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Found 53 results

  1. Some of our current skills are useful to PvP but just not useful to PvE - such as lockpicking and stealing, and that's ok! Sometimes it might feel like it's the other way round, and that's ok too! A random idea: 2 new skill categories Keep the existing 138 skills, but also have 2 additional sets of skills - some for PvE and some for PvP. So you will have: 138 regular skills, plus X number of Optional PvE specific skills (e.g. flower arranging, tree surgery, and dolphin charming) only active on PvE servers Y number of Optional PvP specific skills (e.g. new PvP specific weapons, thievery, or new PvP specific attack and defence skills) only active on PvP servers Want to grind carrot juggling, glass making or Feng Shui? Select the skill and add it to your PVE skills. How about backstabbing, door bashing or Warhammer? Add it to PvP skills. New skills and weapons could in future be added that only work on PvP and they won't take up PvE skill slots, and won't interfere with PvE players enjoyment of the game at all. I think there's scope to provide many more innovative skills for PvP without impacting PvE and vice versa. As I've said before I believe there's no reason we have to be limited to 138 skills, I'm near certain that there are ways to get round the food affinity system that won't upset anyone's stomach. Just a random idea, and admittedly from a PvE players perspective - feel free to say below how dedicated PvE and/or PvP skills may or may not be right for you. As I see it, PvP is often overlooked, and it's only by separating out the content available to PVP visually and putting it on the table alongside that which is available to PVE, that we get a chance to check at a glance that both are receiving enough new content. Just my opinion.
  2. I was listening to Dracaa's stream video from last Sunday. @Dracaa and @Madnath were discussing many interesting things. One topic included the idea that adding more skills than 138 would upset everyone's food affinities, meaning that no more skills could be added to the game without first removing one and then replacing it. I think this should be discussed. I think it should be straightforward to 'double up' the skills affected by affinities - matching up to two skills to each affinity. That would give up to 276 skills, with each affinity pizza boosting up to two skills - the old one and potentially, a new one. If each of the 138 food affinities points towards a skill, then it should be possible for each affinity to also point to skill [affinity+138] as a secondary skill. If the skills need to point to food affinities, the 276 skills could point to affinity [skill%138]. Am I missing something? I am sure I must be. I haven't had my coffee! I find it hard to believe that the existing 138 affinity system can't have an additional 138 skills mapped onto it. Invisible blank placeholder skills which are not displayed, and have no effect could be used where there is no secondary skill yet - until we have 276. How about up to 3 skills per affinity? That would be up to 414 skills. Please feel free to comment below if you've looked at the code or have some additional insight. Also everyone - does Wurm have enough skills, or could it use some more? Please feel free to add your ideas for new skills below!
  3. Looking to learn the game, better your skills or just forage your way in life? Phawkx Den is looking for active premium players. I understand RL can get in the way so whether you on weekly or daily you are welcome. Please adult players only! We can use anyone but esp. If your interested in cooking, gardening, farming and Animal husbandry etc. Priests also welcome. Phawkx Den Deed is location: https://cadence.yaga.host/#3267,3140 Please contact me via discord if interested. Reply here with your Discord handle you will be joining with, especially if it is a new account. https://discord.gg/MAT8tEC3m8
  4. I have noticed that some actions use the action timer and take a long time to complete - yet don't give any skill. I'm not talking about the world-changing activities such as pushing heavy objects around, or occasions where you need time to think about the task, such as deciding whether to really go to sleep and log out. I'm talking about the little things that maybe, possibly, shouldn't really use the action timer at all, or, if they do, they should really give us some skills! For example: Applying wax to paper/papyrus - why does this take so long, and if it has to take a long time, why don't we get papermaking or cooking skill for the action? Wrapping food - again, why the action timer and no skills to gain? Maybe it's just an oversight. If you can think of other actions with action timers but no skillgain, please add them here - hopefully the Devs will sort them and things will speed up, or maybe they'll give us some juicy new skills!
  5. A friend and I were joking around about me finally being able to apply to the "wurm elite" / "veterans" club since I've finally gotten my first 90 skill in leatherworking, but the discussion got me thinking and I thought it might be fun to hear back from the community, so this is my question to anyone wanting to offer their two cents: What are the must-have qualities a player should have before you would consider them a "veteran"? It's all a subjective opinion, but I thought it might be fun to try to quantify it.
  6. I watched with interest a recent Twitch video from the Factional Fight Brothers. @McGarnicle @Faeran Gryph and Faeran were discussing their belief that some (otherwise keen) players might be losing interest after a few months of play. Faeran believed this was because although players had lots of in game rewards and achievements in the first few months, subsequently these milestones became too spread out and far apart to hold the interest of some. I too think this might be happening because in game milestones tend to be linked to each skill level reached, rather than the amount of time played, and skill-gain slows down considerably as skills rise, thus these milestones move further apart. Rewards come thick and fast in the beginning from 1-30, and are slowing down yet still keeping folk interested perhaps into the 30s and 40s skills, but after that, milestones and rewards tend to slow down to the point where paying premium for another month or year might seem like less value to some, because there can seem to be fewer visible goals on the player's horizon during that time. I want to use this space to draw up a list of the existing milestones for each skill (and I will need your help here!). I am hoping for a list of potentially game-changing features you can currently unlock, especially those for which it's worth staying or going premium, rather than just a list of all spells or items. I am also not recording the gradual improvement to the chance of successful actions with increased skill. Goals are a personal thing, but I've put in a few of my own favourites to start. I can't determine how long it will take a player to reach these milestones, because it varies between players, but the aim is to spot any gaps or desert zones where no big goal is imminently available in any given skill - so that the Devs could come along and maybe provide content to fill those gaps. If we can particularly look at giving people some juicy goals to reach in the 40-60 skill range zone, maybe this may help some players who may be dropping out due to inadequate milestones. Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Body Join faith Body Strength Rope Bridge Sag 11-12 Rope Bridge Sag 10 Load, Destroy Pavement, Bash, Dig Roads, Rope Bridge Sag 9 Rope Bridge Sag 8 Rope Bridge Sag 7 Rope Bridge Sag 6 Rope Bridge Sag 5 Rope Bridge Sag 4 Rope Bridge Sag 3 Body Stamina Body Control Ride Donkey Ride Horse Ride Hell Horse Mind Mind Logic Drive cart, Drive wagon, Sail Knarr Action Queue++ Action Queue++ Action Queue++ Action Queue++ Action Queue++ Action Queue++ Action Queue++ Mind Speed Soul Soul Depth Soul Strength Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Religion Favor Faith Sacrifice, Desecrate Deity-specific bonuses Priest Identify bless auras Can be champion Cast at Impalongs Summon Soul Solo Alignment Swords Longsword Shortsword Two Handed Sword Knives Carving Knife Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Butchering K Shields Medium M Small W Medium W Large W Small M Large M Axes Small Axe Hatchet Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Large Axe Huge Axe Mauls Large Maul Medium Maul Small Maul Carpentry Build House, Minimum Size Wooden Bridge Small Crate Large Crate, Creature Cage Large Planter Bowyery Fletching F Carp Ship Transporter Creature Transporter, Low Bookshelf High Bookshelf Wagon, Strange Device Bulk Container Unit, Archery Tower, Chicken Coop, Wardrobe Royal Lounge Chaise, Royal Throne, Trebuchet Toymaking Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Shipbuilding Woodcutting Mining Digging Dig roads (20 Body Strength) Firemaking Pottery Tailoring Cloth Tailoring Leatherworking Masonry Minimum Size Brick Bridge or Brick Arched Bridge Stone House, Minimum Size Marble Bridge or Marble Arched Bridge Stone cutting Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Ropemaking Minimum Size Rope Bridge Smithing Weapon Smithing Blades Smith Weapon Heads Smith Armour Smith Chain Armour S Plate Armour S Shield S Blacksmithing Locksmithing Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Metallurgy Jewelry Smithing Cooking Dairy Food Hot Food Baking Butchering Beverages Nature Fishing Gardening Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Forestry See age of trees 2 items yield See age 1 tile away See age 2 tiles away 3 items See age 3 tiles away See age 4 tiles away 4 items See age 5 tiles away Farming See tend state and type of crops See growth stage See tend state 2 tiles away, ripe stage 1 tile away See approx. no. items to harvest Milking 2x yield 3x 4x Foraging NOTE: New Nodes system in place OLD: 2 items yield (medium+ grass) OLD: 3 items (tall+ grass) OLD: 4 items (wild grass) Botanizing NOTE: New Nodes system in place OLD: 2 items yield (medium+ grass) OLD: 3 items (tall+ grass) OLD: 4 items (wild grass) Animal Taming Can Tame: Pigs, Dogs, Rats, Deer, Mountain Lion, Wildcats, Wolves, Cows, Bulls, Horses Brown Bears, Young Champ Wolves Black Bears Cave Bugs, Unicorns Crocodiles, Champ Black Bears Hell Hounds Hell Horses Champion Unicorns Animal Husbandry Care For (CF) Slot CF Slot CF Slot CF Slot, All negative traits visible CF Slot CF Slot CF Slot CF Slot CF Slot Meditating Nothing(!) Join Path Refresh PoL Enchant grass PoL, Refill PoI, SoTG PoI No skill loss PoK Skillgain PoK Papyrusmaking Create wax sealing kits at 21 Miscellaneous Items Shovel Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Rake Saw Pickaxe Hammer Stone Chisel Repairing Sickle Scythe Alchemy Nat Substances Toys Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Yo-Yo Puppeteering Fighting Special moves (SMs) at 19 SMs at 25 SMs at 30 SMs at 40 SMs at 50 SMs at 60 Fight at unique fight Weaponless Aggressive Defensive Normal Taunting Shieldbashing Healing First Aid Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Clubs Huge Club Religion Preaching Prayer Channelling Exorcism Hammers Warhammer Thievery Stealing Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Lockpicking Traps Warmachines Catapults Ballistae Trebuchets Archery Short Bow Medium Bow Long Bow Polearms Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Long Spear Halberd Staff Tracking Paving Stone brick floor, stone, sandstone pottery slab floors Slate slab floor Marble slab floor Can create cats eyes at 10ql+ Prospecting Estimate QL Detect Salt Estimate ore left Exact QL Exact ore left Coal-Making Milling Grind Salt Archaeology Can use shovel See settlement name See mayor See deed founder See deeds further afield See length of occupation Restoration Climbing Thatching Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Notes: Major milestones / goals not just skillgain/titles Skill locked It appears that there is plenty of incentive to 'go premium' at the 20+ skills range, but there needs to be a similar 'stay premium' drive with a good number of equally worthwhile goals at the 30 40 50 and 60 skill stages, to aid player retention and keep the momentum going. It could be argued that because skill gain slows down as we go up in skill and goals move further apart - there really need to be *more* (rather than less) goals the higher the skill. Goals can be social / community driven as well as in game mechanics - the ability to join in the fight at unique dragon slayings or cast spells on items at Impalongs are community-set skill levels, rather than hard-coded, but which I feel are important.
  7. Misc. Items

    Will the tool pitchfork be added to Misc. Items skills list at all? I just noticed it wasn't there.
  8. Love Effect should turn all hostile creatures around you into friendly. From Wurmpedia: "If you are fighting an animal and use this ability while sticking around, you will auto-attack back, which makes it continue fighting. Backing off and no-targeting should fix it" I've had the following situation: Near a troll but not in combat yet. Troll noticed me and before he start running towards me, I used Love Effect, backed off and did no-target. He then turned green (outlined), waited for a second, turned red again and start running towards me. When he turned green for a second, there was no combat disturbing the Love Effect nor did the troll hit/attack me once or vice verca so it had no reason to go hostile (red) again.
  9. Recruiting frequent friends for my deed! Deed location : Harmony J12 I am looking for 1 to 5 people who would like to join my deed, I will not charge anything, only in the future if there is an increase in the size of the deed I will ask you to contribute with the maintenance amount which is minimal .. Reason for recruitment: I am currently alone in my deed, just a friend who only enters the weekend sometimes, and as I am frequent, I am opening these vacancies for everyone to help themselves to have everything Expectations and commitments: So whoever you want, I hope you commit to helping everyone and especially the deed, being frequent (the available time you can and enjoy playing). The goal is to grow and everyone at deed has the resources of the skills that each will specialize in. Rules? : This is simple, I just ask you to live in harmony with everyone, helping in whatever you need, and I will not stipulate ski obligations, do whatever you like, and I advise that sharing skills within a deed is essential for everyone to have much more benefits in the game in fast time. what do i have to offer? A Vynora priest in progress, fixed housing, a large deed with no upfront costs (there will only be some cost in the future if there is a need for expansion, but I will only charge for the monthly maintenance which is much lower and shared by all) lots of materials, all the resources around , space to expand as much as you want. There will be a free boat, since I have high ship, woodcut, carpentry skills for now ... If anyone is interested, leave your comment and get in touch, or call me in the game: Lordneto
  10. I've noticed that I don't get any passive beverages or cooking skillgain when distilling moonshine, although Wurmpedia says that I should. Does anyone know if this is a bug, or is Wurmpedia just wrong?
  11. Some minor confusion regarding the naming of Mauls and Axes in respect to their respective skills. Maul types available are Small, Maul and Large Maul, skills are small maul, medium maul, and large maul. Axe types available are small, axe and huge axe, skills are small axe, large axe and huge axe. There is sometimes confusion when trying to explain that medium maul or large axe are not named consistently with skills that are associated with them, where the other skills match the items available. Swords are fine, the items match the skill names.
  12. This is a chance to tell everyone what skill you're good at, what you want to get good at, and what you enjoy doing. Out of the 138 skills, it doesn't have to be your highest skill, but maybe the one you enjoy the most even if that's completely different. This could also be a chance to imagine what kind of skills Wurm could have in the future. My suggestions of Morris Dancing, Yoga and Tiddly-Winks have all been thrown out already unfortunately, so have your say! So..what's your favourite skill?
  13. Hey all, I've migrated my server from one provider to another but on migration I had issues loading the SQL Databases. I've fixed most of the issues but the only issue remaining is for existing players whereby their skills do not load. If they login and start building their skills any progression is also lost which is really frustrating for them. The error which appears is: [11:03:39 AM] WARNING com.wurmonline.server.creatures.Creature: Failed to load and create skills for creature with name Dummy:null java.lang.NullPointerException at com.wurmonline.server.skills.SkillSystem.getTypeFor(SkillSystem.java:453) at com.wurmonline.server.skills.Skill.<init>(Skill.java:181) at com.wurmonline.server.skills.DbSkill.<init>(DbSkill.java:66) at com.wurmonline.server.skills.DbSkills.load(DbSkills.java:122) at com.wurmonline.server.creatures.Creature.loadSkills(Creature.java:12289) at com.wurmonline.server.LoginHandler.handleLogin(LoginHandler.java:1690) at com.wurmonline.server.LoginHandler.login(LoginHandler.java:446) at com.wurmonline.server.LoginHandler.reallyHandle(LoginHandler.java:313) at com.wurmonline.communication.SocketConnection.tick(SocketConnection.java:615) at com.wurmonline.communication.SocketServer.tick(SocketServer.java:172) at com.wurmonline.server.Server.run(Server.java:2462) at java.util.TimerThread.mainLoop(Timer.java:555) at java.util.TimerThread.run(Timer.java:505) Any thoughts how to fix this? Many Thanks R
  14. Quick question (checked the Affinities wurmpedia article but it didn't say): If a character has an affinity in a skill that has subskills (for example, Smithing), does the skillgain boost also apply to the subskills beneath it (for example, Weapon smithing)? Thank you in advance!
  15. Tracking key binding doesn't work on floors of buildings. It is possible to track on floor tiles if the tile is selected and no item is active. If the tile is selected but any item is active, there's no Tracking icon. Tested on vanilla server.
  16. As a RL archer I'm trying to be purely an archer in-game but it seems very hard (too hard TBH) and brings some questions that aren't answered by the wiki and quite a few searches here. What exactly is the shot difficulty? E.g. "willow bow decreases shot difficulty by 5" - what does it mean? Why are there restrictions on minimal bow shooting distance (instead of e.g. required BS which would be more accurate)? Is it a part of grievers prevention? Will it change with the skill increase? I'm 42 Archery / 31 Long Bow on vanilla server, have 50ql rare willow long bow, using 30-35ql hunting arrows and killing anything above a cat feels like a chore and takes at least 2 quivers when in RL it should take a novice archer one, maybe two arrows in most cases... How do I increase effectiveness (accuracy/damage)? will it somehow noticeably increase with my skill? How exactly? Are there some kind of steps, e.g. will some extra power kick in on 50 Archery? what's the difference between Archery and its subskills like Long Bow - which one is responsible for what exactly? does quiver quality matter at all? Any other ways to increase shooting speed? I noticed increasing the skill helps but I'm looking for a more now solution. I know there's a spell but I hate magic and would gladly avoid it if possible. What is Quick Shot? It seems to be exactly the same as normal shot. Why is there a Shoot but no Quick Shot icon in the Select bar? Is that a bug? Any way to just keep shooting? I tried both, Ranged fighting option and Autofight quickbar's icon (in any combination) but it doesn't work. Is that a bug? Are there any not obvious skills I should train to be a better archer? Other member kindly asked about Fighting for me and according to the answer it's not related. Shooting increases BC but does BC change archer's effectiveness in any way? Does archery increase BS at all? It does in real life, that's how you progress from light bows to the ones with heavier draw weight but it doesn't seem to in-game. Does BS influence archery at all? Higher damage maybe? Every point in BS increases damage by 1%, got it. How do I use Focus when shooting a bow? The game says I'm not attacking anyone. Is that a bug? Am I doing something wrong? Can't use focus with long bow, got it. Do fighting options have any influence on Archery? I have Aggressive selected because wiki says it increases attack to 130% and I don't really need defense as an archer. It's been said on the forums elevation is important. Does it influence anything other than range? How accurate is the model? Do gravity and arrow weight play a role? Elevation affects only damage, got it. Does the wind have any influence on shooting? a. does my character somehow take it into account for better accuracy with higher skill? b. is my range / arrow speed / damage dealt in any way better when shooting with the wind and nurfed when shooting against it? Wind doesn't influence shooting, got it. Shouldn't I hear a buzz of a released bowstring cutting through the air and a whistle of a flying arrow instead of the sound of a draw? Is that a bug? When I want to use Shoot keybinding it requires me to point the mouse cursor at my target (even though the target is active in Target window and in Select bar). Is that a bug? Do I have to / should I / does it change anything at all to actually attack the target when shooting at it? I mean to put it in Target window, e.g. by clicking the Attack icon in the Select bar. "height can affect damage by up to 20%, with every 10 dirt difference being 1%" - does that work both ways, i.e. is that -20% when 200 or more dirt below the target? Can't use focus with long bow, need to be in melee range, can e.g. punch my horse to get it to work. Come on, it has to be a bug, no? Fighting skill influences Combat Rating. Does the Combat Rating influence archery? If you can answer only some questions or direct me to a thread in the forum discussing similar matters it would still be helpful. Thanks to anyone willing to clear these uncertainties for me.
  17. will be nice if there will be possibility to use "float" optionn at "skill tab", the same way as in "friends tab" i like to observer when my skills grow by 0,000008, but when i'm doing that, sometimes i realise i have in event tab tons of useless logs like "you are too busy" the same with combat tab...
  18. So I went GM mode, Skills -> learn and raised a skill to 99. Then after my test, I lowered it back to what it was. Unfortunately it now has the x3 multiplier, like when you get skill loss from death. How do I get rid of the x3 multiplier? Thank you!
  19. Alright, I so while playing I got to thinking, that it'd be neat to have more than one skill tracker window open at a time... Honestly, wish I could have the skill window open all the time instead... But due to the way it's presently setup, that isn't very practical, so then I had the idea... What if the "Skill Window" had a swap mode on it for players that wanted to keep it open all the time, to swap the text style of the window, over to "Skill Icons" instead, that they could mouse over for info about that skill, such as it's name, current level, and level progress of this current session. Original idea stems from how "Runescape" does their skill interface (I know this is from "Old School Runescape", but the point still stands this is still how they do their skill interface ) Just wanted to get this suggestion out there before we have a UI Overhaul, so that if others like it... There may be a chance for such a thing to be incorperated into it Btw, will be more than happy to undertake making skill icons for it, but would have to wait till said UI Overhaul happens to know how they'd have to appear on it and all, and if they'd have to scale and such
  20. The game should provide us ways to live out of any skill. Who wants to be a Fisherman for a living? Well I'd want, if only I could sell fishes or retrieve valuable stuff from a fish. My point is, there are tons of skills but while some are highly profitable and/or have high demand, there are some with almost zero demand. We should be able to choose a skill, any skill, grind it up and really make a living out of it, otherwise there's little to no reason to have such a vast skill list.
  21. ToolAdvice

    Hi, Made a little tool to suggest what tool QL you should use for skilling. Tool ql is calculated from this formula: QL=(difficulty+20)*2-skill Click the SoT checkbox to toggle Stay on Top https://drive.google.com/drive/folders/0B7HBjJ040pYiamhPbjJoeGVfaVU?resourcekey=0-Zqn3y27a798kSbbHmQu55A&usp=sharing
  22. Hello there! By default skill effective is x2 from skill. If I mine shards its look like a mining * effectives.. Any ideas hwo to disable this for all skills?
  23. Hi, I had trouble last week with my toon Garlock, I only had 2 ticks for faith in a 24 hour period (once). Now I haven't been able to increase my meditation skill since I've been to chaos (about 3 days). I never had this problem with my main toon Kijani. [23:20:19] You drop a beautiful meditation rug. [23:20:22] You start meditating. [23:20:26] You fail to relax. [23:20:34] You get a beautiful meditation rug. [23:20:37] You drop a beautiful meditation rug. [23:20:39] You start meditating. [23:20:43] You fail to relax. [23:20:49] The server has been up 3 hours and 21 minutes. [23:21:03] You start meditating. [23:21:07] You fail to relax. [23:21:11] You start meditating. [23:21:15] You fall into a trance. The sky lifts your heart. [23:23:05] You finish your meditation. [23:23:13] You get a beautiful meditation rug. [23:24:01] You wear a quiver. [23:24:19] You start to pray at the altar of Vynora. [23:24:47] You finish your prayer to Vynora. [23:24:47] You are relying on Vynora to help you. [23:26:08] The water is refreshing and it cools you down. [23:27:13] You hold a short bow in your two hands.
  24. I understand that speed is king in Wurm Unlimited, and that difficulty doesn't seem to matter, when it comes to grinding your skill as efficient as possible. However, I've heard that HFC is an exception? Can anyone confirm this to be true or not? Currently I've pan filled about 1000 pans with 1 garlic + 1 onion for stews. On my particular server, this took me from 20 to 50 skill using SB. I'm wondering if it would make any difference if I now switch over to a more difficult meal in each pan or just continue with whatever materials I have on hand?
  25. My fiancee and I play together on our own locally hosted adventure server, and we decided to set up in our kingdom. Some areas of the kingdom have some abandoned houses in them we'd like to use and such, but with the lockpicking skill timer it's taking SOOOO long to be able to increase my lockpicking in order to get some of these things. Thanks