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Found 80 results

  1. the idea its to have crates where we can fit 100 items that we can take in our inventories and put on merchants to sell.
  2. Has any of the new items and sorcery been added to the wiki at all? If not we could use it for sure i have looked a few times for something and could not find anything. I know we have this page to help get it started even adding what they have so far would be helpful...thanks http://forum.wurmonline.com/index.php?/topic/103098-sorcery-what-where-who-all-the-infos/
  3. 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/
  4. right now the amount of dye items need makes no sense for example a sailboat needs 5,4kgs of dye a large cart 25kgs and a bulk storage bin 128kg, and most items people wants to dye depends on an item that was never meant to exist (the fountain containers). so there is no doubt that it could be much better,and i think now that wood textures are going away would be a good time to rethink the amount of dye items need maybe even allow painting directly from containers using the crafting gui or something.that would solve the problem not having containers that are meant to paint big objects.
  5. 1. 2 chain gauntlets ql 79 and 81 with 29 and 59 aosp--30c all 2. huge axe ql 63 with Nim 88,Fb 53 and coc 49-- SOLD 3. longsword ql 59 with 40 LT--SOLD 4. pick ql 56 with 54 coc--30c 5. large shield,oakenwood ql 73-10c 6. stone chisel ql 65 with 63 woa--SOLD 7. med maul ql 54 --5c 8. fine meditation rug ql 52--5c 9. iron shield ql 70--10c can be picked up at MBS (i8).Xanadu or mailed
  6. CLOSED see.. http://forum.wurmonline.com/index.php?/topic/111006-rare-enchanted-tools-and-more/
  7. I want to sell all the items listed below. Prices are in red below. They will be mailed buyer pays the cod. Also pickup is available at t9 Xanadu and delivery is available (esp. the bulk goods). Also I want to sell some bulk goods as listed below: 200 hides (61.85ql) -- 2s 100 leather (17.75ql) -- 1s Forum or in game PM me if interested.
  8. If you are wanting to sell a high end item and don't feel like messing with the whole auction/forum watching then message me and i might buy it from you for a fast simple private sale. Granted you won't get premium money for the item but you will get close. Anyway here are a few things i would buy and the normal price i would pay. Transmutation Rods - 30s Merchant Contracts - 6s Drake sets - 70-75s Spyglass - 35s This is a general idea on some of the things i would buy and about what i feel is a good enough deal so i can resell them for a little profit so if you have anything even if it is not listed just send me a pm with what you have. (i do not want any tools/weapons etc unless they are rare or above) Edit: I am closing this but if you have anything pm me here on the forums..thanks
  9. Ok I know this was probably suggested before but a search didn't bring up any results... When you get over 20 repairing (or other lvl the devs see fit), you are able to see the DMG of items and structures by hovering the mouse over it, like: Oven DMG: 0.0 Yeah, I know we can do that by a simple "Examine", but if we follow this way of thinking, we can also examine or double-click to see the slope of a tile but at 15 digging skill the slope is shown by hovering the mouse.
  10. Must be sold Horse shoes typo. - Buy all for 5s.
  11. I need various items, I am located at Xanadu, C23 - The Rose Gardens (on community map) and they would have to be delivered/mailed. Animals: 2xMale Horses 2xFemale Horses 4xMale Bision 2xFemale Bision 4xCows Materials: A ton of sheets. And then the materials to build a wagon and a enough materials to build 6 beds or if you have the finished products that you could bring over that's cool too. Enchanted Compass I will be online on either ForbittenFruit or Velkoz and also please write me on the forum.
  12. Wanting to sell a few things on cele. 80ql Frypans - 50 copper each or 5 for 2 silver. Iron lamp posts (50ql) - 25 copper each. Mooring Anchors(50ql) - 35 copper each. Gems - Pm me (less than 1 copper each QL). 150 Slate Shingles (roofing) (50ql in small crate) 1s per crate. 150 Pottery Shingles (roofing) (in small crate) 1s per crate. 150 Logs (45+ql) (in small crate) 70c per crate. 1k Stone Bricks (45+ql) 2 silver 2x Sleep Powder - 1.4s each. got some tools that need love? - Also smithing and imping all tools up to 80 ql. Pick-up is free, delivery for a small fee depending on location. Some items may require turn around time so order in advance where possible. First in first served. Discounts for large orders. Pm me in game or via forums thanks.
  13. Simply wondering how much this could possibly be worth to be honest. The red boxes are satchel containers. The ones at the bottom contain around 70~ Large metal shields at 80+QL and lumps of ore from base to 97ql. Theres also 1500 arrows at ~40ql and another 1500 arrows at ~20Ql in the chests at the bottom. Please feel free to price check!
  14. Hello, here im today with my first ADs want add this items for sell if anyone is interested price cant be changed here is the list: 1k planks 24ql - 2s SOLD 1k copper lump 15-32ql - 1s 1k bricks up 38ql - 2s SOLD 2k dirt - 2s SOLD 1k shards 50ql - 1s ORDERS: Tools 70ql no enchant - 40c Weapons 50ql no enchant - 25c Forniture and storage 50ql - 25c SPECIAL STORAGE: BSB - 10c FSB - 10c Small Crate - 10c Large Crate - 15c Market is located at Uloa (x17y46) South Exodus if need delivery price is 1s and 50c same server
  15. This is just a list of small items I think that would be helpful around a home on wurm : Name : Clay/iron/steel/silver Mug Made From : 0.2 weight clay/iron/steel/silver Use : A container for liquids (holds 1 weight of liquid) Name : Clay/iron/steel Teapot Made From : 0.55 weight clay/iron/steel Use : An easy pre-measured container for tea (holds 1 camellia and 0.5 water) Name : Clay/Iron/Tin/Silver Watering Can Made From : 1.5 weight Clay/Iron/Tin/Silver Use: Watering plants with this has 2x the chance of success. Holds 10 weight of liquid. Name : Iron/Steel Cooking Pot Made From : 1.5 weight Iron/Steel Use : Acts as a cauldron for the purpose of cooking recipes, portable size. Hold Weight : Same as saucepan Name : Iron/Steel Measuring Spoon 1,5,10 Made From : 0.005, 0.025, 0.05 weight of iron/steel Use : Containers that hold 0.01, 0.05, 0.1 weight of liquid Slight Item Change : Bowls can now hold liquids
  16. Smithing: Armour: Full chain set 50ql = 1s Chain barding 50ql = 1s Chain jacket/pants 50ql = 25c Chain slevee/gauntlet/boot/coif 50ql = 15c Tools/Weapons: Any iron tool 40ql = 25c Any iron weapon 40ql = 50c Bulk items: Nails (small or large): 500/1s Ribbons: 100/1s Iron lamp/ iron torch lamp 50ql = 15c Bulk items: Stone bricks: 500/1s Rock shards: 1000/1s Mortar: 1000/3s Slab: 100/1s Slate shards: 1000/1.5s Planks: 1000/1,5s Shafts: 1000/1s Logs: 100/1s Sprouts: 100/1s Dirt: 1000/1s Clay: 100kg/1s Arrows: 100/1s Ship building: Small raft = 10c Rowing boat= 1s Small sailboat= 2s Furniture: Food/Bulk storage bin= 20c Forge/oven/coffin = 10c Large chest or barrel = 10c Small chest or barrel = 5c Bed = 25c If you need something else, PM me! Delivery You can also pick-up your order at our deed. It's located in north part of Chaos, PM for accurate information. We're delivering our goods to the pointed area on the coast. We offer delivery only for orders worth 1s or more. If you order something that costs more than 10s you get 25c discount for delivery. Chaos: Jenn-Kellon: free Other kingdoms: Trade on other server. Independence: West: 30c East: 40c Deliverance: West: 25c East: 30c Exodus: North: 35c South: 45c Celebration: North: 50c South: 60c
  17. Many new players seem to want some sort of sleep bonus, yet do not yet have the skills to construct a bed. They also may not yet have chosen a site to build a hut or permanent home. What about a bedroll as a compromise? It could be made of easily gathered materials like cotton and grass, and maybe an herb, for scent and to keep off the bedbugs. The sleep bonus would be at discounted rate. It would be carried with the player, in the backpack, and could be laid down each night and taken up each morning. This might decrease the proliferation of decaying beds across the Wurm landscape.
  18. Copied from Wiki Description A settlement, or deed, is an area of land owned by a player or group of players: a mayor and optional citizens Advantages Control of who is allowed which actions within the settlement area Allies Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so Items and creatures This allows anyone to pick up items and tame animals within the settlement (but not inside buildings). Allies are always able to pick up items, to let them tame animals this permission still needs to be checked. .......................................................................................................................................................................................................................... The advantages isnt true Missunderstand me right Since allies are allways able to pick up items on there allies deeds, the control of who is allowed which actions within the settlement area is gone. Is it very hard to change so allies have same settings as rest of players ? Why not let us that own the deed decide who can pick up items or not . I would love to join a alliance, but this rule set me off Reson to change is that you can join a really nice and good alliance and next day some deed in that alliance let someone new join. It only take one bad apple from one of the new ( or old ones ) to ruin the game, couse we aint able to decide who can pick up items or not . Since you have been able to set it so allies need permission to tame animals, I cant understand why it should be hard to change so allies need permission to pick up items, ofcourse except those items that already belong to them like rest of players. Next the question: Did you miss something here or its working as intended??? Also copied from Wiki: Mine rock and ore Mining. Terraform Dig, pack, pave and flatten Cultivate land.....I cant find anywhere in settings how to alloud it or not alloud it. Shouldnt it belong with Terraform Dig, pack, pave and flatten???
  19. Hello Wurmians, I'm looking for the following things on the Inde server; Diggers - I need thousands of dirt dug & ground leveled out. Also need a path dug down until rock. Paying 1.1s per 1k (You'll have BSB's at your disposal with your name on it, so you will be paid for what you dig.) Mason - I need around 12 forges built & 2 ovens. Looking for all of them around 60ql except 4 that i'd like 80ql+. Also need a guard tower finished (320bricks) We can work out a good price. Animals - I need 4, 5 speed horses fully equip with highly enchanted WoA gear. Also looking for 12 male, 12 female horses (any traits), 6 bulls, 6 cows, & a male / female dog. We can work out a good price. Items - I need a shovel, stone chisel, pickaxe, rake, hammer, butchering knife, carving knife, saw, large anvil, & small anvil. All low ql, high CoC 80+ (90+ pref) (Looking for highest skillgain possible) You can COD these items to me, if they are a decent price I will buy them. PM me here or ingame at Cigarau. My location is 9y,32x just above Underworld (Inde). Animals to be delivered to my deed! Thanks all.
  20. Hello! RavenStone Harbour Crystal Store! This is the crystals i got for store atm. Please PM me on forum, or ingame (Charter Name: Giblet), with offers Other Threads: http://forum.wurmonline.com/index.php?/topic/85128-wts-bulk-items/ Giblet Of RavenStone Harbour!
  21. Here I come, with few old trusty tools: I'm willing to sell them cheap, I won't ask for any high prices. Please pm me or make post here if you'd want to buy something. List of items that I still have: 1. Small metal shield 2. Small metal shield 3. Small metal shield 4. File 5. Chisel 6. Mallet 7. Small axe 8. Saw 9. Carving knife 10. Trowel 11. Rope tool 12. Large shield As soon as I'll find more of my old items I'll put them here.
  22. When an item in your inventory hits 90+ damage it would be nice if the graphic became red or had a red background, and a similar effect for the toolbelt. This is for those inattentive people who get carried away. Yes, I've just destroyed another skiller hatchet.
  23. Realized today with the (awesome) update that flowerpots can't be "moved" (push,pull,rotate). Which very, very, very much disappointed me. I can only think of rugs as something else that we can not tweak placement of with "move" but perhaps there are more I'm forgetting. So I'll start the list with: - Flowerpots - Rugs What else? Please add anything you can think of! Edit 6/20/13 Ok for easy reference I'll try to keep just a basic up-to-date list of all suggestions on the top post (btw great brainstorming, I forgot about many of these big nuisances!) -flowerpots -rugs -altars -guard towers -large anvils -kingdom flags -fences (move if change deed size) -piles
  24. Hello again, Rele here, And I want to talk about, the current push, pull, turn left, turn right, mechanics. I think there should be an option to lift things like Chest, beds, BSB, etc so that way we wont have too do the push option for long distances. I had this idea today because I was trying to redecorate my house by making it look organised, but it just took to long and it was very annoying. So here are some ideas I had in mind Ideas: Leave Push, pull, etc for the bigger items like the oven, and things bigger than a chest When you are carrying something, there is an animation that shows you are lifting something, There should either be a Lifting Skill, or it should coincide with the strength skill, The higher the strength skill the faster the timer will go down When you are lifting, the walking speed should be normal (Your Speed)/2 or something like that lol Faster Stamina Drain Right-clicking the spot you want to drop it will have a "Drop" option Rowboats, Rafts, etc will be have the option.... Any ships bigger will not have the option. Cannot Climb while lifting (Unless you will have 2x extra stamina drain) Well that's all I have for now, make sure you tell me what you think