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Showing content with the highest reputation on 11/03/23 in all areas

  1. 4 points
    I like this colorful update
  2. 3 points
    WTA 98.50ql Supreme Iron Saw (100WoA, 103CoC) [09:02:10] Shatter Protection has been cast on it, so it protects against damage when spells are cast upon it [100] [09:02:10] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [103] [09:02:10] Wind of Ages has been cast on it, so it will be quicker to use. [100] Starting bid: 50s Minimum increment: 1s No buyout No private bids 30mins snipe protection
  3. 2 points
    Please. Please. Please. Let us again build high iron fence gates in arches. They look AWESOME. They look much more AWESOME than they look a bit wonky with the tips protruding into the arches...
  4. 2 points
    On the long way home from a rift, the Wonderland Misfits* stumbled upon this pesky 'little' thing. It is ugly, it is an eyesore, it has to go! Bring all you've got and end this. Everyone is welcome! When Saturday, March 11th - 22:00 UTC/GMT Where https://melody.yaga.host/#1488,1131 Rewards Trollslayer title The Troll King blood can be used to make a ointment of stonecutting. *Semperfi, Semperfiswife, Dazrath, Silviustrz, Thassadhar
  5. 2 points
    Also wanna add, that as a design choice, the assumptions of # of players actually attending holy sites is wrong. If you assume 20-30 or more players will be at holy sites then you are wrong. I've been to 3 sites so far and all of them had a max of 5 players just checking them out of curiosity. The idea that we "improve" the holy site ql by praying is pointless for 2 reasons. #1 The improvement tick for holy sites if laughably low. An improvement of 0.5 ql with 4-5 player around means that altar will be gaining maybe 2 pts every 30 minutes assuming they all coordinate. (this is another wrong assumption) This in turn will lead to people leaving the holy site once they realise that the buffs they get is tied to holy site ql. Example : A wellspring of vynora on release is around 15 ql now. An imbibe action gives a 7 minute buff to rarity / affinity while doing imping actions near the holy site. The 7 minute buff is ridiculously low and wears off fast then you need to wait 30 minutes until you imbibe again. If the holy site was around 60 ql then the buff would've been around 30 minutes, well worth the trip then. But we can't get to a 60 ql holy sites due to A) Not enough people going there to pray and B ) Not enough people there to cleanse corruption. #2 Corruption mechanics as they are are in my previous post. Simply put the math here is all wrong and we cannot cleanse corruption fast enough. Not to mention people will not login to afk for 1 hour and then do a "timed" purify action with a long cool down. This type of gameplay encourage people to simply close wurm not to engage with the game. If you want to make holy sites engaging make it so corruption is cleansed faster with higher ticks of removing damage and larger ticks of increasing its ql faster so people actually have a real gameplay reason to visit them. No one is gonna bother sticking around at a holy site when they understand how the math works against : any form of fun, any form of motivation to visit one, the buffs are laughably low, the corruption is horribly skewed and the lack of timers for purification, holy site improvement and action to use altar, for example imbibe or gaze. All in all, holy sites as they are now designed are based on too many flawed assumptions and those need to be fixed for holy sites to be a viable content. As they are no one will bother using them since corruption is too much and the imp for holy sites is too low. Tldr : wurm doesn't have 10 000 players visiting holy sites so fix the math so they can work for a low number of players.
  6. 2 points
    Just do a slate tower with a pillar they said.... You can't even come close to making it they said..... Anyone recognize this? Edit: Will be tweaking it but hehe. Good fun! Edit 2: Historical fun facts. The original pillar is part of the original deed drop plan. It originally stood about 220 slopes ABOVE water. Taller than the top of a Caravals crowsnest mast. (I've actually had a couple frens ram their Caravals into it to see how they compare, it beat them) I had placed a rare chair (Which you can see in the pic) as a dive off platform. Climb up sit dunk off like those fair ground things where you toss a baseball at the target and dunk your teacher in the tank kinda thing. The original plan was to build a max carp tower on TOP of that and set the chair up there with a bell tower. Climb up, ring the bell, sit and dunk into the lake. The total height would be pushing it up around 4-500 slopes. It never happened and after some front yard deed mods I just got sick of looking at it. I decided tonight to start demolishing it and as I was killing down one side I noticed it U-ing in. I also remembered several frens requests for a certain thing they wanted me to build. I decided, why not, I'm going to kill this thing anyways, lets see if it even comes out close. You see the fruition. I don't know if I'm going to keep it or just continue mining it down but when I got the requests to even attempt it and said I -might- a lot of frens were well, "You're nuts" "Can't be done" "No way" ect Here ya go frens. Hehehe. Great fun to do. I could tweak it, I might tweak it, but more than likely I will be demolishing it. It's not perfect but I think it's a good representation and I'm sure others can use that template to build a truely epic version of it. (If you recognize it)
  7. 2 points
  8. 1 point
    https://pristine.yaga.host/#944,1042 I did not have a toon to activate it with me. Have fun all you LIbs! ~Shenji
  9. 1 point
    https://xanadu.yaga.host/#2018,1311
  10. 1 point
    Hi Garthrick, I also found it nice having a chat with you. All items are sent now! 2 items were sold out so I sent you the next better ones I found in my chests at no extra cost. Also on the way, a free bonus pizza. Thanks again for business and happy wurming 🙂 *purrrrrrrr*
  11. 1 point
  12. 1 point
    Not sure what information you need, but this is the message from Mag Obelisk when purifying (which share pray timer). [14:30:41] The Otherworldly Monolith feels slightly more stable now!
  13. 1 point
    That's probably the easiest way to the slaying:
  14. 1 point
  15. 1 point
  16. 1 point
    [13:40:10] You see a sailing boat under construction. Ql: 1.90856, Dam: 0.0. This is a very rare and interesting version of the item. The sailing boat needs 1 mooring rope, 50 tenons, 1 triangular rig, 2 thick ropes, 4 seats, 50 hull planks, 1 keel section, 4 belaying pins, 2 oars, 1 stern, and 50 pegs to be finished. get your sig on a rare boat of your choice of wood type, very fancy Pickup from J25 cele Start 30s Snipe 1h
  17. 1 point
    The first Holy site has appeared on Inde. All mag priest, come join us! https://independence.yaga.host/#3637,3091
  18. 1 point
  19. 1 point
    Either it be rain or fog, It comes and goes faster than I can grab a cup of water. Not sure if this is a bug or an oversight, But I for one like to be able to enjoy the weather and remember the events lasting much longer. What happens? : It rains or becomes foggy for barely 5 minutes. Expected: Longer weather timers.
  20. 1 point
    You might confuse the drake set price with scale set price
  21. 1 point
  22. 1 point
    Omg it's me again with my fast saddle fetish 😇 saddle, 31 ql, 93 woa - 1 s COD to Ulostemies, thanks again and keep on hurrrrrrrdurrrrring ;D
  23. 1 point
    Totally agree with this, especially with new players that build their own low quality boat instead of buying a high ql one. I am still traumatized from travelling 6km/h in a low quality Corbita as a new player. Wouldn't mind seeing a sailing skill and navigation skill to increase boat speed. Thoughts?
  24. 1 point
  25. 1 point
    opps sorry Xanadu i thought i read your on xanadu. so i thought easy enough for both of us. holtburg is my deed. I10 or I11 on map hard to tell the lines. also Validate is SFI name but i'm logged in on NFI most of the day Zalidate if you need to pm and dont see Validate logged in. thanks again.
  26. 1 point
  27. 1 point
    i will be there!!! And if I can stay on i bring my speed molten! Haha She has a habit of kicking though.
  28. 1 point
  29. 1 point
    Two paved road to the wishing tree is now finished. It can be reached from G24 (1761,588) and E22 (1633,341)
  30. 1 point
    Hi! I'm interested in this long sword. I'm Garthrick on Xanadu. Monster Demise, please. Please send.
  31. 1 point
    Gotta say, the visuals of the holy sites are a bit lacklustre. Imo Wurm desperately needs a shader wizard to come in and overhaul the lighting. That should be an incredibly strong visual uplift for comparatively little effort. Approaching a Fo site should have mood fog and ominous green light, Libila should be darker than normal and sickly violet and yellow light, etc.
  32. 1 point
  33. 1 point
    Heya, can you COD med 3 sets of 80 WoA Horse Shoes? -Nobligan
  34. 1 point
    Ya we agree, did not hit the balance on that quite right. We have a load of bug fixes and balance changes coming next reset for them, let us know how it feels compared to now once those are live.
  35. 1 point
  36. 1 point
    we do have an inn this year, i dont have a room roster yet as its being renovated to add more rooms per floor and an additional floor and turn the lobby into a more traditional layout. Should also eliminate that pesky summoning bug.
  37. 1 point
    with the risk of reposting (i also posted on the patch notes for 7 march but in case it wasn't seen there) "So here's the math I am seeing and this really needs to be fixed asap. It seems that if you have 50 exo you basically fix 0.5 dmg or corruption, however you want to call it. Let's ask a question...how many players in wurm actually have this skill over 50? https://www.wurmnode.com/skill/Exorcism Bout ...3.... Let's assume some chaos boys have some pts in exorcism too so maybe 5-6 people in the playerbase have mediocre exorcism skill. Taking this math into account it would take all of the players with the highest exorcism skill in the game to work and coordinate perfectly just to reduce corruption to zero assuming they'd be tied to that altar for around 12-18 hours in a single day. We really need a rework for exorcism and how much corruption it cleanses. Exorcism is actually one of the worst skills to grind , evidenced by the fact that no one has ever bothered to skill it. If you really want to use exorcism to cleanse altars, at lease multiply the repair / purification tick by at least 10x or 20 x. The playerbase doesn't have exorcism, no one has it except for a literal handful of players."
  38. 1 point
  39. 1 point
    It's not just the carpets. Dyed beds are now a muted color. They look more pastel when before they were darker in color.
  40. 1 point
  41. 1 point
    Introduction Holy Sites are randomly spawned zones for players to find, themed after specific Gods and biomes, in unsettled areas of the map. Priests and followers of that deity maintain the site through prayers and sermons, allowing the Holy Site to provide bonuses to all Premium account followers and priests of that deity, as well as additional positive effects within its radius. Some benefits are available to all Premium accounts, even if they are not followers of that particular deity, so being at a Holy Site still provides some benefits regardless of which God you follow. Holy sites are temporary, lasting 2 weeks on average. Discovery Each type of Holy Site can only spawn in places matching certain features, limiting the areas you might need to search in order to find them. You can also receive a map of the Holy Site from prayer, giving sermons, or meditating, but only on those actions that could possibly give faith (or skill, in the case of meditating). These maps have various modifiers applied to make them less clear than a normal Treasure map or Cartography map would be, so you may need to compare maps with others or combine them with your understanding of the server layout in order to find the Holy Site. Normally, these map hints will be given only for Holy Sites that have not yet been found and activated, and that are associated with the God you follow. On PVP servers, you may also get hints about opposite-light gods’ holy sites (i.e. maps of White Light holy sites if your God is Libila and vice-versa). If a Holy Site has already been found and activated by a player, a “Locate Holy Sites” action will become available on altars. Using this action, on any altar at which you can pray, will show the locations of all activated Holy Sites on the in-game map, even those not belonging to your own God Restrictions Holy Sites are special places protected by their Gods, and are meant to be accessed and used by the public. As such, the following activities are disallowed within Holy Sites: Founding a settlement. Expanding an existing settlement into the Holy Site. Terraforming (digging, mining, etc.). Building structures or fences. Changing tile types by packing, cultivating, adding or removing pavement, dropping dirt/sand, transmuting, planting or cutting trees, or any similar actions. Creatures grazing or moving will also not pack tiles within Holy Sites. (PVE servers only) Blocking or intentionally restricting access to the Holy Site in any way. Activation A Holy Site is dormant and provides no benefits until it is found and activated by a follower or priest of the Holy Site’s deity. To activate the Holy Site, pray or hold a sermon (with enough listeners for Faith gain) at the special item at the center of the Holy Site. Once activated, the expiration timer of the Holy Site will reset, in order to guarantee that a Holy Site will last for its full duration after being found no matter how long it takes to find. Power & Corruption Power and Corruption are the two most important characteristics of a Holy Site. Each ranges from 0 to 100. Power: Strength of the deity’s influence. This is represented by the Quality Level of the special item at the center of the Holy Site, and can be seen by examining it. Power affects: The size of the Holy Site. The power or effectiveness of almost all Holy Site benefits, such as the Quality Level of goods received from it. Possibility of the Holy Site expiring early and with no rewards, if Power ever reaches 0. (most Power effects are handled through Adjusted Power instead) And is increased by: Prayers and sermons within the Holy Site by followers and priests of the Holy Site’s God. Only prayers and sermons that are valid for gaining Faith may increase the Site’s Power. The prayer or sermon may be done at the Holy Site’s special item, but any altar will work, as long as it is within the current borders of the Holy Site. And is decreased by: Natural decay over time once the Holy Site is activated. Chance for decay occurs at the same time as Pulse events. Amount of Power decay is randomized and may not occur at all. Corruption: Malicious taint and impurity, making Holy Site less effective and possibly resulting in negative effects. This is represented by the Damage of the special item at the center of the Holy Site, and can be seen by examining it. Corruption affects: Damage on items received from the Holy Site. Chance of Backlash effects when performing prayers or sermons to increase the Holy Site’s Power. Disabling of Pulse effects, item improvement bonuses, and some passive bonuses if Corruption is at least 40. Possibility of the Holy Site expiring early and with no rewards, if Corruption ever reaches 100. The effective Power of the Holy Site when providing benefits. Much like an item with 80 Quality Level and 50 Damage has only 40 effective QL for most purposes, a Holy Site with 80 Power and 50 Corruption only has 40 effective Power for most purposes. This will not affect the size of the Holy Site. And increased by: Random chance when performing prayers, sermons, or special Holy Site actions within the Holy Site. This is far more likely if current Corruption is already above 0. Power-affecting actions (prayer/sermons) have a higher chance to corrupt the Site than special actions do. Any Corruption from performing an action may be partially or fully resisted by a Soul Strength skill check. Chance of Corruption over time is triggered on Pulse Events and scales with the number of players who have contributed to the Site’s Power since the last pulse. This number also, to a small degree, increases the average amount of corruption is done. Natural chance of Corruption over time once the Holy Site is activated. Just like Power decay, this chance occurs at the same time as Pulse Events. (PVP only) Desecration actions performed by followers or priests of an opposing deity, using Exorcism skill. And is decreased by: Purify actions performed on the Holy Site item by followers or priests of the Holy Site’s deity, using Exorcism skill. Scaling effects on decay: Chance of Corruption gain and Power decay over time is increased with the number of players who have somehow contributed to the Holy Site’s Power since the last Pulse Event. In other words, the more players contributing to the Holy Site, the greater the total effort needed to maintain it. Rarity: Generally improves results of actions and effects, and has a significant impact on Favor granted to the deity upon expiration. This is represented by the rarity of the special item at the center of the Holy Site, and can be seen by examining it. Rarity of the Holy Site is determined randomly when it spawns, and does not change. Holy Site types Each deity has two types of Holy Sites that can spawn, with their own themes, possible spawn locations, and effects. Fo: Wishing Tree. A magical tree, blossoming with many types of fruit and other produce. Spawns in dense forests. Sampo. A strange divine mechanism, dispensing the necessities of life. Spawns on steppe. Vynora: Wellspring of Knowledge. A mystical fountain dispensing knowledge. Spawns on beaches and other natural waterfronts. Akashic mirror. A weird, black mirror that appears to be peering into another world. Spawns on roads and other paved areas. Magranon: Glowing Fissure. A glowing, volcanic crack in the rock. Spawns in barren, rocky terrain. Otherworldly Monolith. An obelisk that has fallen from the sky and buried itself into the ground. Spawns on sand. Libila: Abyssal Circle. An unholy ritual circle of uncertain purpose. Spawns on tundra. Pillar of Decay. A crude totem of skulls, viscera, and decay. Spawns on tar and peat. Spawning Holy Sites spawn occasionally over time as special features, so one may or may not exist at any given time. The chance of a new Holy Site spawning is also lowered with each Holy Site currently existing on the server. Holy Sites spawn far from settlements and other Holy Sites, on reasonably flat ground, and will never overlap buildings or highways. Most types of Holy Sites also avoid water. Each type of Holy Site also has specific requirements for the types of tiles they may spawn on or near, and may have other requirements that must be fulfilled by the nearby terrain in order to qualify as a possible location. The exact spawning rules are complex and may vary depending on the type of Holy Site. For example, a Wellspring of Knowledge Holy Site will always spawn near water as opposed to avoiding water, and a Glowing Fissure Holy Site may spawn on slightly steeper terrain than others. Positive effects Holy Sites have several positive effects. Except when otherwise stated, all these effects are available only to accounts with Premium time, and that have at least 30 Faith with the Holy Site’s deity. Passive Effects: These are active whenever you are within the Holy Site. Special visual effects and a spell effect icon will make it clear when you are within the Holy Site’s current borders. All Holy Sites: Doubled quality gain bonus for items favored by the Holy Site’s deity. In other words, items receive +20% to quality increases from improvement, rather than +10%: Fo: Clay and cloth items Vynora: Wooden items Magranon: Metal items Libila: Leather items Higher Faith gain, and greater Favor gain for your god, for all prayers and sermons held at any altar within the Holy Site (or at the Holy Site item itself). Fo Holy Sites: Hostile animals will no longer be hostile towards you. This is the same effect Fo priests normally have. Libila Holy Sites: Hostile monsters will no longer be hostile towards you. This is the same effect Libila priests normally have. Wellspring of Knowledge: A small chance to catch any special fish while fishing, as long as you are using a tool that can be used to catch that type of fish. Special actions: An action specific to each type of Holy Site that can be performed on the Holy Site’s special item. Once this action is performed, you will need to wait until the next Pulse Event to perform it again. Wishing Tree: Harvest a random harvestable product from the tree using a sickle. This can include any type of fruit, berry, nut, herb, or spice. This provides more items than harvesting a normal tree or bush, and at higher quality. This can also give special items within those categories that are not available anywhere else, and that grant more complexity than normal food to any dishes they are used in. Sampo: Feast for a refresh effect giving you maximum food, water, stamina, and CCFP bars, curing any disease, a random temporary affinity of long duration similar to a food affinity, and a significant amount of source salt added to your inventory. There is a rare chance to get a Source Seed along with the source salt which when fed to an animal will increase your effective animal husbandry skill when breeding it for 1 hour. Wellspring of Knowledge: Imbibe the liquid for a long spell effect granting additional chance of rarity on item improvement. Akashic Mirror: Gaze into the mirror for skill checks (with significant potential skill gain) in various characteristics, a Meditating skill check with half the skill gain of a normal Meditating action but without affecting your meditation cooldown timers, and a small increase to a random skill. Glowing Fissure: Unearth a random item using a pickaxe, shovel, or trowel. This will usually be a gem (sometimes with Favor stored in it already), but has a small chance of being a large source crystal, and a very small chance of being a random unique blood. On rare actions, there is a chance of receiving a strange bone fragment instead. Otherworldly Monolith: Rummage at the monolith for a random metal lump from the impact site. These can be, in order of decreasing likelihood: A random base metal (any metal that can be mined as ore), a random alloy, empyrean iron, and a random moon metal. Empyrean iron is a new type of metal that can be harvested in this manner as well as from Magranon ritual effect meteorites. Abyssal Circle: Channel a crystal containing the soul of a random type creature, possibly with the Champion or Diseased condition. A soul crystal can be broken with a hammer, blunt weapon, or sacrificial knife in exchange for a powerful Mind Stealer-like effect, using the creature template to determine possible skills. “Diseased” condition gives less skill and “Champion” condition gives more. Pillar of Decay: Extract a flesh pod using any valid butchering tool. The flesh pod may be hatched into a tamed Simulacrum creature by using it on any tile. If the flesh pod has a condition such as “Champion” or “Greenish”, the creature will have that condition. Quality of flesh pod, rarity of flesh pod, and type of tile used to hatch the Simulacrum will affect its size and the values of several of its characteristics, making it weaker or stronger in combat. Pulse Effects: A Holy Site will “pulse” roughly once per hour, having an immediate effect on the players and/or the immediate surroundings. All Premium accounts may benefit from Pulse Effects, even if they do not worship the Holy Site’s deity. Wishing Tree: Spawns flowers randomly on grass tiles in and near the Holy Site, and makes all trees and bushes in that area harvestable again even if they aren’t in season. Sampo: Humid Drizzle effect on all animals in and near the Holy Site, and resets their shearing status. Wellspring of Knowledge: Awards a small amount of Sleep Bonus to everyone present within the Holy Site. Akashic Mirror: Awards a small amount of Sleep Bonus to everyone present within the Holy Site, and has a slight chance of giving a treasure hunt map. Glowing Fissure: Erupts, giving one archaeology fragment to everyone within the Holy Site. Fragment item types are drawn from a different list than usual, with some items (notably wooden items, for obvious reasons) absent and many other items added. Some items that are impossible to find through normal archaeology can be found as these fragments, and some items normally available through archeology are excluded (especially wooden items). Fragments should generally have somewhat better end results in terms of enchantments, runes, and materials. Otherworldly Monolith: Summons a quantity of Magranon ritual meteorites to land on random tiles within and near the Holy Site. These function identically to normal Ritual of the Sun meteorites, and cannot harm players by falling on them. Abyssal Circle, Pillar of Decay: Long-lasting “Rampage” spell effect on everyone within the Holy Site. This effect provides an offensive CR bonus and a significant reduction in stamina drain. The power and duration of this effect can be extended by killing creatures while the effect is active. Expiration effects: When an activated Holy Site expires, the following things will happen: A very large amount of Favor, for charging ritual spells, is granted to the Holy Site’s deity. This amount is increased by higher Power when the Holy Site expires, decreased by higher Corruption. Rarity of the Holy Site also increases this amount significantly. One last Pulse Effect is triggered, but with a significantly enhanced effect, as if the Holy Site had Power closer to 100. Creature spawns: Creatures may spawn in or near the Holy Site, often with conditions. This may include creatures with conditions that cannot spawn normally, such as a scared seal or champion sheep. The types of creatures that can spawn, and the conditions they are likely to have, depends on the type of Holy Site. Magranon and Libila sites have a slightly higher chance to spawn champion creatures. Backlash effects When performing any action at a Holy Site that might affect its Power or Corruption level (praying, preaching, purifying, or desecrating), there is a chance of a negative “Backlash” effect happening to you. This effect usually shares a theme with the Holy Site type or deity. The chance of a Backlash effect, and the average intensity of them, is increased by: The Holy Site’s Corruption being above 40. Higher Corruption if praying or preaching to increase Power. Higher Power if attempting to desecrate the site. Lower skill for a Power or Corruption influencing action (Praying, Preaching, or Exorcism). Actions relating directly to Corruption (purifying or desecrating). If the Holy Site’s Corruption is above 40, there is also a small chance to trigger a Backlash effect when performing the Holy Site’s special action. All Backlash effects may be partially or completely resisted by a Soul Strength skill check. Various Backlash effects are possible, including a random wound, various hostile spell effects being applied to you, or hostile creatures being summoned against you. Changes to Ritual Spells Some changes have been made to global ritual spells along with this update: Favor cost: The amount of Favor a deity needs for a ritual spell to be ready for casting now scales depending on how often that ritual spell has been cast on that server. Note this is not the favor needed to cast the spell as players, this is the mechanic for unlocking the rite casts. The more frequent and recent the castings of that particular ritual spell have been on that server, the greater the cost will be. The base Favor cost has been lowered, so ritual spells that are currently cast very infrequently on a server may be cast more often. Holy Crop: 10% less difficulty when taming animals during the event. Rite of Spring: 5% increased chance of affinity gain during the event. Ritual of the Sun: All meteorites, from the ritual or the Holy Site, now have a chance of giving lumps of empyrean iron when mined, in addition to what they already give. Rite of Death: All players receive the Rampage spell effect when killing creatures. This is the same effect as that given by the Holy Site and stacks with further kills in the same way. Fo Vynora Magranon Libila
  42. 1 point
    Overlooking the Coastal Village of Bela Stellamant
  43. 1 point
    behold "my" levitating ibrik, it's not mine.. you can't prove anything ( no really, it's not mine )
  44. 1 point
    Yeah portal would be good, keep all the same travel restrictions as traveling between Defiance and the PvE servers on NFI, plus a few additions; No items, animals, or vehicles. All skills except fighting and faith, will transfer between clusters. Meditation skill will transfer but Path choice does not. Affinities independent between clusters. Tomes independent between clusters. Marks independent between clusters. Bank independent between clusters.
  45. 1 point
  46. 1 point
  47. 1 point
    The credit card will always win.
  48. 1 point
    Modified barding? I like the idea.
  49. 1 point
    The polarbear approves +1
  50. 1 point
    +1 +2 arm unrideable tanks (wolf, hell hounds) +3 if we can arm and ride champ versions small animals (lets ride a champ lion, armor and saddled) +4 if a horse can survive more than a light sneeze from a troll (seriously, well trained warhorses were very dangerous...they also did not rear in fights exposing their only unprotected area) +5 if animals were remotely useful in fights beyond being very temporary meat shields I do not *need* an animal to fight for me, but would be frigging awesome to have an armored attack dog/wolf/hound (and the required spike collar) that could at least kill the unarmored form of itself because two animals always so balanced they ultimately kill each other in every case i have seen I do not know anyone who bothers taming horses other than easy way to kill it and a few other very unusual reasons
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