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Found 82 results

  1. Aside from the various old discussions in regards to the pros and cons of Jumping. Rather thinking of an auto-skill that diminishes damage taken from small falls, heights of say one or two stories off a building. Believe there's sufficient techniques required, as compared with Climbing, for such to not merely rely off of a body stat. Perhaps also even balancing (not as a separate or even child skill) to provide some slight pause before falling off an edge, or while moving across some narrow area. Not that we really have such atm.
  2. I hit 65.00 mining and wanted to see what veins would give me the best gains regardless of what mining guides or what other people say and based on the equipment I had on hand at the time. These were my findings: Mining skill: 65.00 Tool used: 19QL pickaxe, steel (C85) Best result: Normal copper (+/-0.09 skill gain per 25 ore; +/-0.37 skill gain per 100 ore; +/-26 minutes per 100 actions) Comparisons: Good lead (0.30 skill gain per 100 ore) and Normal silver (0.30 skill gain per 100 ore) Conclusion: I calculated it would take me +/-5 hours to reach 70 mining by the time I hit 66.24 mining. I realized that if I was mining the wrong vein (e.g., the lead or silver shown above) I would end up wasting over an hour. This means that if you use sleep bonus when mining, you can end up wasting a significant amount of SB and silver (if you pay for sleep powders) over time. Finally, take into consideration all the time you would lose from say 0-90 mining if you end up picking the wrong veins along the way. While my tests are limited, it's enough of an eye opener at least for me. Would have been neat to see the skill gain difference with a 1QL pickaxe, steel (C85). Just for kicks, I used my 89QL rare pickaxe, iron (W100C90) and came up with these results even though I knew this would happen ahead of time: Rare Pick: 0.03 skill gain in 65 ore and 372s spent mining Skiller Pick: 0.09 skill gain in 25 ore and 375s spent mining Conclusion: Using my rare pick was 67% worse than using my skiller. This is why I only use my rare pick for what it's really intended for and not for skilling. It was still fun to see just how much worse it would be though. EDIT: I forgot to mention I was using sleep bonus the entire time when doing these tests.
  3. Currently when you practice archery, when you reach Archery 40 your ability to gain skill from practice is removed completely, both with archery and all sub-skills (Long bow, Bow, Short bow). A slight change to this would be to keep the skill cut off for Archery at 40, but allow the sub-skills to continue to be practiced to their current practice skill cut off of 30 each. Then the true cut-off would be at 40 archery and 30 in Long bow, bow and short bow. I've been told by experienced archers that one needs at least 30 skill to be useful at all, so allowing players to reach that cut-off would improve the player experience by allowing them to be useful more quickly.
  4. Any advice? I had alts before with 99 dig and I never worried about skilling up. However, I'm now leveling my own and wish to get back to 99. I've noticed the skill ticks are few at 80, while just digging for basic teraforming. Do I need really steep slopes? Dedicate time to digging up clay, tar or peat? Thank you!
  5. http://www.wurmpedia.com/index.php/Thatched_Roof The page above has a table with the required skill for different level roofs out of thatch. Today, we found that the 5th level requires 40 skill, and the 6th requires 47. Please update the table for this information. Thanks!
  6. I talked about this a few times in chat, but it would be interesting to have musical instruments in the game with a music skill, along with subskills for certain instruments. Some instruments would be lute, flute, and drums. Like activating it and using it will pull up something that you can click or type in to play certain notes. Higher skills will allow more notes to be played in order, or less mistakes being made, like you wanting a c note, but you end up getting an a note being played. There is yoyos and puppets in the game, why not musical instruments? When I think the old days, I think people sitting around a fire talking and playing music... even in a pub or something.
  7. New Skill Idea Skill: Hunting * Sub Skill - Traps , { To Create the tool / items to start with} New items: Small Trap box, Medium Fall Trap The items Small trap box - 4 small nails, 10 shafts, acorns Or cheese. Medium Fall Trap - Shafts , 1 rope , felled tree or Logs , Raw fish or herbs from botanise for example. * Sub Skill - Trapper , {To use the items) New Mechanic 1) - Plant the Small trap Box, (Not drop), Can not be picked up for 1 RL hour. after the timer the Bait is gone and in its place is ** x Squirrel meat, or Mouse/rat meat. 2) - Plant the Medium Fall Trap (Not Drop - Must be within 1 tile of a Tree) Can not be picked up at all Decays within 24 hours. After ** time it produces Bair meat, or Venison. Skill: Glass Smiting * Sub skill - Mixer {to make Glass lumps i.e. like Mortar} New items: Glass Mound , 1 x Sand + Smelter *Sub Skill - Enamel To make ornaments or Cutlery (we have spoons forks and knives already) 1 x Glass lump + Mallet New items: Creates plates and bowls Glass Windows * Sub Skill - Glazier Mixing Colour with glass. New items: glass window, jugs, plates etc , + paint/dye Produces stained glass windows , colourful globes , colourful ornaments. Please leave Feedback and additional add on ideas.
  8. According to the wiki both 90 faith and 70 path of knowledge gives the same title; "Enlightened". I could see that it fits for each of them, but tbh titles should be unique. I think it would be most fit to change the path of knowledge title to something else, and that ofcourse had to be something related to the other knowledge titles. I will post any examples or suggestions as i come up with them. If anyone else would come up with any titles i could edit them in to this post.
  9. I'm majorly into the fishing/cooking side of the game and would like to see additional items like more baked good (cookies, types of bread etc...), stuff like pizzas (fish, beef, pork....), or even types of soups courtesy of plants found throughout the world.
  10. Please add the ability to gain scythe skill from cutting grass I collected hundreds of units and did not gain any skill into my scythe skill.
  11. Unlock milestones, a new type of achievement, per 1000 total skill points gained. Every milestone acts like a trait for your character such as faster run speed, slower food/water drain, quicker skill gain, etc... One time buffs/rewards could be made available as well such as reaching 5000 total skill gives your character a free 1s. I think I counted 140 total skills, which means 14000 total skill, and 14 milestones. It could range from silly bonuses at lower level, to really helpful stuff at the top tier or just generally useless, but quality of life improvements that amount to a significant help at higher tier. I'll lay out a list of how it could work as an example, but these idea's are really just off the top of my head. 1000: 5% increased bite resistance (To help noobs out early on) 2000: Slightly decreased food/water drain 3000: 5% increased damage against mobs (Again, just a helpful nooby buff) 4000: Moderately reduced food/water drain 5000: 1s suddenly appears in your inventory! 6000: +1 quality on all items gathered/created 7000: Slightly decreased wear on all tools used 8000: Chance to critically fail gathering/creating items eliminated (Those random 1ql logs/ores/etc you get even at high skill) 9000: Moderately reduced wear on all tools used 10000: 5s suddenly appears in your inventory! 11000: Greatly reduced food/water drain 12000: +2 quality on all items gathered/created 13000: Greatly reduced wear on all tools used 14000: 1km Walk speed boost Considering the highest total skill uploaded to niarja currently is 8k I figure that list seems fair. If people have more idea's the buffs could be changed to every 500 total skill instead of 1000. I realize some of these suggestions might look OP, and I don't doubt that at all, it's just an example and anyone is free to throw in their criticism's,
  12. Create clay without magic http://www.practicalprimitive.com/skillofthemonth/processingclay.html I think this opens up more possibilities for settling inland, away from any lakes or oceans. True, we can always hop in a cart, travel a few minutes to the water, dig up a few crates of clay and return home, but this would be fun, making it ourselves. Pottery skill used for this. Higher skill = higher QL clay. Also, high QL dirt would help. Maybe even make the initial QL of dirt the max QL of your resulting clay.
  13. Ok, many players know the mining system and some have no idea. Let me sum up how skill is rewarded for mining: complete, utter fail (1ql shard mined) = no skill gained Really poor job of mining (>1 but less than 40QL shard mined) = woot, I get mining skills!! Wow, I am doing awesome and mining really high QL shards = zero skill = big fat loser!! Where in life do we have to strive for mediocrity to get better at something? This is literally the only game I have ever seen that makes you have to use crappy tools to lower your performance/quality to get better at what you do. This is the dumbest thing I have seen. Make skill gain a result of doing something great - PLEASE - we should strive to push the limits, not see how lame we can be.
  14. Hello I have 4 units of sleeping powder I am wanting to sell in bulk for 4 silver, what does it do well. [16:11:59] This greyish powder, when consumed, will give 1 hour sleep bonus. what means you gain x3 in whatever skills you are doing. PM with offers in game.
  15. I know there has been a bit of resentment from folks that alts get passed around and never die. I personally like it, as a way for folks to quickly get to doing what they love, if they don't have the tolerance for the grind. I'm one of those people. Heck, I skipped school and went right to the work force, because I saw no reason for the book grind. Wurm is no different to me. However, I do understand where folks are disappointed in old alts just living forever and keeping it hard for new players to ever catch up. So here is a "destined to be hugely unpopular" idea, let's have skill decay based on age... and lack of use. It is important to make it a factor for both. Age alone should not drop skill, if a player is actively improving/using those skills. However, if an alt becomes idle AND is 3+ years (2+? 4+?) old, maybe the higher skills start to decay. I know with my alt army, I am often leaving a few alts on ice, as I focus on other projects. What most games do, that Wurm doesn't do, is continually up the max skill limit. That kind of system enables new talent to rise to the top and surpass the old legacy accounts that hit the top and went idle. I don't see that happening in our skill system, so maybe we need to look at alternative methods to allow skill balancing for the new players that work their butts off to achieve the top ranks? This would be a bad system for me and I'd probably have to sell off half or more of my alts, but in the spirit of helping those that need hope for being the best at something some day, maybe this is needed? For those that need to take a break from the game for extended periods, there would have to be some vacation mode option to help preserve, but it would be void if the character did not return within a certain time limit. Is this just crazy talk?
  16. Lag. We all suffer and there is no resolution on the way. The game timer ticks are happening approximately 40% slower than intended. You will notice this in extended pregnancy times, plant growth rates and deed upkeeps draining slower. What happens when you perform skilling actions? You skill up 40% slower than intended. Someone once told me that they come to Xanadu to skill, because their SB lasts much longer. They didn't realize it wasn't actually a good thing. If we are paying full price for our characters that live on Xanadu, we should be able to gain skills at an equivalent rate of speed as the small servers. Either that, or make the premium timer ticks the same as server ticks, so our premium will last 40% longer.
  17. currently there is the options to show 2 digits 3 and 4, after that only the show all option which goes to 7 digits. so why not add it so we can set it for 5 and 6 digits too. it would help when your skill isnt high enough to use the "all" option
  18. I am shooting using a longbow on 3 targets, using shafts. Archer [38] Longbow skill (13) No obstructions (Walls, water) Range limit on longbow (Targets are twenty tiles away) Three different targets ( Pig, Hell Horse, Troll) All experiments are made using arrow shafts. Skill gain == 0 ticks for longbow or archery. Is there something that I am missing with regards to training the longbow skill?
  19. Ok, I'm not set out to prove anything, but I did a nice Dig grind today, figured I'd post results of Skill/Charachteristic Gains. FACTORS: 99.000038 Digging(at start) 99Nutrition (sac'd 2x Rare Dirt I had stored up, to stay this way) 91 CoC Shovel(later it dropped to 90) Started around 12QL, went down to 10.8QL Flatraising actions(I did minimal of anything else, I pre-dug thousands of dirt) 5hours of Sleep Bonus(I did freeze, and take breaks of course) 3Hours SB used: All 5 Hrs SB used: A small few stats come from chopping like 3 trees that were in my way, or climbing(without SB on), or a few First Aids, or that 1 Black Wolf I killed, rest come from Flattening alone. Thanks for reading!
  20. Hello! Long time lurker, had to take the step and register now though before I forgot my flash of inspiration. Being inspired by Brash_Endeavors idea for an "Artist" skill, (http://forum.wurmonline.com/index.php?/topic/113655-change-bayeux-tapestries/?p=1161526) and rosedragon's christmas gift idea, (http://forum.wurmonline.com/index.php?/topic/113568-christmas-presents-ideas-for-the-devs/page-3) And as I'm a huge sucker for "useless" things, I am thrilled about the whole concept of having player-written lore, history, fiction and more available in-game. Like rosedragon suggests, books to store papyrus pages in would be great. Although I think they should be craftable. Could be with leatherworking and/or maybe fine carpentry? Anyway, books can then be named and signed, when it's completed and you examine it, the title of the book and the name of it's writer/compiler (not the crafter) will show (maybe QL-dependent like other items?). Players can then create their own works of art to exist in the world, you can travel the world and compile information about habitats and properties of beasts and animals, the collected canon of Vynora's doings or simply the story of your choice. It should also be possible to have sketches and paintings in books, per the "Artist" skill suggestion by Brash_Endeavors. (See http://www.piruett.se/blogg/wp-content/uploads/2009/01/lomed1a.jpg and http://i.imgur.com/QhLvN.jpg for inspiration, picture from "Jorges Bestiarium", or "Jorge's Bestiary" in english) This leads me to point two, the Printing skill. This skill is used both in the finalization of books and the copying of books and pages. A low skill could mean that the book or page is damaged on finalization failure. On a finalization success, the QL averages out between all the pages and the book itself, making one final QL for the completed book. The finalization can be done by anyone and should not affect "the name of the creator", which is the name used to sign the book before finalization. Copying should not put the original at risk, but could be time-consuming. Maybe one copy-action per page in the book? Failure means damaging the page you're writing on and success means the page is copied. This opens up possibilities to "mass"-produce books and also have rare (not shiny rare) first-edition originals. You can create a library and collect the works of the writers and artists of Wurm, it would be fantastic to see writers become famous, "everybody knows X and her writings on trolls, she writes the best pieces of troll-lore available!". If we take this one step further, we could also give certain books some kind of quasi-enchantment mechanic. Could work a bit like "Heritage" sites, but instead of being GM-protected sites, the books are imbued with knowledge that gives you certain bonuses, nothing magical, simply a bonus to something when you carry the book with you. Let's say the book X wrote on trolls becomes so widely known it's deemed a "Knowledge book", when you keep that book with you, you can a small plus in perhaps combat rating when you face trolls and trollkin. Y on the other hand wrote a "Knowledge book" on fruit trees, keeping that with you when you tend and harvest your orchard could perhaps give you a higher effective skill in the relevant skills, or it could increase the QL-cap on sprouts and harvests. Have I managed to explain how I mean in a satisfactory way? This is all quite rough in the idea stage, but I would love some input and thoughts on this, constructive if you will. -Edit- TLDR: Make books, copy books, collect/buy/sell books, potentially get buffs from "heritage" books.
  21. Like the title says i have 26 sleeping powders for sale for 30s pickup at T11 Xanadu.
  22. Hi there, I am not sure if the below has already been suggested, if so please ignore this post. It occurred to me whilst travelling for over 5 hours from Pristine to Independence that a lot could be done to improve transport via boats within the game. What if we could gain skill from sailing whilst we are travelling as a commander of a boat? The higher your skill the faster you can sail. The more you sail, the faster you become at adjusting sails, the better you become at reading winds, etc. Even if we could gain a few kms of speed per 10 or so skill points would make a difference. From what I can tell sailing is one of the few skills that we don't see any gains from, we even gain skills whilst climbing. I truly believe that no one in there right mind feels that spending 5 hours of game time (which, mind you, is a game which is highly dedicated to skill gains) travelling in between servers is fun. I will give you an example of travel times from my recent trip (if my calculations are incorrect please let me know): Total trip was Pristine to Independence. Pristine - Xanadu average speed 13km traveled along 38 tiles, 250m per tile, total of 9.5km, at 13km per hour so 40-50mins give or take. Xanadu - Deliverance average speed 9km traveled along 40 tiles, 1km per tile, total of 40km, at 9km per hour so just under 4.5 hours Deliverance - Independence border average speed 12km traveled 7 tiles, 250m per tile, total of 1.75km, at 12km per hour so not very long In Indy 23 tiles, 500m per tile, total of 11.5km at an average speed of 12km therefore just over an hour. So any way you get the point......almost 63km in over 6.5 hours. Mind you is still had to get back to pristine. If I have messed up any of the maths please excuse it. Therefore if say at 20 sailing skill i could go even 3km faster it would take approximately over an hour off the trip. I for one would be more inclined to sail more between servers for hunting, fun and trader if is was a bit faster. What do you guys think?? I have added a poll to try and gauge how much support this idea might have.
  23. Hello forums, I'm looking to acquire a willow fishing pole of around 40 quality. but the kicker is it must have 90+ coc If you have this and are interested in selling me it post with a general price you are looking for. thank you and i look forward to doing business.
  24. Some mystical gem one can purchase from traders that allows for transferring knowledge to another char. Expensive, perhaps 50s Now the catch is the skill in question does not have a 100% chance of successfully being transferred. The original owner of said skill will have their particular skill reset to 1.0 and the other char has say a 30% chance of the new skill level replacing their current skill level. Course exact numbers may change depending on Devs' wishes. EDIT: Come to think of it, this may work as a potential use for one of the Vynora artifacts with a long cooldown.
  25. I have an auction going with a drake set with AoSP on it and there was a guy wanting the AoSP removed and claimed it was a skill stealer. Is there any truth to that? I see on the wiki that is says.."Skill is generally only gained on the death of an opponent" so does that mean the armor gets some of your skills? I just find this to be odd thinking that my armor is taking skill away from me and if that is truly the case seems more like a bug and needs fixed. What do you think/know about this?