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Found 24 results

  1. [I'm on vacation]Mandalor`s House of Armour - All Armour Types and Shields available in premium 95+QL /Blacksmithing 97+ Heya folks, I welcome you to my little Shop. Have fun browsing (open reveal hidden contents) and if you have any questions don't be afraid to ask them! Current skills: Leatherworking 100 Clothtailoring 99.10+ Shieldsmithing 94.04+ PlateArmoursmithing 97.83+ ChainArmoursmithing 98.10+ Blacksmithing 99.52+ Armory ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Leatherworking Quality <50 60 70 80 90 91 92 93 94 95 96 97 98 [Studded]Leather Armour 1s 2s 3s 5s 8.5s 10s 12s 15s 18.5s 23s 28s 35s 45s Saddles 0.3s 0.5s 0.7s 1.2s 2.5s 3.5s 5s 6.5s 9s 12s 16s 21s 27s Leather barding creation 0.5s 0.7s 1s 2s 3.5s 5.5s 8s 11s 15s 18.5s 25s 32s 40s Backpacks / Waterskin one per character for free creation ql Bridles / SaddleBags / Animal rug 10c creation ql Toolbelts 0.4s 0.6s 1s 2s 3s Almanac/Archaelogy Journal 0.4s 0.6s 1s 2s 3s without paper !!! Atlas 0.6s 0.9s 1.5s 3s 5s Cloth Tailoring Shield Smithing Plate Armour Smithing Chain Armour Smithing Blacksmithing Something is not listed? Or do you have a special request? Don't be afraid to ask! Have a nice wurming your Mandalor My recommendations: Achillis Weapons 97QL+ and Tools 99QL+ Kupferlisa's Pottery Shop “Southern Shore Brews” – For all your caffeine, oil, juice & alcoholic needs Annuile's Dyes + Imbues Dragon Valley's Market (Benediction Vynora services: CoC, WoA, Nim, MS, FB, FP, G, LiTD, AoSP, Demise A/M/L, Mend)
  2. I'm really sad about how this game is going. It's fading away again; slowly, but faster than I'd hoped. There needs to be some excitement injected back into the game, and this doesn't necessarily require any major changes, just something special to give people that push to log in again, or reprem. This push could be in the form of events, goals, and small bonuses. Some examples off the top of my head: A weekend with special drops from hunting. For example a "rare leather hunter's hat" cosmetic skin. Special woodcutter's week, where you get an extra 10% on max quality wood, plus a chance for some special drops. For example a special bow cosmetic skin. Miner's week, extra 10% on quality + a higher chance to get gems. Bring back monthly skill gain events, like we had on the steam launch opening weeks. Special premium purchasing deals, buy 2 months, get 1 free. Special cooking recipes events, where a wider range of recipes are dropped from all creatures. Higher Winds Week, where boats receive a 20% speed increase, and the increased tides have unearthed underwater chests for people to hunt out. You get the idea. Other games have these kinds of events extremely regularly to make the game feel more alive, and it makes people feel like there's always a good reason to log in and play.
  3. Currently the backpack is the only contianer that has this possibility, to show items not grouped under their item name. This allows us to better sort them by imp object when imping multiple items at the same time. You can see the difference in this screenshot: https://prnt.sc/rxvw1j Both views of the backpack are sorted after imp item, however the one on the left is the "ungrouped" view, while the one on the right is an expanded view from my inventory. As you can see it's much easier to imp the items requiring leather for example as they are ordered one after another. However not all items can be put into a backpack. Those waterskins in my screenshots, shovels and picaxes to name a few. Also furniture. Therefore I think this should be a view toggleable by the player for any container: inventory, carts, barrels, etc. Maybe with the same context menu as "expand all"/"collapse all" actions.
  4. I suggest the kingdom title equivalent of Court Smith actually help improvement rates so that kingdom smith toon can imp gear to pvp standards at faster rate. I am not sure what % increase in imping would be appropriate, but remember most PMKs have a single shared smithing account that handles most of the kingdom smithing gear demand. Would be nice to see the title help improvement rates a substantial amount. DA
  5. According to wiki, spirit gate uses masonry to improve, but its possible to improve. Is that mistake in wiki or should it be possible to imp?
  6. Tortoise shields are awesome, but not being able to imp them is very limiting. Please could we get this changed so that they can be imped?
  7. I have several issues with buildings and fences in Wurm. Problem 1: Fences require 1 unit of rocks, shards, planks. Yet they only restore a flat 10 damage, and always take 30 seconds. No skill adjustment, no quality adjustment, nothing. For a repair: I suggest the repair is completed like any other item, and will consume quality as the item is repaired The amount of quality reduced would be dependent on the construction skill of the repairer. The amount of damage repaired would be dependent on the repair skill of the repairer. The timer for such actions would be 30 seconds - ((10 * repair skill)+(10 * Construction skill)) Allowing for as low as 10 second repair actions. For an improvement: I would suggest that the improvement process is just like any other. The primary building material or tools be used. Total improved cannot exceed quality of material? Total improvement would be Material QL/ # of primary items in construction. Thus 1 stone brick at 60 quality would at most improve a Stone Fence by 6 points, and will not improve the wall over 60ql in total, however tools would improve beyond that. Problem 2: Walls and fences don't always require their building material for repair/improvement. Rope fences require planks. Is built with shafts and ropes. (planks work with this how?) Woven fences require wood scraps. Repairs with Wood scraps. (only problem is you can only get this by making other things.) Round pole fence Low & High repairs with planks, and is make with shafts and nails. (this should repair with shafts.) Crude wooden fence: repairs with planks, (this at least makes sense.) Wooden fences: (works fine as is) Hedge fences: There is currently no way to improve these fences. Perhaps a hedge could take damage over time at it's highest growth stage, and this could be reduced by pruning. The hedge could also be improved in a similar way, if it is pruned and on a growth with 0 damage it would improve slightly? I'm not going to list the stone variants, as I think the list above makes my objections evident. I want to also take a moment while requesting this change, that this is not all meant to be implemented. It's a series of request.to make the repairs a little more in line with the rest of the system. Thanks!
  8. hired
  9. I’ve always been a huge fan of player run events, no matter what game they happen to take place in, and for Wurm Unlimited that means the Imp-along. Betty has been the inspiration to bring this to Mythmoor and will be an invaluable asset as Co - Host. Thank you for all your input in advance So what is an “impalong”? The name comes from ‘improve’ which is of course how you better all items in Wurm Unlimited, you ‘imp’ them. The event takes place at Candlekeep, which is on the Prime server, (Top/middle North ) You don’t need to be of high skill to participate.For sign up to help add yourself to the Excel Sheet Online docs.google.com/spreadsheets/d/136fhr1sZDHXpPBw-7NsdW5tUzCe--ryH9985eJ-qz_M/edit?usp=sharingJanuary (weekend Fri - Sun) 27 - 28 - 29 In order to hold an Imp Along we will need the following: 1.) Facilities (Done = Candlekeep) 2.) Workstations and Storage (Done) 3.) Resources (please Sign up and state what you can bring) the higher level the better but all quality is appreciated 4.) Players to Improve Items (please Sign Up which craft you are willing to support) 5.) Players who need Items improved (we are planing to hold Imp Along if 1-4 can be filled. So please, spread the word, sign up and gather resources.Of course the more people who help out for this event, the better. I’ll be bringing Tsunami to act as battery /cast spells for those who need it and to help out where she can. Without the players behind this event, it would never happen.If you play Wurm Online but you’ve never checked out this yearly event, or you’re thinking of getting involved in Wurm and want to see what a player run event is like – this is your chance. Come help make this year the best.As always, happy gaming, no matter where you find yourself!
  10. We were given tortoise shells and shields but we have no way to improve them up so i am suggesting that we be allowed to improve them like we can with the rest of the shields in the game. To get the item needed to improve them with you would need to crush shells with a hammer and get fragments to use to improve the shield with. (like you would with iron lumps or logs on the other kind of shields)
  11. What about a Improve window, like the craft window but to improve without right clicks or binds (but like craft, keeping these options for those who prefer) I believe all improves uses 5 tools/items... A rough mockup. The picture explains enough
  12. Looking for someone on Xanadu (lower mail costs) to improve my leather knife, awn and needle. Mid 80s now and need 95+ Send me a PM with price and how high you can imp. (Services contracted)
  13. After a discussion with a fellow Wurmian in which we were talking about equipment, I thought about a new feature (which many of you won't like, I'm more than sure, but what the hell) called "durability". What's that about? Here it goes: The current situation is "Once you've got a tool, you'll keep forever" (unless you die and lose it) and it's because you can keep going repair > improve forever and ever and ever. "It's good!" you'll say, "Taking care of your items rewards you!" you'll say... and I agree. To a certain degree. While it's good to being able to ensure that your tools or arms will serve you well for long time, it's rather bad if that "long time" becomes "forever", because there's not much of rotation of equipment. Durability system should put more life into crafting tools/arms for trade. The system itself would introduce a new parameter (called "durability", obviously) to all the repairable items, save for buildings. Durability would be a total "hp" of the item, reduced at 1:1 ratio* for the damage repaired. When the durability reaches 0, the item can't be repaired anymore. The message given could be: "The <item> is too worn out to be repaired.". * Ratio could be reduced by repairing skill. For example at 100 (or close) repairing each 1 damage repaired would drain 0.75 of durability, instead of full 1. The Durability points would be based on item quality, item material and item rarity. Note that the numbers stated below serve as refrence only and not the actual numbers that should be in game. - Iron: 2*ql = max durability. - Steel: 3*ql = max durability (note that steel damages less as well, so the effective lifespan would be even longer). - Rare/Supreme/Fantastic: +50%/+100%/+200% max durability. (If it ever gets live, a spreadsheet for all the metals and wood should be made). There is, of course, a difference between max durability and effective durability. Max durability can be gained throught improving, even if the item was previously damaged and repaired, but gaining more max durability doesn't restore the durability lost due to repairing. For a simple example: - An iron longsword of ql 50 and no rarity would have 100 max durability. Write it down as 100/100. - The weapon gets damaged for 25 damage and its repaired by an unskilled craftsman. - As a result of the above, the sword has now 40ql, 0 damage and 75/100 durability. - More skilled craftsman takes care of the sword and improves it to 80ql. - The weapon now has 135/160 durability. (Yes, I skipped the damage gained through imping fails. Let's say it'd have more like <130 effective durability, depending on how skilled the crafter was). Two things can be seen above: - Going below the max ql the item ever achieved doesn't lower its durability. If it ever had 200 max durability, it will keep it even if it goes to 1 ql. - Improving an item that has its durability partially drained, wouldn't restore the durability. It will only increase its total amount. If it had 50/100 durability, gaining 100 max durability via improving will result in 150/200 durability. This system would introduce more dynamic to crafting and trade, especially in arms department and would give medium-skilled craftsmen more sources of income when people would prefer to use a mediocre weapon/tool to save their top-tier one to serve a better purpose. IMPORTANT NOTES: - Neither "Mend" nor "Sunder" spells would affect durability. Durability is meant to be HARD item lifespan cap without the room for workaround. - Good practice for (metal) items that had lost their durability and are close to 100 damage would be smelting them, just to get some materials back for a new tool. And once again, just to be sure: Numbers above ARE NOT "THE" NUMBERS. If it seems like tools would be gone too quickly, don't downvote. The numbers would most likely be higher if it gets ingame. Sidenote: This system would neatly come along with: http://forum.wurmonline.com/index.php?/topic/117502-new-magranon-spell/
  14. I have an idea that a few of you will dislike but seem a good agreement from Advantage/Disadvantage. All that idea can be divided in 2 steps: 1) Improve the shop 2) Internationalization of Advertising 3) Increase the density of population per server 4) Interactive tutorial Step 1: Problem:Compared to other similar game, our shop is currently overaged and obsolete. Solution:Add other options, not only prem or prem + coins, but also special offers to open in specific time of the year. Or add bundle like Deed (11x11) + Full Chain armor + 1 month prem ... Problem:the Web Interface is difficult to use. Too many buttons, too height, difficult to found the right way you want. Solution:Create a new interface (to merge Xsolla and Paypal) and use the API of Xsolla if avaiable or change system Step 2: Problem:In my country all people know Minecraft, but no one know or heard of Wurm Online Solution:Pay more for that!!! Don't limit the adv to mmorpg.com, but extend to all countries. Facebook can provide you a good way, Google adwords too. Another solution can be Ask to the player to promote in their country sending them the flyers, posters, etc.. to print and attach Note about Challenge server: Well, that is a good idea to gain a different target of player I like that, but new potential players should know of that. Step 3: Problem:There are too many Servers and too few players. New Wurmians < Wurmians quitting Solution:A lot of you will dislike that but I suggest to wipe some server and shut down it. The servers are Exodus and Celebration. Merge them in only one (without increase the size) The same for Pristine and Release. Step 4: Problem:Current tutorial doesn't learn things like it should. And players get lost there. Too many pop up windows and 0 iteractions. Solution:I like the current idea, but I think a good way is Use the current system but with the iteration like in the previous one. Please comment it with costructive opinion.
  15. My valuable two handed iron sword (4 enchants) is down to 42ql, so I'm looking for a skilled weaponsmith who is able to imp it to 70ql. He/she should not be too far from the southeast peninsula of Deli (south or east coast would be ok). Please send me your offer using PM.
  16. Name Brand

    All servers all players. Hello all, I am offering free imps to 91ql on all drake sets that have my signature on them. I am opening this to all players that have a set with my sig, bought from me or other wise obtained. So if you need a trusted source to imp your drake, you pay mail and set is imped when needed. Since I have a lot of sets with my name out there, I will only be taking one at a time. So you can PM me or Leave a buzz here, and I will make a list and you will have to wait your turn. I hope to hear from some of my Clients old and new, to help me reach 99 leather working. When mailed please have your name on each part, for I usually have a few sets imping. Please set aside 5 days for imp time that you wont have armor if is your only armor. Many of you already come to me for this service so I am extending it to all set with my signature. Thanks to all have trusted my service over the years and as always TROLL TEETH /\/\/\/\/\/\/\/\/\/\ Disclaimer,If I am to busy I may have to send it back not fully imped to 91, most times I wont take any other sets if I know this will be the case.
  17. I am suggesting that seryll items once created be allowed to be improved with regular steel lumps. If you are not going to allow ways to gain more lumps we need some way to sustain the seryll items we were rewarded. It already has a speed restriction on it to keep it from being to sought after by players.
  18. I'd like to see that the dev's would clean and restructure the right click menu's. We have the crafting interface now, but why stop improving the interaction options and usability of Wurm here? Example Ohhhh I see a mob I want to kill! Right click mob > Attack > Target Why would we need a subcategory on Attack? The only thing I always want is to simply KILL! So Attack without the Target would suffice imo. Why was it categorised like this to begin with? It makes me wonder if there ever was an option like Attack > Self, Attack > Pet etc... I understand we need Spell > List of possible spells. But can't we at least get rid of the redundant and unlogical ones?
  19. You can load forges, ovens, looms, and other large items into your wagon and imp them without need to right click and inspect them for current QL and have access to the "improvement" icon on the item for a visual cue. If this has been noted before, I missed it.
  20. This was written a few months ago, and as I am starting to write again I am looking for some constructive criticism on it. Places to improve, things to help the flow, ect. There will be spelling errors, because I am lazy. Note, this is not written to offend anyone so keep all y'alls drama out! The Dammed The cave was hectic, the usually dull light was split by the lanterns of thirty odd men and women, all finishing their preparations for the long night ahead. Catapults and carts where hoisted into the holds, followed by solid lumps of stone and lead. Water barrels where filled, meals wrapped, and even enough sandwich to feed this mighty army. A cry was heard, echoing through the halls, "Everyone into the mines!" Of course, no one payed it any attention. One by one, the loaded warships where sailed into the bright sunlight, the warriors pacing back and forth, playfully slapping and shouting insults to each other. One brave man attempted to gather some logs to improve his arrows, and almost drowned listening to the jeers of the crew. An attempt was made to save him, but it was the lucky toss of a fishing rod that managed to pull his sorry, soggy ass back to the boat. As the brave stallions where led to the rear of the boats, a hush fell over the rambunctious crew. "Tonight we raid The Dammed!" a commanding voice shouted, "We shall lay waste to these non-believers, we shall destroy their home's and return with the fabled hide of the Dragon!" A cheer went up, then a second command, "Now hold still for the Photo!" The men grumbled, and many helms where put on to hide their true identity. The gear's spooled and whined, then started to hoist the anchors out of the silt. As the Gale that was blowing caught the sail's the ship took off at an alarming rate, with the intend destination predicted to arrive in less than an hour. "Look to the East" the commander cried, and the men looked in awe as a Great white spirit rose out of the water to watch them pass. Some men trembled, and together looked in awe, whispering of the challenge of taking down such a monstrous beast. A Bow was raised, arrow cocked and string pulled taunt, only to be slapped aside by a man dressed all in red, leathery Armour. "Don't be foolish" he growled, "least you bring death to every man, women and child aboard this ship."His sentence was cut short, as a flag was raised from the lead ship, signaling that land was in sight. One more the murmur of the crew slowly died away, leaving only an eerie silence, leaving each to think about the wonder and danger that lay ahead. As the bow of the boat bumped into the shore, the group of attackers jumped into the waist high water, pick axes and hatchets at the ready. Some set about clearing the area while others began to toil at the face of the rock, creating a safe place to leave the boats. A single house was spotted, and before some egar members could break in, the Commander cut their ideas short, stating the real goal was just up the road. This man lead the first group into the forest, to scout and plan points in which this mighty army could fall back, if they where ever needed. A few younger members scoffed at this Idea, not fully understanding how such a force could ever be in danger, but these mine's did indeed save lives towards the end of this mission. A few hours later, as the dusk was begin to settle heavily on to the troops, each man and women stood in awe, looking at the looming fortress casting a shadow over the orchard in which they where camped. A hush fell over them as commanders discussed the best way to enter. Two tall stone walls proved to be the vulnerability, and as the first Crash of the catapult shot hitting hard stone rang out the men jumped back into action. The orchard became a hotbed of activity, the strikes of the pick's on stone, the creaks and crashes of the catapults, and the cries of the Spirit guards as they where cut down all mingled, fueling the enthusiasm of the attacking force. All of a sudden, a defender was spotted, at first thought to be bravely attempting to stop this attack. The men whispered about how courageous this man was, until he was spotted scurrying from house to house like a rat, taking all he could hold and running it back into his den. The men began to jeer him, and as the first gatehouse fell a few of the strongest climbed to the top and let loose a volley of arrows, one of which was planted into his rear end, but only served to make him move faster. As the second house fell, the army moved in with shovels, attacking the giant dirt walls which still impeded troop movement. A giant ravine was dug, just enough to bounce, trip and fall into this now penetrated deed. As the men spilled in, a few more defenders where spotted hiding in a building, looking in awe as the raid force started to surround them. They could not believe that their virgin deed had been breached by the warriors, and as the rocks fell around them they could only shout insults and bash on their chests like wild apes. The attackers where split, three groups now worked in a chaotic swirl to break in and secure any goods they could find, whilst the back row continued to siege and the front line kept the defenders contained. They came upon a cave, reinforced and line with chests, all stood open and empty. in a fit of frustration, one man kicked the last one in the row, moving it inches. This revealed one more chest, with a lock of fantastic Quality. The group gathered around, and a summon was sent to one of the finest lock pickers in the kingdom. They waited silently, barley breathing as this master worked with the tiny iron pick, poking and prodding at the lock. With a loud "click" the lock fell onto the floor and was forgotten as the chest sprang open to expose its wonderful treasures. "Scale! We have found the scales of the Red Dragon!" someone proclaimed, and the cry was taken up among every member of the raid force. The defenders faces melted, and their tears where evident even through the thick steel helms that adorned their faces. As greedy hands started to enter the chest, the commander slammed it closed and roughly pushed his men aside. Calling to his scribe he requested a full inventory of the chest and its contents. Pausing, he reached in and produced a Shining Purple blade, carefully examining it with wonder and excitement. Striking a stray dog, he realized this blade had the power to leach health from any animals on which it feasted. Holding it above his head he proclaimed "I claim this for my own, to be sold in a land more peaceful than this, to fund My kingdom and pay penance to The God." Meanwhile, deep inside the enemy settlement, the raid force was doing damage to everything they could lay hands on. With mauls in hand and shards slamming the walls they attempted to break in. The defenders huddled in the safety of their gates, all the could do was watch as the invading force had their way with the deed. As the walls fell, three red garden Gnomes winked at them, then promptly disappeared into the backpacks of several people, never to be seen again. The raiders ransacked the house, overturning coffins, smashing into the wine barrels and picking the locked chests. Only once the chests had been opened was the name of the houses only resident reveled, as it was labeled on all the amazing items that the defenders stuffed into their pockets. As the call for a regroup went out, many men had their eyes on the next target, a large tower that had an odd glow to it. as they assembled into formation, a weird sensation overtook them, and they found themselves unable to move, some effected worse than others. A scout informed the general that the defenders had disappeared, and the captain mulled over this information for a great duration of time. As the feeling set in and more people where locked in place, the great priests of the kingdom cast a spell of great clarity upon the troops, and as the world was cast into darkness only the voices of their comrades remained, whispering in their ears. The darkness remained for an extended amount of time, and no one could figure out what had caused The God to bring such havoc for to his people. It was only late in the evening of the second day when a voice from the heavens stated that the world had been hit by a devastating force, and all would be returned to normal as soon as possible. The men gathered and discussed these messages, and hushed voices and whispers claimed that the Jen kellon warriors where behind this dastardly attack, using it as a front so they could summon more troops to defend their now ravished city. Many prayers where sent to The God, from both sides, and many decisions where made and reverted, regarding the state of this destroyed city. The Jen Kellon's cries where the loudest, and as their cries where answered they became more outlandish, growing from fibs into downright lies and consuming even the greatest of warriors. Mol Rehan stood firm, not asking for anything other than what was fair, a chance to regroup and withdraw, making sure to leave no man or women behind in such an ungodly place. Miraculously, The God answered these prayers and instated a layer of safety over the area, permitting the victorious warriors to leave safely, and un hindered. On that third day, the fateful day that we regrouped, chaos once again surrounded our forces, but this time resistance coming from the enemy in the form of deceit and underhand schemes. Still they continued to moan about how it was unfair, so caught up in their feelings of anguish that thy could not see how this time of darkness had saved them, hindering our attack. With all our warriors back on the boat, and a proud Troll Statue waving us to a safe voyage, we started to sail away from that unholy place. The cries of the enemy ran in our ears, fueling or moral and inciting a blood rage that each and every member has channeled for the next attack. As we looked In the hold, at the rafts full of swords and shield, armour and tools, the feeling of a clean victory coursed through everyone's veins, and a nasty scowl was shot at the fellow "rubbing his dlck on the expensive shlt." To the ones that fell, God bless you,And to the ones who lived a toast was raised, "Victory for Mol Rehan, Victory for the Empire!"
  21. Bone Tools The idea of bone tools is when you kill an animal you should have a chance of recieving bones of that animal (or if it has horns have a chance of recieving horns). You could use these bones to make things like arrowheads, a horn of an animal to make something to store water, Mabye a type of knife, Mortar and Pestle (could also add other features to game ), mabye even a dragon bone bow. Feel Free to criticize or add to the idea
  22. Looking for someone on exodus to re-imp my drake hide set. I wanna have it imp to 85 or higher if possible. Right the pieces are somewhere between 65 and 79. Im paying very well of course... Plz contact me ingame (Usgary) or via pm here thx
  23. With a quality 68 plank activated, I get the improve option to improve a 7 quality wooden shingle roof, but when I choose the option, nothing happens.
  24. Arrows no longer take half time to improve. Arrow Improve time is now at 12seconds. Arrow Shaft Creation 8.4seconds with 68ql carving knife. Arrow Shaft Creation 9.9seconds with 18ql carving knife. Arrow Creation 9.9seconds with 19ql war arrow head. Arrow Creation 9.6seconds with 26ql war arrow head. Recorded using 37fletching and 73carpentry. Coffin Improve time is at 12seconds. />http://www.wurmpedia.com/index.php/Wurm_Server_Release_Notes_2012 Change was documented on Feb 17, 2012. "Improving arrows now takes half time" Based on these proofs, the improve time of an arrow should be 6 seconds, or possibly 3 seconds due to creation timers having dropped significantly vs skill + ql tool.