I took a look at '009-Music-Specific' folder. I had been looking for that sweet riff that plays sometimes for no reason so I could save it and maybe use it in a dumb edit, but what I found amazed me: The entire(?) collection of original Wurm music by @Gurubearand his band, 21st Century Blues, Including classic hits like 'The Raven', 'Little Miss Jane', 'Village Work song', and of course, 'Wurm is Waiting', as well as a few dozen background tracks of various themes. I have only heard a few of these tracks in-game, and few on the 21st Century Blues YouTube channel, but there are many more that probably nobody has heard for years. Another thing to mention is that the three Kingdom Anthems are there as well(which I think sound awesome!), and also the very last track aside from the achievement sound effects is Gurubear "wishing all Wurmians a merry Christmas, from Rolf and the entire team!", which I assume was used in a Christmas event or message way back when. A bunch of them seem to fit some sort of theme, but it's hard to tell what. Any older players with a keen ear for music and a good memory, please share what you think the songs were for/from! If you want to have a listen to these, all you need is a tool that can extract .jar Java Archives, and to extract the sounds.jar file in /yourwurmfolder/packs/. All of the sound files have ambiguous names, so you'll have to look through them all to find ones that are proper songs, but I think it's definitely a worthwhile thing to do while mining out an iron vein.
  16. 1 point
    I often fantasized about earning lots of money in-game, but the desire to progress my own skills, to work on my own place and its surrounding, and sometimes even to travel around was almost always stronger. This is the very case even to this day after 12 years. I totally feel you, except that I never really went down that path for real. Welcome back
  17. 1 point
    I started to use new UI for a moment and while font is not that bad as it used to be, it still doesn't match in size, readability or look to the old one, so I think the old font should come back, windows decorations and their titles are also still too big. Here how it looks (90% scaling, resolution 1920x1080):
  18. 1 point
  19. 1 point
  20. 1 point
    dude, you just dont get it, by now i think you even wont get it. everything was explained to you. yet, you acting like you went to the shop, got a can of coke and payed with 50 quid note. the cashier gave you back 2 fake twenty notes and some change. then you went to another shop and upon paying with one of that fake twenty quid note the cashier told you he wont accept it as its fake. But yet you keep arguing with him that its not fake, as in the last shop you payed with a 50 and got those twenties back. get over it. You bought exploited dye that was "legal" for some time, now its not. change happened.
  21. 1 point
    This is you just refusing to read what multiple people have explained to you because it doesn't align with your perceptions of how this works. No one is saying you exploited, we're telling you how QL factors in when it comes to mixing dye and that vast differences between your two batches cause the entire thing to shift towards grey. You purchased dye and you want to dye your boats, however you have two different QL batches of dye with the same RGB values. These are not equivalent items, the same way that a 10QL cotton string and a 90QL cotton string with the same CoC cast are not equivalent items. If you want to dye something black then you'll either need to mix the dye you have and live with the grey shift due to the dye averaging out or you'll need to source more high quality 1,1,1 that can be mixed properly.
  22. 1 point
    It doesn't, this is why I made this thread, even at minimal QL different the RGB will be messed up as RNG plays the role. Stop talking about exploiting! I didn't exploit anything! I want to complete my ship collection. I have the dye I bought according to the game rules, and I want to use it on a ship. I should be able to. So I am asking for help how to do it. I answered an ad on an official Trade channel and I should be never punished for that especially with items or estate loss!
  23. 1 point
    It might be a bit harsh to you, but mixing "non-exploited" dye of the same colour gives the same results, for example I have a perfect Platyna's red and gold dyes and I paid a lot of money to develop these colours. Not to mention that when I bought my dye it was considered normal dye, sold on public market, and It is not my fault the staff changed their mind later on, lex retro non agit. Or maybe I should write to the development team every time I buy a nice item in game? Wurm bases dye making on RGB values, and if I want to paint my ship 88 88 88 RGB because, let's assume 8 is my lucky number and I think my ship will be a lucky one I should be able to do so. Not to mention that while mixing dyes the RGB value can change drastically. Therefore, mixing dyes of the same RGB should give the same RGB, so we can use them normally according to their intended use. I made this thread to confirm this, what IMHO is an absurd, to post the above on Suggestions forums, so it can be ignored, but at least I can do what I could to have it fixed.
  24. 1 point
    Hello folks! I was about to build our temple in our city so I started looking at some pictures on the web about different player building to give me a general idea. As I also didn't want to make a copy/paste of what has already been built in the past, I therefore preferred to create a contest that everyone could participate if they wanted. So here we are, I am organizing an architectural competition to build the Temple of Vynora in the city of Dorter in Harmony located at H17/18. There will be 2 prizes, the chosen architecture will win 5s and the second favored will be 3s. The judges will be my wife and me Here are the few guidelines: - This is a temple of Vynora (but all altars will be present inside for sermons) - The main material need to be in Marble - The space allocated is 10x19 but that should included the landscaped arrangement around the temple (no required to fill the entire 10x19) - The main entrance need to follow the deed direction - Need to be built with 'DeedPlanner' and winners will need to provide the file/pastebin - The constest will end on November 1st - You can submit more than 1 design (You can win the both prices) Here is what the deed look like, I fenced the allocated area: Thank you!
  25. 1 point
    Cad. i can deliver only to cadace, sry
  26. 1 point
    When mentioning new players being asked to do slave-labor or pay up, I admit that I partially talk about my own experience as a new player about 7 years ago, when I joined Bell's Hell, led by Davidlewisbell, on Serenity. But I have seen this behaviour over and over and over, scaring many new players away. Another example would be Croatoan, I forgot the name of the leader but one of the prominent players there being Redneckgranny, on Desertion, also about 7 years ago. Yes there SHOULD be incentives for players to join a settlement. Off-deed decay just shouldn't be one of them!
  27. 1 point
    I couldn't agree more! I have been playing on and off for about 7 years now, and the single most thing which REALLY annoys me about this game is the decay rate of items in general, and off-deed structures. YES I KNOW and AFFIRM that decay is necessary for the game to function, but to me it just seems WAY TOO FAST. With Wurm already being a game where grinding and repetitive tasks are part of the deal and for many players taking 75% or more of their playing time, it doesn't get better with knowing you will then need to repair all your items and off-deed fences/structures like at least every real-life week! On another note, the (relatively, especially to server-capacity) few loyal players to the game are already PAYING to play, so why piss them off by forcing them to spend even more money deeding every single roundpole fence? YES there will be people who will do this and bring money to the game, but won't you SCARE AWAY so many other players, so the game actually LOSES MONEY in the long run? It SADDENS me to see the player count in Wurm go down from 2000 to 600 in about 2 months (European daytime). But on the other hand I can understand new people leaving the game after they find out, after spending hours or even days building their 2x2 wooden shack, that they now need to repair it every few real-life days, or be forced to spend even more money to deed every single puny fence. You can't force people who just want to live on their own to make a deed. A deed is for a village/community, not for a single 2x2 shack! Not to mention giving deed-owners SECOND THOUGHTS about EXPANDING, because then they need to expand the deed with it to prevent the decay rates for off-deed structures/fences destroying everything in no-time. Isn't this game about building/expanding? The decay rate for off-deed structures is so steep that is seems COUNTERPRODUCTIVE to me. Not to mention that deed-owners will many times ask new players to either help fund the deed or do feudal peasant-like labor if they want to build their structure on their deed or even join, scaring them away not only from joining their village but many times from the game itself! And again, they were already PAYING MONTHLY to play the game! All these bad incentives and mechanics can be solved just by lowering the decay rate for off-deed structures. YES there should be a decay-rate. Just a much slower one than currently implemented. Edit: I know this forum for years now so I know there will be people who will try and break down and disprove every single point I made here. But nevertheless there are many (ex-)players who share my views! If you want players to keep playing this game instead of leaving in a month, better start to listen to their concerns instead of arguing with them. I made a similar point about 7 years ago on an old account and the reply from other players pissed me off so much that I stopped visiting this forum back then.
  28. 1 point
    I think i've only bought silvers from the shop once, and it was during that "personal goal craze" we had when tomes were flowing left and right and to add to upkeep. Always bought premium with RL cash, it's just 1000x easier and faster to make 50 euros in RL than it is to make 50 silvers in game. I put in some extra hours at work for a week and bam. If i would put in 10 hours in game of work I would have little guarantee I could make 50 silvers in that same time period. Granted I am talking about old freedom , not the new servers where the market is relatively fresh and things are more expensive. A 90 ql plateset on old freedom i could probably sell for 1 silver. The same plateset on the new servers would probably go for 10 silvers or at least 5. Huge difference. Point is, it's way way easier to make RL money and spend it in Wurm than to make silvers in wurm, either by selling goods or services. It's always been that way. I make some occasional silvers from a deal or two, but it's never my goal. It's just too time consuming and low ROI trading in wurm.
  29. 1 point
  30. 1 point
  31. 1 point
    This has been my approach and is how I continue to enjoy logging into the game. There is nothing wrong with buying the silver for deed upkeep and prem, then just enjoying the game without stressing about "making rent"
  32. 1 point
    This is not a problem what you did, the problem is your approach. You see, we all seen all these Hollywood films about amazing heroes being so selfless and noble...but this...despite how nice it looks, it is an ideal, and the ideals, like perfect black body in physics, or simple gravity pendulum, or absolute zero, is they give us some reference to what is good and even perfect, but they do not exist in nature and cannot be achieved, we can try to achieve them but this will be always asymptotic route. You are a human being (H. sapiens, taxId: 9606), and these animals tend to be territorial, express strong foraging - hunter/gatherer behaviour, they form herds, and they are hierarchical. These traits led to our greatest inventions and greatest disasters. It only depends on you what it will be. But following your true nature will in most cases make you happy, and accepting it will make you even more happy. You can be your local Kim Jong Un or your local Andrew Carnegie, it is up to you. But a representative of foraging species should never be ashamed or sad they enjoy collecting items, they should be ashamed if they are major douches in the collection process.
  33. 1 point
    I meant to have a bit of a comment there, too. I understand the desire to not have the drumroll/swirl moment frequency reduced, but whether the mechanic is adjusted to only show the Moment when you actually get a rare, or whether it is adjusted to always give you something even when you don't get a rare, the MoI should NOT be a disappointing thing.
  34. 1 point
    Slot machine design 101: Near misses generate addiction as effectively as actual wins. The rube conflates achieving a win with actually obtaining it. The case of rare "near misses", though, may fall into the overuse category ("another loss role" Vs "I might win this time"). A guaranteed rare on a roll would make the event much rarer, and possibly lose some of the desired effect above.
  35. 1 point
    Quick and reliable service! Thanks again!
  36. 1 point
    Potatos - 3k @ 58.00QL+ - 2s/k Special Buy if you will deliver to Melody D22 - im buy it for 6s + Larder - 1.5s + imp of my oven to 50 QL for 1s (c) Torkell
  37. 1 point
    sry for the confusion, i meant all creatures , the place i discover'd earlier today had all of them in one spot, maybe split into 2 groups, i killed a few crocodiles then ran out of water and went back down the mountain to refill, when i came back only a few crocs remained in the spot everything else just vanished, and i saw at least 50 creatures there in total. down below the mountain i'd have to walk for miles to find anything to kill.. creatures haven't been broken this bad since a long time ago..
  38. 1 point
    Are you speaking of mobs as in aggresive creatures or monsters or animals? Title mentions animals, but article mentions mobs, It's my belief aggresive monsters and animals should seek players, passive animals, and confrontation in general... while passive monsters and animals should be trying actively to avoid players and other non-similar creatures. Trolls seek out players and lesser creatures Deer avoid all aggresive creatures and players, are fine with pigs other deer etc. I remember a time many years ago when a change was made and animals were being slaughtered by my Templars on the way down the mountains to get to shore. I was getting Templar chat litereally every few minutes for weeks until they were all dead. This seems quite the same issue, just now they flock upwards? I will say there is something off about the AI, always has been, in my 9 years in Wurm it's never truly worked right.
  39. 1 point
  40. 1 point
    Hi, to whoever looted a rare hive when Astrix Fields disbanded is kindly requested to return it, the hive has an owner who would like it back and was not planted by mistake. No hard feelings, no questions asked, I would probably do the same. Just be kind and please return the item. The deed has unload perm set, so you can just come and drop it. Thank you.
  41. 1 point
    I personally don't agree with skill decay, I believe skills are important milestones in Wurm, and milestones aren't meant to be moved. I see no reason to punish those players who have put the most into a skill. Currently, if you get 99 in a skill, it's locked, it's safe even if you die and I think we need these milestones that are worth striving for. To chip away at these milestones of success would be to devalue this most personal of accomplishments. Skills reflect our own personality and choices in our Wurm life, far more than possessions like tools and weapons, those are merely 'things'. Our 'career' of skills is the only true possession we get to keep, even when all else is lost and decayed away. "...a real possession in the changing fortunes of time." - Max Ehrmann, 1927 There is a lot more potential in the skills we currently have, to add further playability, and I think we can squeeze a lot more juice out of the current skill tree. Combining disparate skills to produce new goals could be one way of encouraging players to try lesser-used skills, and encourage co-operation and trade between players of different play styles. I am sure everyone has ideas of how we could combine different skills, to accomplish new things. For example if we combined Tracking and Taming, perhaps if we spent enough time successfully tracking a passive mob such as a mountain gorilla or hyena, we could unlock a rare chance to temporarily tame it, if our taming skill is also high enough. Combining Foraging and Metallurgy could maybe one day produce a new improved alloy from iron rocks. Perhaps we could also one day combine Papyrus-making and Prospecting to produce a paper map of an underground mine. To add decay to skills would, I believe, place players on an endless treadmill of re-grinding and repairing lost skill in their highest skill categories, I think many would lose heart, and it would not give them the incentive to branch out and try other skills. For players who have been away from the game a while and are thinking of returning, there will be less incentive to return, because if decay is introduced, their characters will not be in the same condition as they were when they left them. We have firm assurance that our once-premium characters will never be deleted or removed, and for me, that means either in whole or in part.
  42. 1 point
    To all the people thinking in this way. People don't play this game to do the chores of saving everything you accomplished over the years every day... We don't like to loose what we got, nor we like to do any extra stuff to maintain that what we got. If i have to regrind my skills everytime i log in or to spend even hour every day repairing everything on my deed, ###### it, its not worth it, wont play it.
  43. 1 point
    Sorry for the delay in the update i have had some personal issues over the last week or so, i will be getting back to work today so i hope to have more news shortly.. thank you for your patience. KaZ
  44. 1 point
  45. 1 point
    i want to give you easy tool for vehicle speed calculations, planning to release it later as a website, currently only as a datasheet. https://docs.google.com/spreadsheets/d/1t5WXPVGCLBNzM1bmRPPU1mzRcvKBqChpMngDt2Rtfrg/edit#gid=51688402
  46. 1 point
    Bigger house! Maybe even work towards a 3x3 stone house (requires masonry, chipping bricks for it will get you started). Start into brewing with a still for moonshine. Learn archaeology. Add a kiln to your house, get into pottery (herb planter rack is a nice entry level project). Make a loom, take up tailoring (you already have a bed, maybe you already have a loom). Start making a crate rack and lots of crates for hauling and storing stuff like dirt, logs stone (those can fill up bulk storage bin fast). Need 23 body Strength to load them though. Plant flowerpots and flowerbeds. Add rose trellises to beautify your newer fancy house (or hops and grape trellis for beer & wine): Visit a Steppe! Get a couple of bison for breeding, cheese, meat and hides. Breed grey horses in hopes of randomly getting a rare color: Some nice decorating ideas here, for your new house: from kegan's house: Some of those are still way ahead of you, but if you start fixating on a GOAL ("ooo, i want to do that!") you can start smaller projects now to work towards the bigger goals.
  47. 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!
  48. 1 point
    Check the journal Work towards 21 body strength to bash stuff, then 23 to load things, as well as 21 body control to ride a horse then start hunting and raise your fighting skills. Rifts will start appearing soon (i hope) and uniques will start being killed. Maybe start working on connecting your deed to the start town with a highway?
  49. 1 point
    craft armours and weapon and start grinding fighting skill/subskills so you dont die to a rat every time you leave your deed lol
  50. 1 point
    Change: The first month 2 silver premium option has been removed. New first-time packages will appear in the shop soon instead. Since its inception the 2 silver introductory offer has not served the purpose it was originally designed to do, allow new players to fund their first premium time within the game. After reviewing the information regarding first time purchasers and alts, we have decided to remove this option. In the coming days we will be adding new first time packages of premium, 2 months for €7.99 or 2 months and 5 silver for €11.99 as replacement introductory offers. With this we will be also beginning to phase out the existing referral system, with ingame purchases as well as the new introductory offers via the shop no longer giving a referral. Ingame first time premium purchases will also no longer give 2 silver cashback, and instead will be available for 8 silver. New: Shield racks and Saddle racks have been added. A saddle rack will hold empty saddles, bardings, and bridles. Shield rack will hold any shield. Both of these will only hold 15 items. Both items will show woodtype You can load 3 racks into a large cart and 12 into a wagon New: Level 100 Archaeology title added New: A guaranteed creation result (no fail) has been assigned to low difficulty mass production bulk items. For mass production bulk items below a certain difficulty, the item will be created even on failure, and will never be created with a QL lower than either 20 or the player’s skill, whichever is lower. Material QL cap still applies. This only applies for simple item creation, not complex (multi-part) item creation. This pertains to non improvable bulk items. Examples of items include Plank Shaft Rivets Stone brick String of cloth Large nails Small nails Rope Thatch Clay brick Clay shingle Pottery shingle Wood shingle Yarn Rounded stone Kindling New: An effective QL curve of armour, shields, and weapons up to quality 70 has been added. Actual QL Effective QL 1 20 10 34.7 20 43.6 30 50.4 40 56.1 50 61.2 60 65.8 70 70 80 80 90 90 100 100 Change: New player starting gear will be reduced in actual quality but follow the new effective quality curve on armour, shields and weapons. Armour will be quality 10 Shield will be quality 10 Longsword will be quality 25. Change: Follower deity bonus changes listed below: The name of the deity you follow will now appear in your skill list next to the Religion catagory heading. Fo +15% skill gain to Nature & its sub skills, Healing & First Aid, and Cooking & its sub skills. +2.5%-10% skill gain to Body Stamina, Soul Depth scaled by alignment. Doubled the existing bonus to taming attempts. 20% slower food/water bar drain (Replacing previous +25% food gained when eating). +1 range for Gardening/Forestry-dependent mouseover info (trees, grass, etc.). +10% QL gain when improving cloth items. (Bugfix) Priests get defensive CR bonus on steppe in addition to the other “natural” tile types. Holy Crop Flower spawns will increase. Grass will grow faster. Vynora Removed 10% skill gain bonus from applying to Characteristics. Vynora followers and priests still get +10% skill gain to all other skills, except Fighting. +2.5%-10% skill gain to Mind Logic, Mind Speed scaled by alignment 5% shorter action timer when building walls. 10% shorter action timer when paving roads. 7.5% shorter repair timer. No more faith loss for non-priests destroying pavement/structures. +10% QL gain when improving wooden and clay items. Vynora missions will return to Freedom. Magranon +15% skill gain to Fighting subskills, all “weapon” skills & their subskills, and Archery & its subskills. +2.5%-10% skill gain to Body Strength, Body Control scaled by alignment. +1 Offensive CR (does not stack with +2 Offensive CR for priests in favoured terrain). +1 range for world slope/flatness mouseover info. +10% QL gain when improving metallic items. Ritual of the Sun Meteor showers will occur and boulder-like meteorites will land across the server which have random metal type and can be mined directly for lumps. All metals except alloys and moonmetals will be possible Difficulty of mining meteorites will be lower than mining an equivalent vein in a cave, leading to higher average quality of metals. Meteorites will not change terrain, and will avoid landing on highways, deeds, structures, and deep water. Libila +15% skill gain to Religion & its sub skills, Alchemy & its Natural Substances, and Thievery & its sub skills. +2.5%-10% skill gain to Body Strength, Soul Strength scaled by alignment. Ability to get meat from butchering human corpses. +1 Offensive CR (does not stack with +2 Offensive CR for priests in favoured terrain). +10% QL gain when improving leather items. (PvE Only) “Consume Corpse” ability to regain health from corpses by consuming their residual life energy. Only usable on non-butchered, non-damaged corpses, and when permissions would allow butchering. Health gained scales with creature CR, depending on creature type, age, and conditions (such as Champion or Greenish). Automatically targets your most severe wound, like healing spells. Sets corpse as “butchered”, so there is a choice between this and butchering products. When Rite of Death is in effect, Consume Corpse has a chance of triggering an effect similar to a Mindstealer enchantment. 10-minute cooldown timer. Rite of Death Mushrooms will spawn far more often, and on significantly more tiles. (PvE Only) Far less skill loss on death, similar in most cases to dying on deed. Libila followers and priests gain +15% combat damage (similar to a Magranon priest) and a bonus to Consume Corpse (see above) for the duration of the rite. General Rite Spell Changes To encourage long-term diligence instead of “grinding” them and to encourage all followers to pray from time to time instead of relying on mass-praying priests, only prayers and sermons that could cause valid Faith gains increase deity favour, which is used to charge Rite spells. Your god will still retain favor if you have 30 Faith as a follower or 100 as a priest; the prayer or sermon needs to be valid and check for Faith gain, but Faith gain itself is not necessary. Improvements to deity favor gain: Missions now give deity favour, partially scaled by difficulty of mission. Prayers and sermons now give 3 times as much deity favour as they did previously Spell effect visible to players in status icons and the spell effects window, showing which Rites are in effect and when they expire. Change: Pottery planters should now show “(Harvestable)” after name & planted herb/spice, but only when in a planter rack. Change: Both versions of the Place command have been consolidated into one. “Place” should now only appear in the main right-click menu, not under the “Move” submenu. It will appear in the menu whenever it would have appeared in either place before. It will automatically select the “drop & place” action when possible (i.e. when the player could pick up the item and drop it), and otherwise, it should use the slower action that moves the item across the ground in increments. Change: Uncaring for a creature via right-click option now has a pop-up question asking if you’re sure you want to do it. Change: Certain month based calculations are now defined as 30 days instead of 28 A month in upkeep is a 30 day duration. Upkeep email will be sent at the 30 day mark (was previously sent at 28 days hence some confusion). Characters that have never been premium will be deleted after 3 months (90 days) absence instead of 84 days Change: Trader changes including placement on deed only. See list below. Traders can be placed on all servers now. Traders can only be placed on a deed and will disappear if the deed disbands or the trader ends up outside the deed tiles due to resizing. Traders will only SELL premium items via a new shop interface. You interact with a trader via using the right click menu and choose ‘Open trader store’ Traders will deduct the cost of your purchase from your bank account. Traders will reduce the deed upkeep cost by 20%. Traders no longer need to be placed inside a building in order to open shop. Traders will no longer have the ‘sell’ option in their right click menu. Trader items have been reduced in price. The Golden Mirror has been added to traders for 15 silvers. Change: Details have been added to the Marks redemption screen for the Gift Box and the Tome redemption. Gift Box item chances: 65% – sleep powder 10% – seryll lump, glimmersteel lump, adamantine lump <1% – star gems, imbue potions, Rod of Transmutation, staff of land, pale mask, rare strange bone, cavalier helmet, plumed helm of the hunt, mask of the challenger, challenge statue Magical Tome variations Available variants: Red tome, Tome of incineration, Green Tome of Magic, Black tome, Blue tome, White tome, Libram of the night Change: Large planter box farming adjusted to be more in line with tile based farming. Rake quality, rarity, player skill, as well as just general tending of the crop will both increase yield and quality of the growing crop, matching that of tile based farming. Harvest quality will now match that of tile farming. Change: Level 70 butchering title changed to Slicer for both male and female. Change: Creator signatures have been added to tapestries. Change: Mission items now require being the named item for the mission to advance Change: The Stone Strike enchant bonus has been increased to up to 60% so that it’s beneficial at any mining level. Bugfix: A number of tooltips have been fixed for grammar, spelling, clarity and factual information. See notes below: Grammar fixes: Added ending punctuation for effect descriptions that were missing them, for consistency In-game stats that need to be recognized as such now have initial caps, e.g. “Fighting” skill and “Combat Rating” Some other minor grammar corrections to individual descriptions Factual errors/Outdated info: Corrected Excel description to properly state it’s a defensive CR bonus, not a parrying bonus Corrected healing resistance description to say it applies to magical healing, not just the Heal spell Corrected PoP Stamina of the Vibrant Light description; it’s not 50% of anything Corrected PoK death protection description, as it does protect fighting-related skills, just not Fighting Clarifications: Clarified PoL healing (previous description made it sound like your natural regen is 1.5 times as fast, which is wrong or at least very misleading) Clarified Goat Shape affecting climbing ability, not the skill itself (this is also in line with the spell description itself) Clarified confusing phrasing on stamina ring effect description Added “for new players” to all newbie buffs, previously only on one of them, for more clarity to newbies Added specific numbers for sorcery damage reduction buffs, since the damage increase debuffs had them and this info is already public. Misc.: Several god-related effect names and descriptions were somehow swapped. For instance, Spirit Fervor was instead named “Deity combat rating bonus” with “Spirit Fervor” as the description. This has been rectified. Bugfix: Various spelling and grammar fixes. Bugfix: Fixed an issue where the improve icon on a high quality item with a high skill would often not change to the proper icon. Bugfix: Fixed meditation rug rarity-based bonus to meditation skillgain. Rare = 10% bonus to skillgain. Supreme = 20% bonus to skillgain. Fantastic = 30% bonus to skillgain. Bugfix: Mashed, minced, wrapped, and non-raw (cooked, steamed, fried etc.) food should no longer go into FSBs. The following items will still go into bulk bins: Flour Dough Filleted fish/meat Diced meat Chopped vegetables Ground herbs and spices Bugfix: Referrals should now properly grant 1500 marks upon redemption. Bugfix: Another fix to resolve instant decay of anchors when raised. Bugfix: Fixed a few issues with recipes and ingredients as stated below. Prevent more salty and non-salty liquid foods from mixing. Corrected Lore option mistaking white sauce for mayonnaise Show more information for simpler items in recipes e.g. “fish fillet <snook>”. Bugfix: You can no longer take a portion of honey or use the place keybind on liquids. Bugfix: Fixed some combat issues resulting in the priority issues change. PvP Change: Elevation is now a Premium Only server. If you are currently on Elevation and not premium you will be given a chance to leave the server for either your Home Server or Freedom Isles. PvP Change: Added 70 fight skill and premium requirement to capturing battle camps. PvP Bugfix: Possible fix for an issue which would cause the founding of a PMK to crash instead of properly completing the founding. ART bugfix: Pickaxe heads should now have the correct model. New: Holding autowalk key instead of pressing it once will align your mount or vehicle to nearest 45 degree angle New: Added mount controls option to the Game settings This replaced the "Rotate player with mount" option You can either use the regular control scheme (no change), rotate player with mount, or rotate mount towards the camera when moving Change: The third person camera is now more smooth when riding a horse Bugfix: Added the third person keybinds (CHANGE_VIEW, ZOOM_OUT, ZOOM_IN) to the keybind settings Bugfix: Adjusted the quality of water reflections