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Found 273 results

  1. Currently on chaos F2P's respawning spawn randomly anywhere on the map. My suggestion is to restrict that to be non-hostile territory. Atm we got enemy f2ps suicide spawning around the map, popping locals, popping deed alarms, suicide scouting and in general being a nuisance. Simply prevent the abuse with a short string of code. thanks.
  2. Limited polls per post =/ Leave some idea's or suggestions
  3. Hello! I was sent here by Altor, the GM from Ereb Altor. We have regions, independent deeds, villages, towns and now very soon PMK. To avoid direct collision between them all... We need something like "Free participation PvP" where non-hostile players are treated and seen as neutral players (yellow outline) by both PMK-players and guards until they actively choose to attack someone (red outline), able to have neighbouring partners (pure blue outline) which helps other players to localize between whose neutral, hostile or neighbour. Perhaps even further expanding it adding alliances with other kingdoms (pink outline) or heroic players who achieved something ultra-rare wear (turqouise outline) which all can be seen from a distant. That means that some local players may be trading partners (pure blue outline) but players from same kingdom far away will see us as neutral (yellow outline). The very same goes for other PMK, they'll see us as neutral at first until some actual fight begins. It also means players who have begun a conflict between each other should eventually be able to turn into neutral stanced, either over time or to declare peace (somehow) It's a neaty and tricky request but it will be probably the greatest tool for those who are into hardcore PvP and PMK. Is this too hard or can it be done?? Kind regards Nirnan
  4. Leave your idea's Suggestions! Meditation is the most contested Question so far, Still need suggestions on that Epic Curve means missions, Potentially Player Gods can be gotten, Treasure Chests won't be enabled, Easy to abuse. Also means Scale can be imped with Leather No Epic Curve also means no Sorcery Items
  5. been a while since i've done one of these, figured i'll do another to see what i could be worth
  6. So lockpicking is bugged. woo. as for doors it nerfs the unlocking mechanic into the ground. (probably same for gates too, didnt check too closely if all issues are present there aswell) 1) Upon unlocking a door a 10min re-lock timer activates. (all goodie, intentional and working as intended, no issues). Basic stuff that lets lockpicking for doors "work" 2) If a enemy player walk through a unlocked (willingly unlocked or lockpicked) door a 1min timer is applied before re-locking occurs. 3) If you are offdeed and walk through a door owned by your kingdom and there is enemy presence then a set timer of 2min is applied. #2 & #3 doesn't check if #1 is active... in other words if another timer is already running. Thus whenever you unlock a door and something walk through it the timer can instantly loses 80-90% of its remaining time... leaving just a tiny 1-2 min timer. The fix is simple. #2 & #3 needs to have a if statement that checks if the current timer is less than the time it tries to apply. for devs:
  7. Server Name: US Central 2xCraft/2xSkill/PvP Come join us! US Central based server, but all are welcome. 2 times craft speed, 2 times skill, gain PvP Looking for mature players to join. 30,000 creatures / 30% Hostile. Active Admin
  8. Hello, and thank you for considering Pure Wurm as your next server. I will try to make this description brief. The vision of our server is that of the original Wurm Online: freedom. Freedom to make kingdoms, make war, and make babies (betweent two consenting animals, of course (forgive me for my bad humor, you will not have to put up with it much longer)).If you are interested, please leave a comment saying you are. Once 10-20 people have pledged to join.In addition, I invite you to take part in decision making process of the new server, so if you are interested, please answer the following question in your comment:-Are you interested in the server using the epic curve?-Are you intersted in allowing player Gods?-Are you intersted in scenarios?Lastly, I will end with a promise: GM powers will never be used to harm, or aid players, unless necessary to fix a glitch, and money will never be accepted for any reason, except as donations to keep the server running, and will grant no benefits.I hope this has convinced you to share in the genuine Wurm Online experience!Edit: The server will be opened as soon as enough people express interest, proboably 10-20. Additionally, the server will be hosted 24/7, so you can play any time!
  9. Hello fellow wurmians today I need your knowledge!, One of the greatest mysteries today in wurm online is that we dont really know anything about one of the oldest gods Libila. Suggestions, myths have spread what kind of affinity/bonus Libila really has but none have found proof through testing or searching in the code for it. Follower bonuses/Kingdom bonuses What we do know now is that if u are a follower of libila and part of HOTS you can: 1. Absorb Mycelium that heals a wound and removes the mycelium (no diety required) 2. Fills the Nutrition bar/Food bar while standing on mycelium over a long peroid of time to 99 (max) Priest bonuses We got codes like: deity.enemyBonus = 30.0f; deity.monsterBonus = 20.0f; deity.destroyWallBonus = 10.0f; (At 60 faith and 30 favor it cuts your effective weight in half on mycelium, /wood/road/rock for Fo/Vyn/Mag gods, this should work for either of the gods as far as anyone can tell) But they never check/activate, aswell as the myth about having 10% fighting skill bonus that there is no real proof for either. Wurm Unlimited have a 25% dmg bonus for libila but it doesnt apply in Wurm Online. So what really is Libilas priest bonus?
  10. Looking to sell for 25s, will also accept 25$ amazon giftcard (cheaper option) Sorry no paypal trades.
  11. 1) Redesign of directional stances/attacks and target window. -Shieldblocking- There is 5 directions to choose from: Center, Up, Right, Down, Left. Blocking the center gives a mediocre block chance to all directions, yet a slightly higher block chance at the center. Blocking in a direction will provide supreme blocking chance in that direction (this includes high block chance vs special moves), mediocre chance in the 2 nearlying directions and poor chance in the polar oposite direction. Choosing blocking direction can be done without choosing a target and will apply to all entities engaging the player. All the player needs is a shield. Block direction just like stances are always visible. In addition choosing Left or Right will shift the blocking chance radius in the choosen direction. A message saying "XXX is protecting that area." is no longer a thing. (aka the special move blocker msg) This change incorporates perfectly with the attack direction mechanic already implemented aswell as the aimed shoots with archery. -Swing Direction- 9 directions to choose from. A drastic change is that if you aim to hit in the same direction as the enemy try to strike you, then a increased parry chance will occur. (example: when the enemy aim low and you aim low) Choosing center will spread your hit focus over all directions but with a slight focus towards the central zone (20% center, 10% in each other direction). It will give a mediocre parry chance for incomming strikes in all hitzones but without any benefitial parry chance against special moves. Choosing a direction will give increased hitfocus and parry focus for that direction and the 2 nearlying directions (excludes center). mediocre hit/parry focus to the 3 nearlying zones and low hit/parry focus to the 3 zones on the polar opposite side. (25% primary, 15% adjacent, 5% polar opposites, 10% rest) Example of a player attacking bottom left: Hit directions just like now also allows special moves to be performed. -Aimed Shots- Archery now utilizes the fight options window for special shoots. in addition to the select bar. The window lits up once the ranged option is choosen. Works just like aimed shots nowdays except that hit chances for the various target areas are slightly higher and are about the same except regular "shoot" (center icon) which has a slightly higher hit chance but a focus towards the center. Aimed shots work like special moves. Works on both players and non-unique creatures. Foot/Legshoot - Bottom. Foot: -40% movement speed for 15 seconds. Legs: -25% movement speed for 15 seconds. Hand/Armshot - Left & Right. Right side - Hand: -50% attack speed for 15 seconds. Arm: -25% attack speed for 15 seconds. Left side - Hand: -25% block chance for 15 seconds. Arm: -50% block chance for 15 seconds. Concussion - Top. -25% cr for 15 seconds. Dual Axis locations such as Bottom Right will have a 50/50 chance of performing either directions move. -Target Window- Target windows now display defensive directions, attack directions aswell as certain combat related debuffs. (2handed weapons will display the agressive stance icon instead of a shield) Yea you heard that right, you dont need to look in the combat log as much anymore. The information is already sent to the client so it may aswell display it. User friendlyness at its best. 2) Siege GUI changes Drag/drop always comes first. Repairing secondary. Load/Unload third. Winch 4th. Fire followed by unwinch 5th. Always in that order. Makes it easier to use the siege equipment and more streamlined. (there is only 8 button slots on the select bar!) Currently when a siege weapons are loaded there is no unwinching icon... This means someone spent their time making a unwinching icon but its actually never used ingame. ever. Not to mention that by activating a new item while a siege weapon is loaded the firing and unwinching option are both gone from the GUI. 3) Shield Rebalance Shields become a balance between the benefits of blocks per second and block angle zone vs attack speed and weight. Wood grants more accurate blocking, yet less blocks per second due to recoil comparable to metal. Metal also bash better. Smaller shields excell at smaller skirmishes/duels while providing proper protection against smaller number of attackers in a narrow angle and having fast attack timers. Larger shields excell at large-scale warfare, being able to take on many agressors at the same time at wide angles while having the drawback of lowered attack speed. Tower shields is the ultimate protection against projectiles and attacks. But has mobility drawbacks and poor offensive potential. 4) Heavy Infantry Equipment prenote: the equipment is presented with the equipment timers in mind. As such you wouldnt be able to switch between 2h huge axe and a tower shield in a split second while targeted. Heavy infantry equipment is only usable while not mounted. Trying to mount a vehicle/animal will be denied untill the special equipment is removed. (A message will be displayed) Naturally the equipment cant be equiped while mounted either. -Pike- Long range 2handed polearm. Too close: 0-0.75 tiles Good: 0.75-2 tiles Too far: 2+ tiles Special: 350% dmg modifier vs mounts. 250% dmg modifier vs riders. +5cr vs mounts and riders. -25% speed. can't parry. 15kg weight. Useless against targets within 0.75 tiles. -Tower shield- Pro: Supreme fullbody blocking chance, very durable at high quality and good for longlasting sieges. Quite suitable for "I don't have a clue what I'm doing" newbies. Con: -25% speed, -40% attack speed, 25kg weight, no blocking/dodging at 90 degree angle behind the user and +2cr when striking from that angle. Only made out of steel. ------------------------------------------------- 5) Alteration to essential longterm pvp skills/stats Prenote: these 3 skills were choosen due to being essential requirements for pvp combat and the time required to be "up to par". The changes here are intended to allow newer players to be able to join the pvp side of the game quicker without grinding for a half year which will most likely result in them quitting if they got a serious interests in pvp. -Body strength- Instead of the current damage reduction (X/100)-0.2 it would instead be 0.4log((X*0.8)-15)+0.07 Thus giving a damage reduction per level curve that looks like this (note: red = new, blue = old) Thus giving an effective hitpoint chart that looks like this: As can be seen effective hitpoints from body strength would gradually change per level rather than a slow start with extreme payoff at higher levels. It would allow newer players to more easily join up in combat and thus not alienate newer players. (currently they generally get asked to "grind up" for 6-12 months...) If its proven survivability is "too high", then consideration into nerfing everyone should be taken into consideration. and curves similar to the one below could be applied (black) -Meditation- Meditation just like body strength is one of the key components atm which take considerable time to produce benefitial gains, yet are extremely dependant for combat and thus is a requirement. Reduce meditation path switches to max 1 week per question. (not only does it helps newbs, it also makes path switching a proper thing for older accs with path level 11 switches taking 2 months.) Increase meditation ticks size by 3-5x. (there is no other real way to fix it. meditation is too benefitial and time consuming atm) -Fightskill- Move the current 10% gain FS barrier from 70 to 90. Treat FS more like a regular skill. It's extremely benefitial for combat by providing CR. Players would still need to hunt for their weapon skills and what not, but they wouldn't be required to hunt the current insane ammounts merely to get anywhere past lvl 70 FS. -Overall- Now i bet some players will complain about their effort/time spent doing a skill or w/e... The reason they would complain is becouse it took so much effort and time and is exactly one of the things u wanna avoid since its pvp requirements. 6) Spell resistance / AoE spells / Lesser healing spells -Spell resistance- Spell resistance would be on a 5 min timer and directly scale in strength based on the dmg/healing received up to a certain %. The resistance would give a reduction in the effect of the damage/healing received. Thus making spells less usefull, but still have some of their effect. -AoE Spells- AoE spells currently scale indefinetly in power based on the number of targets involved. So to adress this a max limit in healing/dmg per spell would be introduced. AoE spells (excludes active AoE field spells) would take into account the number of targets and divide it's output among all the targets. Healing: Check spellpower to see the healing output. Gather affected targets for the spell. Confirm they got wounds and are friendly. if not exclude them. Divide healing output per target. Pick the largest wound of the target. if its larger than healing output available then do a partial heal, if not then fully heal and reiterate untill out of healing output or all wounds gone. (if the AoE heal allow multiple wounds healed) Damage: Check spellpower to see the damage output. Gather affected targets for the spell. confirm they are hostile. If not exclude them. Divide dmg output per target (and cap it at a % dmg of the full dmg output). Apply Wound(s). Hybrid (aka Scorn): Do a damage check where it checks for targets affected, If hostile entities are found then also do a heal check for an equal value. -Lesser healing spells- A problem with the lesser healing spells is that they got virtually no use in actual combat. Mainly becouse there is no time to open someones inventory, look through all the wounds, find the best wound and then cast the spell on it. Thus I suggest healing spells such as cure light to be able to target creatures directly and when doing so after a successfull cast it automatically picks the largest wound and heal as much as it can with its healing output. Thus allowing lesser heals to be usable in actual combat.
  12. SOLD!
  13. I'm unsure what this is worth, so i am auctioning it. There are very few of these about. >edit - upon recant - price is now set. Stealth Bonus Starting Bid: 7 silver Minimum increments: 3s Buyout : 15s
  14. Looking for a combat ready account - looking price range of 0-250 - pm skill dumps
  15. After long consideration I made my decision to finally sell my account after years of playing: "You entered through the portal to Wurm on day of the Ant, week 4 of the Snake's starfall, 980. That's 3281 days, 22 hours and 11 minutes ago." Bloodmaster is a solid crafter account for people who would want it on a pve server with quite a lot of good useful skills and a great base for other skills you may wish to skill up. Also note that the developer team has offered a path change for the players on the path of insanity meditation path, hence also in future you will be able to change to any path you wish including path of knowledge which would make it a superb crafting account. For the pvp players/person looking to get into pvp, it is SoTG, has good fighting skills (fs, weapon skills, shield skill etc.) and stats. I may not be sharing them fully but if I feel like sharing them with someone who I feel is genuinely going to buy the account/makes an offer then I would be open to doing so. Skills: I am looking for take offers for the account, just drop me a message and I will be in touch as soon as I can to answer any questions or such you may want to know before making an offer.
  16. Dig to Build PvP Empire of Mol Rehan vs Black Legion 7.5x Skill, 4x Action Timers No Priest Restrictions Hota is every 12 hours, Both starter deeds by hota so no one kingdom controls all of hota 100k Creatures, 90% hostile We are using Discord, this code is for joining on the downloaded app, 0uV2eruiz5t1qfRL This is the code to join in the web browser, Rage Harder at more people! Mods: Better Digging BigContainersBAEA Boat Mod Bounty Mod, set to 1.5x Bulk Mod Creature Age Mod Cropmod harvesthelper inbreedwarning priest mod, no limit per day or between ticks mediate mod, 5 second medi, no limit per day moonmetalmining, 1/2000 chance. Ada/Glim veins are in but have low yeild/QL. Higher QL from mining or hota wins movetocenter prospect mod sacrafice mod salve mod skillmod timerfix surfaceminingfix Map of server, 2048 Riverlands Heightmap and Dirt. Just changed biomes a bit Credit to Miretta @
  17. Drakeal Network

    A New Server, seeking new more players as so far we got 5 dedicated players and 1 GM... Server is hosted on a dedicated box that I manage. A code of honor should be applied in pvp, if your in the wilderness we recommend to allow players to bypass PvP unless they trespass on deeds or attack first. I Prefer players that want to fight will fight and willing to lose. Server Settings Skill Gain= 1.5x Start Characteristics= 20 Mind Logic= 25 Body Control= 25 Fight Skill= 5 Overall Skill Start= 5 Free Deeding Disabled Settlement Upkeep Enabled Mining hits= 35 Breeding time= 1.0x Aggressive %= 28.5 Action Speed= 3.0x
  18. I am happy to announce the new PVP server, World of Wurmcraft. Thrall and I have been working on building a custom PVP server and perfectly tuning it for maximum enjoyability. We have a great map, finely tuned rates, and great mods all designed to meet that perfect match of challenge and action. We are currently looking for individuals who would like to join us in our closed beta for one month to test our rates, map, and server. What does our closed beta entail? We want to get peoples opinions on rates, size, default kingdoms, and everything else. Closed Beta players understand that during this last phase, we will adjust skill gain or action timer rates slightly according to the player's desires, or we may add, remove, or adjust a mod such as the rate coins drop from killing mobs. In return for understanding, closed beta players will receive 5s at the end of the Beta period. Server Settings: Map Size: 2048x2048 Creature Count: 30,000 Aggressive Creatures: 75% PVP Server Epic Curve HOTA every 8 hours Skill Gain Rate: 5x Action Timer Rate: 7x Implemented Mods: Coins for killing Container transfer limit removed Crops don't Decay Dig Like Mining No meditation delay No priest restrictions Surface Mining Enchants Additional Features: HOTA location is Central to the map on a dedicated Island. GM’s will spawn 500 Aggressive creatures of various fight skill every Friday around the map. If no rare spawns are currently alive, two rare spawns (one on each continent) will be summoned every other Friday. Two custom starting kingdoms (Alliance and Horde) each with their own Capital City (Stormwind and Orgrimmar) PMK’s are allowed Contact us through our Website or PM me here on Wurm forums to sign up for the beta and get the server password.
  19. As the title explains it, it may not be 100% accurate.
  20. Horde of the Summoned Return of the HOTS. We are looking for interested players to join us in our quest. Our ambition should be to rule ourselves, the true kingdom for each one of us; and true progress is to know more, and be more, and to do more. Since years PVP in Wurm has ups and downs. Now is the time with the new gods coming to form a respectful kingdom. What we offer. A fun PVP spot. Proper gear and tools from the kingdom. Friendly community. Forums: Forums is a part of Wurm and people tend to criticize others on forums. Thus aim of our kingdom is not to harm or criticize other but to put forward a united plan of action. PVP Guide: Recruiters- Horde of the Summoned Contact these players for any assistance and recruiting. Emperor Blackdeathdragon Gaul on Forums Our Anthem This post will be edited with time. Also please refrain from doing debates in the comment section. FAQ: War quotes : To be prepared for war is one of the most effective means of preserving peace - George Washington​ You must not fight too often with one enemy, or you will teach him all your art of war - Napoleon Bonaparte Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win - Sun Tzu Join Today !!!
  21. [SOLD]

    Account sold, gratz to the new owner!
  22. One of my favourite things to do in wurm is hunt flowers and mushrooms, white dotted flowers and QL90 black mushrooms are especially prized. But what if there was more out there? The idea here are for some new items that use existing spawn mechanics (the flower and placed shroom mechs) to reward explorers with something useful. Give them a high rarity on spawns (same as white dotted flowers or even a little less?) If one attempts to take these items to a PvP server some items (marked in bold italics) will convert to an inert form (instantly) that cannot be used on the PvP server (for balance reasons). All items can be crafted on PvP servers but those with an inert form are created inert. These items will restore to normal function once taken off a PvP server (takes 1 hour to prevent abuse). Just to restate these items cannot be found by forage/botanize, they can only be found spawned naturally on tiles (flowers) or placed on tiles (mushrooms), so they are not farmable in any way or form. Fo's Balm - Flower, weight 0.05 Healing cover Ingredient Str 5. When mixed with high QL wine (natural substances difficulty 60, QL50 wine minimum) provides a potion of "cure light wounds". When mixed with a healing cover gives an "infection drawing poultice" (natural substances difficulty 40, speeds up disease recovery when applied to body). Standing on a patch of these flowers gives a minor (same as a str1 healing cover) recovery bonus. Magranon's Treasure - Mushroom, weight 1 QL goes up over time left unpicked, once picked QL will not go up but this shroom does not decay in an inventory or container High nutrition food (= meal of same QL). When mixed with high QL wine (natural substances difficulty 70, QL50 minimum) gives a potion of "mole sense". When used on flint (natural substances difficulty 30) gives a lightstone. Emits a small amount of blue light when underground. Vynora's Breath - Flower , weight 0.01 When used on a gem (natural substances difficulty 80, QL50 minimum) gives a "stone of winds" (apply to a boat to give stone QL mins of gale wind travel in any direction, enchant dispels instantly if one enters a PvP server). When mixed with high QL wine (natural substances difficulty 50, QL50 wine minimum) gives a potion of "Vynora's Wisdom". Flower always animates as if a gale were present. Grants a small (non-stackable) movement speed while carried Libila's Shroud - Mushroom, weight 0.1 QL goes up over time left unpicked, once picked QL will not go up but this shroom does not decay in an inventory or container If eaten inflicts a poison wound on the consumer's torso (severity based on QL, higher QL = higher damage) and grants a reasonable amount of sleep bonus based on the size of the wound. When mixed with any high QL wine (natural substances difficulty 70, QL50 wine minimum) produces a "potion of hell strength". When mixed with high QL lye (natural substances difficulty 90, QL70 lye minimum) gives an "elixir of rebirth" (acts like the rebirth spell when used on a corpse). Emits a small amount of purple light when on mycellium. Optional Extra : Being a follower of the god the plant is named for gives a slight bonus (-5 difficulty) to crafting, that bonus is increased (-10 difficulty) for priests.
  23. Eight years have passed since this idea was first proposed by Klaa. It was then ahead of its time, but with PvP changes afoot I feel the moment has arrived.
  24. New server needing staff must have some exp in wurm and with helping others don't have to have GM exp will train I have rented the server for a year so i plan on being around for some time if interested please post here or message me. Tell me what you think would make you a good fit for the team i hope to build. The server will be PVP and modded Plan on custom map in the near future there will be nonpvp zones.and events with rewards, Also if you have friends who might be a good fit please send them to this post. I may also be Reached at Edit from here down added. At this time the settings are Epic / 5x skill/ 5 x timers when i get the full team the server needs we are going to have a meeting with staff on where we want the server to go. I feel with more than one person putting ideas on the table it will make the server better. Characteristics start value: 23 Mind Logic Start 25 Fight Skill start 10 Action speed Multiplier 5.0 Max Creatures 10.000 Aggressive Creatures Percentage % 30 Free Deeds: And the account online is 200 adding Mods as i go will list as soon as i find the ones we feel are best for server. Like i said tho this could change as we develop and grow Also have a mumble server. Thank you, sincerely. Loki