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Found 53 results

  1. [13:35:43] Body increased by 0.000 to 58.434 is a curious tick that doesnt seem to be affecting just me and seems harmless. Skilltracker is still lighting up when a tick is gained. Edit: my ticks are set to all so it should show [13:35:43] Body increased by 0.000??? to 58.434???.
  2. As I mentioned in a previous topic me and Slinky were working on a Wurm skills dump to SQL tool. While working on getting the dump to SQL we had to find an easy way to parse the data and put it in to an easy form for making SQL queries... so we made a skills2CSV converter. Since then the tool(s) have evolved and they do a bit more than just convert the raw skill dump to an SQL file. The online tool: http://vwtfoundation.co.uk/wurmimport/ Forum post about our Wurm Database Spreadsheet: http://forum.wurmonline.com/index.php?/topic/132940-wurm-skills-spreadsheet/ Download the Tool To download the tool for further development or testing locally we have now decided to release the tool: http://www.vwtfoundation.co.uk/Wurm/WUChar.zip temporary URL https://www.dropbox.com/s/a2yiv4l988agdrz/WUChar.zip?dl=0 Neither of us are pros at PHP/Javascript/SQLite so please excuse the quality of scripting. Most of it is commented so you should be able to understand what is doing what from where, etc. If you have any advice or input it would be greatly appreciated. The tool is provided as is and neither me nor Slinky will take any responsibility for you using the files. To use the tool simply upload to a PHP 5 enabled web site/server and extract the WUChar.zip contents. You can name the WUChar directory to anything you like. All the rest is pretty self explanatory for people who understand PHP. It would be nice if someone could improve the security and/or convert this to Java so a portable version is available. If you know Java and understand PHP/Javascript/HTML forms and fancy having a crack at making a Java application out of this tool - please do! PLEASE NOTE: Do NOT use the SQL queries on a live server yet. If you do - you do so at your own discretion. There are warnings on the tools but I thought I'd just warn you beforehand. It's still a work in progress but I need people to test it. So far we've had no problem importing our own skills and adding attributes on to our test server and the skills work/update/degrade when you die just fine. To import the SQL file created: Shut down the server to avoid conflicts. If you are hosting the server yourself (or single player) then navigate to "DirectoryForWurmOrServer\<Mapname>\sqlite" e.g. C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmServerLauncher\Adventure\sqlite Copy the UpdateSkills.sql file created with these tools in to this directory. Within this directory is an application called sqlite3.exe. Just double click this application and a command prompt-like window will open with sqlite> displayed. Type in the following, pressing return after each line: .open wurmplayers.db .read Update_Yourplayername_.sql The application will seem unresponsive for a second or two, then return back to the sqlite> prompt. Type the following then press Return: .exit (Thanks to epel for making this point) It should now have now completed the SQL queries and you should now be able to start the server or game again DONE: Insert affinities Insert Faith, Favor, Alignment, Karma and Priest/Follower status along with deity Add to inventory SQL queries (someone is going to have to help with item IDs /rarity/material/etc) - The inventories are kept in a different database, however should you develop a tool that connects to the wurmitems.db file, item ids can be found here on the item_data sheet. Set other character attributes Added so far: Kingdom GM status Bank balance Priest/Follower and Deity status Sleep bonus Karma Grant titles Only grants titles that are given by skills. Gives titles based on gender (which you must specify). Does not add Epic titles. Meditation path. Tested this with changing the server system time, adding time to the server time, and it gives questions dependant on level correctly for all paths, lets you advance properly, special abilities all work, server leaders show up for the paths, everything works as far as we can see... We would like some feedback on this as we've never been really high level on the paths before. We made it so that it generates the SQL file with an "update_", "max_" or "reset_" prefix so you can tell at a glance what the SQL file will do. Just in case you generated a few files. Credit for the inspiration and starting code for the CSV generator (first part of the tool) goes to http://wurmkit.com/.
  3. Niarja Issue

    I think this skill dump is wrong. https://niarja.com/skill_compare/Zulutribesman People are easily editing and destroying the purpose of a good thing.
  4. howdy again boys and girls! more questions for yall! where is a good point to stop delaying and go ahead and priest? only skill i want to improve on is ropemaking, still only like 18 before priesting. like to get to at least 40 before priesting up. thanks to Wargasm for the ropemaking thread he started recently. but what should i be aiming at for mind logic, body stats, and soul stats before making the change? is there one skill (any skill not just characteristics) that needs to be x level before changing? thanks in advance!
  5. Sold

    I can keep you grinding longer!!!! I currently have 62 Sleep powders for sale! 1s/1 Pick up at T12 on Indy, Delivery available for a fee! PM or post below!
  6. As the game currently stands, the only title that actually matters is Armor Smith. With the Armor Smith title, you have a slight bonus to imping armor items, to help you in your craft as long as you have the title on. With that the only exception, no other skill title exists for any purpose other than bragging rights. I could never understand why the developers would choose to give a bonus to imping armor, and nothing else. I'm sure most players would really enjoy having some sort of advantage to their craft of choice upon reaching a title, but right now, the only people who get any bonus from their titles are armor smiths. I'm proposing that some sort of slight bonus is implemented for each title, so players can have a greater sense of accomplishment and benefit from their titles, because right now you pretty much just pick the title that sounds the coolest at the end of your name, regardless of what kind of craft or trade you are most known for. For example: People have suggested making arrows easier to imp, or come out at a greater creation QL. Why not have this be a benefit of wearing a fletching title? Weapon smiths and blacksmiths could have imp benefits similar to the armor smith title; I don't see why they shouldnt, because weapon smithing is actually quite a bit more difficult than armor smithing. Woodcutting titles could increase the damage you do to the tree with each swing, allowing you to cut down those difficult trees more quickly. Hot food cooking titles could increase the rate at which you cook at your quality cap. In general, I believe that most players would like to see some sort of benefits from their titles similar to what armor smiths already enjoy. What say you?
  7. If you disagree with any of these ideas then just assume it would be a full conversion or different game entirely that code club could develop if they wanted too. So to start off I think it would fun to have threshold skills and what I mean by threshold skills would be a Current skill value that starts at zero and is limited by, a Threshold skill value which would be where your skill increases from, up to... and a Maximum for each specific skill so like a cap say thousand. So when your in a house for example(safe) your loot skill's (a skill that allows you to hold onto some(Current less then thousand) or all of your items(Current equals thousand) on death which is skilled by dieing in battle) Current decreases if above zero to zero. Now your saying what if you purposely die a lot well you could also have like announcements like player1 looted player2 and people would see that player2 keeps dieing so they could try to prevent that because it was announced. This next idea has a lot of ideas tied up into the main idea of the start of the game (can be tweaked) and trys to simply describe the basics. If you enjoy my ideas I can try to get more specific just send me a pm. Another idea would be a newtown that is a castle on the king's island and you are tasked with talking with each tradesman to learn the specific trade sort of to fill in your knowledge(gui) or have the ability to skip but get warned that you wont beable to use the help channel but every so often or risk being attacked or something to promote learning the trades. Then once you've learned all the trades you go to the king and he gives you a small boat that will be located at the docks. Docks would be one of two ways to access an island being the supposed safer way the other being mooring offshore(random position) and risking your boat drifting away or crashing into the rocks after a time depending on weather(if you were an enemy kingdom or kos to this island or don't want to be logged possibly). Now you can travel to a public server or click Search for a new land which would be like trying to find a random pocket universe. By pocket universe I mean players can go to the docks and buy faster and or bigger boats or go to the king and charter a new island for real money. So you would always have an option to leave and return to open water and search again. Basically a pocket server would house npc and players alike at the choosing of the lord(owner). Now there could be like houses for npc families that could grow up to become guards (barracks building) that would provide cheaper or free guards or just craftsman, merchants, wizards etc. This would all be in first person perspective not an rts. So essentially you start off with some of the kings people and you can always request more and you pay them to do jobs but you charge them to live there. There's also a weather wizard tower that can be built that would ofc control the weather pry on a cool down. Fields would need rain or watering. So basically you have your own island which you are lord and may complete missions like send X number of guards to assist the kings campaign etc. The rewards might be cheaper rent prices etc. Also you can choose the public server which is kingdom controlled so there is more frequent raids and events these would be like hubs for what a kingdom controls. You could build a house to live in or you can commission a village from the lord then plant it with your own rules if there's room.
  8. It always seemed off having separate skills for shields of different materials. Not to mention it limits by concept having shields made from other materials. Having it separated by size does make sense, especially for smaller shields or bucklers. Tortoise shields and so on. Shields and the skills for them should be sorted into three main groups: Large, Medium, and Small. The materials they are made from can still play a role: wood is lighter, faster, easier to make, and takes dmg easier. Metal by comparison heavier, slower, takes dmg better. The current shield skills... unsure how they could be dealt with. One could just go with the higher of the two wood and metal skills and discard the lower. It could be calced how the skill progression could have gone for one skill from the two. In the area of shield attacks, shield bash can stay along with another skill/attack Rim Strike, Shield Strike, or whatever one wants to call driving the rim of a shield into someone. Whether automatic attacks with a shield or bound to keys?
  9. I am looking for a new player who wants to build his/her skills in a safe and fun environment. I am part of a strong, close alliance here on Deli. We have all the resources you need to build your skills and experiment so you can decide what you want to be and do in Wurm. Brandville is located around 35y 4.5x. I can come and pick you up if you need help getting here. Skills you can build include, but not limited to: Nature-Gardening, Farming, Foraging, Botany, and Forestry. Animals-Animal Husbandry, Animal Taming. Fighting-choose your weapon and we will hunt! Cooking-Butchering, Hot Food Cooking Fishing Carpentry, fine Carpentry Smithing, Black Smithing, Weapons Smithing Masonry Mining Digging Pottery Leather Working Ship Building Body and mind skills Wood Cutting Tailoring And much much more Please PM me so we can talk.
  10. Currently toys have little to no real use. The change I propose is for toys act as skill items. An example would be playing with a yoyo to increase body control. Straight away I can see this causing balance problems, however if it were limited to 5 increases a day at intervals of an hour it might work out. Skill level with the toy determines how many skill ticks you get, so the more you use a toy the better it would be for stat grinding. I am thinking low increases, ergo the same speed we have now (so several ticks to get 0.01) This might also lead to the introduction of more toys (one for each stat?). Thoughts?
  11. Something I've seen batted around a bit is the notion of specialisation so I thought I'd share my take on it. It's based on some of the older RPGS (Might and Magic) which had Novice, Expert and Master ranks. This is a fairly generic idea but... Skills are not altered in any way without having a "Rank" in it. That is someone with 100 carpentry is not going to lose anything. You can level any skill up to 100, this is NOT a limiting system. All the ranks give is a bonus to using the skill. The idea is that players, upon reaching a certain skill level (I would say 40, 80), can specialise in that skill. An expert gains a 10% bonus (their skill acts as if 10% higher when calculating success rates/stamina reductions/speed reductions etc, not too sure if it should also increase item QL from harvesting, leaving that open to discussion) and a master a 25% bonus. Each player gets 3 free expert certifications (used to make one skill an expert rank, cannot be used on mastered skills) when the level their first 3 skills to 50 and one free master certification (used to make a skill a master rank, if used on an expert rank refunds the expert certification) when they level their first skill to 90 (just a note, it is deliberately higher than the level needed to use it, this is not an error). Certifications are non-drop and 0 weight (like writs). Certifications have no effect when a player is non-premium (this is not my personal belief but I think it reflects the ideas of the community more). The idea is specialists will have an easier time of more complicated operations in their chosen skill. Some skills (forestry, forage etc) might need some additional buffs from ranks to make them desirable to specialise in but that's a little outside my scope of skills. Monetization Option : Additional expert certifications can be bought for 25 silver each, master certifications for 50 silver each from merchants. Expensive but tradable, also expensive to prevent overuse.
  12. Tempering (water), sharpening (whetstone) and polishing (pelt) should get their own skill. Much like tools such as shovel, carving knife, file and such. Isn't the idea about Wurm that there is a skill for pretty much anything? Why not those 3? isn't it silly that you only get skillgain in 1 out of 5 tools when smithing? (Hammer) So I think it's about time that this changes.
  13. I've noticed that when you sacrifice a supreme item it adds to your current skill level but doesn't increase your maximum gained for that skill. Until you actually use the skill you gained in it won't correct the maximum gained skill amount. If you have skill dumps on logout you can see this persisting across multiple sessions so its server side, not client. This may be contributing to some of the other complaints on skill ticks/tracking.
  14. Hi. ive been trying for 2 days to stast an obelisk but dont get the option. maybe my skill is too low? how high skill do i need to start it? or do i need to build the slabs myself too and not use ones i find abandoned? and yes the slabs are flat and ive tried in different areas of the coords asked by the mission. My masonry is 57.63. its not the best but i would think its enough to at least get it started? P.S. been asking ingame but noone knows it seems. thanx in advance for any help you can give.
  15. *Note that honestly I know this will never happen but that's why it's called wishful thinking!* Topics to be covered. Feudalism - (Government and territory control) Family - (bloodlines, perma-death-sort of- and dynasties) Skills - (Will be tied in with family dynasties) Faith - (Grants authority to Feudalism -By divine right- /helps with succession and bloodlines- My first topic is Feudalism, well eventually. Village breakdown - On a new server everyone would start out independent with no kingdoms or any real structure in place, however players would come together in "Tribes" to create a village, the village would have a good size amount of land for up to about 20 players to live comfortably and have an elected chief. Raids between village could occur which would press the need for defenses and diplomacy to develop more, leading the way to pact between tribes. The villagers will get the title "Tribe of - village name" Town breakdown - Once a village is fully populated the elected chief could opt to upgrade into a town, the town would have more room of course for say 50 players to live comfortably. -Note I'm rather loose with the numbers as honestly some areas are better suited for more or less- At that point the tribe becomes led by an elected mayor instead of chief. The title also changes from (The tribe of -village name) to (The people of -town name-). When a town reaches it's max population it can evolve into a city with of course more land and raised population cap. Towns could band together to form an alliance and evolve into a city state. - See City State breakdown - City breakdown - Other than being a larger version of a town, the city could also grant civil bonuses such as increased crop yields, for example. A town can alternatively evolve into a castle with many of the same functions, however with warfare bonuses instead of civil bonuses. (Also castles are ruled by Lords instead of Mayor) City State breakdown - Basically when you have 2 or more towns or cities/castles together in an alliance you create a city state where one is voted to become the "Capital" (Probably the highest population one). The first real form of government comes from this point because the mayors of each town can vote for a ruler of the City state. (However after the governor has been elected, his title is passed down by bloodline. The only way to break this is to end the bloodline and reopen elections. -See family section for bloodlines.- As far as government, after the city state level they become a Kingdom with kingdoms becoming Empires as they grow later. But note that Kingdoms, Governors and Lords- are passed by a bloodline. - More on this later in the family section.- (A side feature that could be left out but I think would be interesting is a tax system, from the village you could "levy" livestock or resources from the villagers - of course only from a selected source- don't want to steal stuff from people right out from under them, but perhaps instead have them offer the resources at the village center. Where as a town would levy -coins?- also.) To expand upon this system in a city state the Mayors would then pass on some of the "tax" collected to the Governor. Family! I'll try and tie this into the government in as few words as I can manage, but it's mainly important for the skills portion of my suggestion. This is a rather hard topic but I'd like to throw it out there and see if anyone can give good feedback about it but having a perma-death type system involving aging and birth. Basically a male character and a female character get married and have kids, when they die they play the kids. -Simple concept right?- Except you might toss a wrench in the gears by saying "What if they only have 1 kid?" or something to that effect. Well, if it's a boy, the male character plays it and if it's a girl then the female character plays it, upon death of course. The person who doesn't have a child will simply die and create a new character - perma-death style. -Before you scream and run away see SKILLS section- You might also ask what happens if you have more than 2 kids, well it's good to have backups haha- control like NPC similar to livestock I guess would be an ok starting point. By having kids and dieing and playing those children and repeating the process you create a bloodline that helps you maintain titles such as King, Lord, Governor ect... It also acts like livestock because children can gain traits from the parents. Life expectancy - I would say 70 years old is a really long life expectancy for this time period but that number is up for debate, everyone should age in wurm regardless of being online or not, this would encourage playing a bit more in my opinion, it also lets children age and at 16 they become "mature". Skills! First lets get to why perma-death wouldn't be world shattering, simply because the I would replace the skills system entirely. Which I know would utterly destroy those number counters who love to grind hours away doing the same thing to get a few skill points. But I have to ask what the point of that is, and show how unrealistic and not-life like it is. Instead I propose a simpler solution that I believe will still give players a sense of accomplishment while also making the game more active as a whole and less tiring. Instead of skills you have proficiency and traits! For example, I use to live on a farm, where manual labor is a common practice from chopping trees down to digging ditches with a shovel old fashion. I quickly learned the best ways to achieve the end goal in as little as 3 months I could efficiently cut down a tree, remove the limbs and chop it into firewood for the winter. So I got to thinking why not in wurm? Time goes by in wurm much quicker than in real life of course so it won't take you 3 months in real life to master a simple woodcutting skill. I believe resources should be more valuable in terms of supply and usage. I don't really like the super mass production a single player can push out, leaving mountains of logs about to rot. Breaking the proficiencies down into tiers would allow some to be more difficult than others, taking a year or more game time to master. Certain traits would allow you to succeed in proficiencies faster. Proficiency works similar to the current skill system as in being 100% proficient in tree felling would give you X% (probably 5 or so) in the all other tier 1 wood-related proficiencies. You could also spend time "teaching" children skills so that when you die and play as them you have some skills available. I have ran out of time for my Faith however I plan to stick with this thread and edit it with suggestions and teaks from feedback which is VERY WELCOME HERE! I know there are a lot of holes to fill in this idea but if you ask the questions I'll try to fill in the blanks! Thanks in advance for at least taking the time to read this!
  16. Hi all, Looking to buy a good all round account! Minimum skills are; 50 Blacksmithing 50 Woodcutting 50 Carp 40 AH 20 HFC 50 Masonry The account can be better then these skills. Please send me skill dumps & prices. Will spend up to 300Euro if the account is right. Thanks.
  17. I've been burning 3 hours of sleep bonus with a low QL leggat, making thatch, to raise my thatching skill - all so that I can grass roof my barn storage building. After 3 hours of grinding and having burned through a coupe hundred bunches of grass, I've produced about 150 thatch and my thatching skill is at a mere 13. I'll get to my request in a moment, but let me first say this - I don't mind a grind. A grind that's worth it gives me more enjoyment for what I've achieved once I get there. I feel that the thatching skill needs to be adjusted so that skill gain is increased. Considering that this is the oldest, most basic form of roofing, it doesn't make sense that I need to burn through as much sleep bonus as I have, as much grass as I will, to create 400-500 thatch (of which I'll honestly only use maybe 120. The rest will be wasted, the only building I would make a grass roof for is my barn. Most of these grinds are fairly easy to swallow, but this one is ridiculous. I hope that you all can see where I'm coming from. Grass roofing requires very little skill - its sticks and mud, not a science. Thanks, - Theos
  18. Trying to figure out exactly what skills are used....it is misc items only or a combination of misc items, pottery, blacksmithing, beverages? The wiki is incomplete and/or missing information...
  19. I have duplicate skills in Characteristics. Two of each Body, Body Strength, stamina, control, Mind, mind logic ect. When I gain xp in any body, mind, and soul, them skills only gives be 10% or so of the xp. I have Screen shots below. See the skill gain and current level on the 2nd and 3rd image...
  20. I'm looking to buy an account located on any of the freedom server including chaos. Main goal is atleast 40+ body str, 28+ body contorl, 30+body stamina, 35+ mind logic. Doesn't matter what skills it has if it has those characteristics. It would be a bonus if it had high mining/mag priest. Pricing will be discussed in PMs, PM me your skilldump with a price you're looking for and the character name.
  21. I made a little software tool that I'd like to share with you. It is called "WurmSkills" and can be used to create nice diagrams from your skill dumps. Here is a short description, taken from the help file: This is an example: The program will make use of your skill dumps, so it is necessary that you have skill dumping enabled. While you are able to create a single skill dump using a console command, the best way of enabling regular skill dumps is: - Start Wurm client - Click "Settings" - Change to the "Text" tab - Find the line saying "Dump skills at exit" - Tick the check box. You will then get a skill dump every time you exit the client. (To obtain useful charts you should have dump files for a larger period of time - at least a couple of weeks.) WurmSkills has been successfully tested with Windows Vista and Windows 7, but will probably also run with Windows XP. (You need .NET Framework 4.5) To install and use the program, just download this zip file: https://dl.dropbox.com/s/0k5137m2k1hfiu6/WurmSkills102.ZIP Unzip the contents (WurmSkills.exe and WurmSkills.chm) to any folder you like and run the executable. (I found that some antivirus products may classify the program as "suspicious" - I have no idea why! Ask Microsoft... Be assured that this is not malware!) I hope you like this little tool - have fun using it. --------------------------------------------------------------------------------------------------------------------- Please check my other tools: Wurmclock, WurmDate, WurmStatus, DPMapAssist -------------------------------------------------------------------------------------------------------------------- EDIT: Update 1.02 (see below)
  22. Hello, I am a new player here, but I would like to share an idea. I did a brief research of the forum before posting and did not found anything similar. If I omitted something, please excuse me. Generally, one of the goals of a skill-based game, even more so, an open virtual world, is just to improve skills. I guess that for many players It is fun to improve skills as it appears rewarding and gives a feeling of achievement. It would be great if we could track our skill dynamics and be able to review it. One of the possible solutions would be to make a record of skill progression available for players. Some flowchart may be included, along with a kind of breakdown (highest skill, lowest skill etc.). It would also be nice if in the end of each session we will get a screen showing a summary of what skills have increased, and what skills have decreased, just like a score screen you get after finighing a mission in many RTS games. This could be done as an option to be turned on/off. What would you say?