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Found 269 results

  1. Wurm University is a training Player Made Kingdom (PMK) in Wurm Online that exists to train new players in the basics of life on the Chaos PvP server. The University will build a strong PvP reputation in HOTA, roaming PvP and raiding when required. It will have robust management with Chaos veteran players to help build knowledgeable lecturers (instructors) and quality students. The heart of the kingdom resides in teamwork through PvP, kingdom events and cooperative help in the alliance chat channel. Wurm University’s objective is to teach players how to play Wurm Online on Chaos and create more content for all players on Chaos. In order to accomplish this mission we will constantly adapt, evolve and change as Wurm changes. Players are welcome to join us to learn what they can and either strive for a higher position within the Kingdom to help with the newer players, or join another PMK that they are interested in. Wurm University can provide guidance and knowledge on how to survive and thrive on the Chaos server. Our experienced players known as Dean's, can help newer or older players to establish themselves and gain know-how to play as a successful Chaos player. The Kingdom can currently provide: an escort from freedom servers to Chaos established deed (currently the capital) - with room for player built housing. horses kingdom armour sets kingdom weapons basic tools food (nutrition and CCFP) Other kingdom provided wares can be added as the kingdom grows and we have more players to share the load. Wurm University wants newer or older players that are willing to give the Chaos server a try. We want keen and enthusiastic students to learn all there is about Wurm Online and we want the experienced freedom players to shorten the newer players learning curve; and possibly learn a thing or two about the different game mechanics that the Chaos server provides. Our only requirements for player involvement in the kingdom are simply that you: have a premium active account; can ride a horse (21 Body Control); and have a minimum of 70 fight skill. On specific request, we will accept very new players without the two skill requirements if the person is requiring the knowledge or assistance to grind these two specific skills. However, these skill levels will be mandatory before a player can receive Kingdom armour or weapons. If you are new to the game or a veteran freedom player that would like to experience the rush of full loot drop PvP, then consider joining Wurm University. You can apply to join on our forums at: http://www.wurmuniversity.com/f2-applications
  2. This is a general point about PvP which involves balance, account sales, and priests. It is merely an objective observation. To start, the recent changes/reset to Elevation involved rule changes that included meditation nerfs and characteristics suppression; presumably to make it easier for noobs when encountering vets. If the objective was to balance PvP a bit, then this is all fine. It will have worked insofar as it went. Except there's a fundamental problem with balance in PvP, and even to some extent in PvE. Traditionally what a player would do is use a "crafting main". This is the toon that makes all the gear, and therefore gains a whole stack of characteristics; body strength, stamina, etc. And this toon is typically the one a player would send into PvP. Priests were typically used in a support role, for casting tools, hanging back with heals, or whatever. Back in the day, most players I knew were doing it this way. Now it seems players can buy strong crafting accounts and priest them up, while keeping their "crafting main" for crafting/imping. This means there are some pretty strong accounts running around, with all the advantages of a long history of crafting with regard to characteristics, fighting skills, etc. Except they also have the advantage of being a Fo/Mag priest. So this seems a bit overpowered if the original intention was to balance things out. You can suppress characteristics/meditation to even things out a bit, and that's all good. But all other things being equal, if the other guy is a Fo (and has refreshes and heals) then you're going down, no two ways about it. I see this a lot in Wurm videos involving PvP; everyone seems to be a priest these days. It's not my job to try to come up with ways to balance this; I just thought I would point out the obvious contradiction between the apparent objectives concerning the rule-changes to Elevation PvP, and the reality of the situation. If the intention is to balance PvP to give weaker accounts at least a chance against stronger accounts, then perhaps it might be an idea to restrict priests to cloth only? This might help offset the advantage from spells. But like I said, it's not my job to fix this; I just wanted to point out this issue in the context of balance in PvP.
  3. Brand new dedicated server launched! I handle the background stuff, my wife is the face plastered on the front (She plays, not I) Contact Evalyn for all your concerns. I only handled database, code, and networking concerns. Mods included; Discord link available in server alerts New server limited offer to help encourage early growth: Pick 5 skills to start at level 40 (No characteristics. Certain skills excluded such as Channeling, Fighting, or other skills that could break balance) 20 silver Kingdoms that have lower population or are further behind may receive larger boosts to encourage balance in early game.
  4. XrumX I'm selling the account on behalf of a friend Skills dump: https://niarja.com/universes/Online/clusters/freedom/skills/Xrumforsale [13:36:51] You entered through the portal to Wurm on Wrath day, week 3 of the starfall of Fires, 1044. That's 1681 days, 21 hours and 36 minutes ago. [13:36:51] You have played 252 days, 3 hours and 33 minutes. [13:36:51] You have premium time until 3 Jul 2019 17:55:29 GMT Current location: Release (North coast) Peculiarities: 80 Meditation level 12 of Path of Knowledge (25% bonus on skill gain) (Recall home) (No skill loss) Good building and crafting skills 90+ Farming skill PvP ready skills 8K Karma 94 Titles It comes with these items/contracts: PM me for offers, Paypal only Thanks
  5. I don't make suggestions but I just thought I would put this idea out there. I am sure something like this has been suggested before. But here it goes: If two different want to work together to fight they can merge. Two account will get "married" to make the alliance with the two kingdom. You still have two separate kingdoms but the "Alliance role" is now the two kingdom together talking and permissions "alliance" would mean both kingdoms could do that. But the "kingdom" role/permission would be the said kingdom you are with. Then when you break/undo the alliance you either have a war to take over the other kingdom and fight.. or you just have peaceful break. When the two kingdoms ally together the towers of the kingdoms will be friendly. This would make pvp more like role playing. More like rl kingdoms back in the day. Or say people of two different kingdoms want to play together but they don't want to leave the kingdom they are part of if the two kingdoms are of with it they can ally together. Or if there are two smaller but upcoming kingdoms that want to fight not to low of numbers to fight they can Ally together till they get the number to fight alone. I can also see some changes that would need to be made if two kingdoms come together. Champhood would need to be that if you join two kingdoms together you are still only allowed 3 champs, because then kingdoms would be just joining together so they can have 6 Champs. Officers roles will be among both the kingdoms not having two of each. Because you would not want to have people creating kingdoms just to take advantage of have double of everything. Like let's say everyone wanted to take on one kingdom because that said kingdom is getting to big or "toxic behavior" that is making the server not fun. Two of the kingdoms could just Married/allied together and been able to enter deeds and help defends and fight. You wouldnt have to convert a the other kingdom deeds or bash towers. This would encourage more people to be involved hence they can make a kingdom with friends ally with someone for protection to get bigger before doing their own thing.. I don't know if I am making sense of my idea. But I think this would put a new aspect to the pvp side of things.
  6. THIS IS NOT AN ADVERTISEMENT FOR RUNESCAPE WHETHER IT BE OLD SCHOOL OR RS3. THIS IS STRICTLY A RECRUITMENT AD FOR A SETTLEMENT IN WURM ONLINE!!!!!! Hello! Im looking for villagers to help assist me in rebuilding the Lands of Gielinor! (RuneScape) Are you a runescape fan? well come join the lands of Gielinor today and help build the kingdoms of asgarnia , mithalin , kandarin, and more! kings will be appointed to the different lands of Gielinor once built. we reside in the north western part of deliverance. Message Guthansthewretched ingame to find out more or message me here. ( better chance of reaching me ingame type command /tell guthansthewretched ---message here--- ) Food , Water , and Shelter, and Beds will be provided for FREE! (to villagers and workmen/women) Free pickup and transportation to the settlement will be provided if required. NEW PLAYERS MORE THAN WELCOME! one on one training and help will be provided for new players CURRENT POPULATION : 8 ---people of professions needed --- Carpenters Diplomats Miners Masons Tailors Hunters Blacksmiths Farmers Armed Guards (weapons and armour provided) Explorers Animal Husbands (to milk shear and overall care for our animals) Butchers Chefs Traders ----All SKILL LEVELS APPLICABLE----
  7. Please give PVE alliances with enough members the opportunity to have a PVE alliance flair package similar to kingdoms. There is no reason to deny us this... There is a larger amount of players playing the pve portion than the PvP portion of the game. Codeclub AB will make money because there will be more people paying for this feature. Why shouldn't people that dont participate in pvp be able to form thier own pve banners/wagons/tents the syetem is already in the game. Pros - more income for Codeclub AB - more color - ability to showcase/ form alliance spirit/pride - less inequality in the pvp/pve balance Cons -Some more work for code club AB introducing new graphics (but i think the skinning process for those items is already there) -PVP will lose profit selling thier special colors. Solutions? One option would be dissallowing certain colors in freedom so pvp players could maintain some pride "pvp colors" ( ex. red or black or w/e) increasing the price to 2g for alliance flair package since it is less volatile than pvp. Please give feedback and state where you play pvp or pve or both. Thanks for your time and i play on Xanadu PVE only
  8. Nightfall On behalf of a friend i'm selling this nice account. Skills dump: https://www.niarja.com/universes/wurm online/clusters/freedom/skills/Nightfall [15:52:44] You entered through the portal to Wurm on day of Tears, week 1 of the starfall of Silence, 992. That's 3856 days, 13 hours and 1 minute ago. [15:52:44] You have played 429 days, 8 hours and 42 minutes. [15:52:44] You have premium time until 13 Jun 2019 13:45:34 GMT Current location: Release Peculiarities: 70+ Meditation Green Cherry, Blood of Angel and White Tome 15K Karma Good pvp skills Some 70+ crafting skills 92 Titles It comes with a Black Drake Armor and a tons of good rares and enchanted stuff! PM me for offers, Paypal only Thanks
  9. Discord | Niarja | Twin Peaks Map | Legacy Map | Arena Map Basic Server Information Action Timers: 5x Skill Gain: 3x Map Size: 2048x2048 PvE, 1024x1024 PvP Creatures: 50,000 PvE, 7,000 PvP Field Growth: 2 hours Wyvern Mods Bounty - Bounty is calculated off creature strength, not pre-set by set values. The stronger a creature is, the more money you will earn for defeating it. This is algorithmic and not pre-set. Strong creatures also have a chance to drop special Crystals, which is a subsystem within itself. Champion creatures can drop special loot, including enchanted tools, moon metal, masks, and even a bone. Currency is deposited directly into your bank. Mastercraft Achieving 90+ skill and then going further is now more worthwhile than ever. Skills over 90 affect skill checks, reducing the difficulty further as you increase skill above 90. At 99, the curve increases, up to double the effect at 100 than you would have at 99. Rarity of tools now provide a similar bonus, decreasing the difficulty of skill checks per rarity level. These changes use the player's actual skill, not epic curved skill. Custom Creatures - New and existing creatures are enabled on the server, adding variety. Typed Creatures - Creatures can spawn with random types even outside of a den. This includes bred animals. You can randomly attain a champion hell horse from 2 non-champion hell horses. Epic creatures: Sol Demons and Worgs have been enabled as natural spawns. Lava Fiends spawn naturally in sandy areas. Charger - A large, spectral hell horse. Non-aggressive, and capable of being lead without taming or dominating. It spawns frequently in steppe and rarely in sand areas. The charger is very specifically meant as an easily obtained "speed" mount. It is also a large stallion, giving the player a higher seat and providing a height advantage in combat. To offset the ease of use, there are two drawbacks: It requires 37 body control to mount, and has negative natural armour, meaning it will take more damage than even an ungeared horse would. Chargers can also be equipped with gear, so their potential speeds can be higher than Wyverns. Chargers can be bred with other chargers. There is also the possibility of dens for chargers, allowing them to be typed (fierce, greenish, even champion). These can of course also be bred into the Chargers. Large Boar - Low-Medium difficulty creature. Spawns in deserts and forests. Inflicts crushing wounds. Forest Spider - Medium difficulty creature. Spawns in the forest near grass and trees. Can inflict poison wounds. Spirit Troll - Medium-High difficulty creature. Spawns in snow. Can inflict frost wounds. Giant - High difficulty creature. Spawns near grass and trees. Can inflict acid wounds. Avenger - High difficulty creature. Spawns in tundra. Can inflict frost wounds. Horned Pony - High difficulty creature. Spawns on enchanted grass (haha good luck). Inflicts internal wounds through the magic of its horn. Can be tamed, dominated, mounted, lead, and bred. Climbs up to 80 slope as a mount, and is between horses and wyverns in speed, but can be equipped with both saddle and horse shoes. Requires 35 body control to ride. Facebreyker - A custom unique creature, dropping a unique item and blood when defeated. Wyverns - High difficulty creature. Different types spawn in different areas. Wyverns are small dragonkin creatures that serve as mounts. They are amphibious mounts, and can be ridden across water without dismounting. Wyverns are small dragonkin creatures that serve as mounts. Wyverns generally inflict elemental wounds according to their color. Wyverns can usually be tamed, dominated, mounted, lead, and bred. Climbs up 100+ slopes as a mount, and is slightly faster than Chargers without gear. Wyverns require relatively high (30-45) body control to mount, depending on type. Custom Items - Many custom items to improve quality of life, or simply give players end-game gambling to create that truly epic item they've always wanted. Affinity Orb - Grants the player a random affinity when consumed. Enchant Orb - Comes with a random enchant. Can be consumed to transfer the enchant to any item. Depth Drill - Drills a tile corner, revealing the amount of dirt until you hit rock. Beyond that, it can also locate nearby ores. Disintegration Rod - Sold at a merchant, this removes 1000 hits from any vein (no ore is provided), or instantly destroys a cave wall (like the Disintegrate spell). PMK Wagons, Banners, and Flags - Art from PMK's in Wurm Online can be crafted on Wyvern Reborn. Like the art from The Crusaders? You can make it here, then mix and match that with an Ebonaura wagon. Chaos Crystals - Dropped from powerful creatures, this is a volatile crystal that can be infused on items for a variety of outcomes. It can increase rarity, or destroy the item outright. Uses the "Artifacts" skill. Enchanters Crystals - Dropped from powerful creatures, this crystal can adjust the enchant properties of an item. Uses the "Artifacts" skill. Mass Storage Unit - A massive storage unit designed to hold multiple BSB's, FSB's, chests, and crates, all in one neat window. Crafted with over 70 Fine Carpentry. Arrow Packs - Craft 40 arrows and a quiver into an arrow pack. Improve the arrow pack, then unpack to receive a quiver with 40 arrows of the QL of the arrow pack. This also transfers any enchants from the Arrow Pack to all 40 arrows. Titans - Legendary creatures exist exclusively on Wyvern Arena, obtaining special abilities and dropping epic items. Titans are designed to cripple groups of players attempting them. If you are interested in looting easy-to-kill players, look for the messages in GL-Freedom and interrupt their attempt. Titans cause lightning in the sky from where it's being fought. A single player should be capable of killing multiple who are attempting a Titan. Titans have unique abilies and "raid mechanics" that players need to be aware of. Many are not telegraphed, but they do need to be reacted to. Mindlessly hitting the the titan until they're dead like a normal unique is not a viable strategy. Titans will drop a single "Titan Weapon" upon defeat - these weapons generally break the rules of the game and in general have higher stats than normal weaponry. They do, however, come with a downside of being un-improvable. They can be repaired. Titans do not regenerate. Keep this in mind when attempting one, as it may be wise to back off, regroup, and re-enter combat in some situations. The titans specifically move extremely slow, so outrunning them, even on foot, should be possible. All Titans spawn minions to aid them. These creatures have extremely high sight (meaning they chase very far) and move very quickly. Armoury: Weapons & Armour Rework - All the weapon and armour systems have been reworked from the ground up for Wyvern Reborn. Minimum swing timer is 2 seconds instead of 3 seconds. This opens up the opportunity for extremely fast-attacking weaponry to make its way into combat. Knives are now an acceptable weapon. Armour Damage Reduction has been reduced - No more 80% flat damage reduction. The highest available is the new Glimmerscale set at 72%, and it is extremely hard to obtain. With values now lower than before, it opens the opportunity to actually use the glance rate and damage effectiveness bonuses from the lower damage reduction armours. Dual Wield has been reworked - There is now a reason to wield two weapons. The offhand now swings at precisely 1/2 it's normal speed, and that's it. No more crazy amount of checks and balances and random numbers being thrown into the mix, just a really simple dual wield system that works and is effective to a point. Weapon Rarity - Weapon rarity matters, reducing swing timer by 0.2 seconds per rarity level. Shield Enchants - Aura of Shared Pain now functions on shields. However, you will need to cast a damage enchant as well to make it function: Rotting Touch, Flaming Aura, Frostbrand, or Venom. The damage aura determines the type and amount of damage that gets reflected on block, and Aura of Shared Pain power determines the chances the reflect will work. Phasing - Shields are absolutely required in vanilla mechanics to remain competitive in PvP. This is no longer the case (sort of). With the dual wield changes and a new spell, "Phasing", you can now penetrate the shield of a defender quite easily. The Phasing enchant competes with WoA/BotD/Nimbleness for an enchant slot. As an effect, it increases the difficulty of the defender to block with shields when attacking with that weapon. This, combined with the faster swing timer, makes shields much easier to penetrate and deal real damage to the opponent. Weapon Rebalancing - Polearms have been buffed. Axes have been improved. The whole system has undergone drastic adjustments and the weaponry meta is entirely different on Wyvern Reborn. New Weapons: Warhammer - 1 handed weapon, uses Warhammer skill. Slow attack speed, but hits extremely hard. Knuckles - 1 handed weapon, uses Weaponless Fighting skill. Extremely fast attack speed, somewhat weak damage. Club - 1 handed weapon, uses Huge Club skill. Moderate attack speed, moderate damage. Long Spears are now 1 handed weapons. New Armour: Spectral Armour - Crafted from the hide of Spectral Drakes, this armour is lighter than any other. Requires high leatherworking to create and is generally quite scarce. Glimmerscale Armour - Glimmerscales are crafted from a metallurgy between dragon scales and glimmersteel. Once created, 10kg of glimmerscale is used to create a set of glimmerscale armour, the highest damage reduction armour available. Movement speed penalty, however, is inbetween plate and dragonscale. Spellcraft: Spell System Rework - All spells have had a balance pass and been tweaked to custom server settings. Maximum faith increased to 200 - This opens up a whole new world of possibilities, including casting high-favor spells like Life Transfer without a link. Minimum Priest Faith reduced to 10 - You can now become a priest at 10 faith. You'll be able to cast spells and work on channeling earlier than ever before. Favor Gain Rework - Favor regeneration now ticks once per second, instead of once per 10 seconds, for smaller amounts. Overall favor regen has been increased. Rite Reworks - Rites now have special additional benefits to encourage casting them. Furthermore, they require less overall prayers to cast, and can be cast more frequently. Examine Creature Spell Effects - You can examine a creature and see it's spell effects. (Truehit has been cast on it, so it has combat vision and aiming. [28]) Improved Negating Effect Messages - When casting enchants, the message explaining why you cannot cast over something else is now very specific. ([21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of ages.) Spell Changes: Light of Fo has increased cast difficulty, reducing its effectiveness in combat. Scorn of Libila no longer requires enemies to be damaged, and instead heals 2 wounds on all allies on every cast. Dozens of spells have had their faith requirement, difficulty, cast times, or favor costs adjusted. New Spells: Harden - Enchantment for any item, reduces the amount of damage the item takes with use. Phasing - Enchantment for weapons. Defenders will have a harder time shield blocking attacks from a Phasing weapon. Competes with WoA/BotD/Nimbleness for enchant group. Bag of Holding - Enchantment for containers. Increases the size of the container, allowing it to store up to 4 times the initial amount based on power. Summon Soul - Allows a player to summon another player. Very useful for unique slayings. Replenish - Vynora only. Cast on a liquid container to have it automatically refill with water. Works on fountains, barrels, buckets, waterskins, etc. Libila Enabled - Libila is completely enabled across all maps on the server, as well as all features that come with her, such as mycelium and zombies. Kingdom Offices - An item called a Creature Token will drop from aggressive creatures you slay. These can be crafted into other types of tokens which can be "bid" for offices. These are the Kingdom Titles generally reserved for PvP Kingdoms/PMK's, such as Royal Priest, Royal Avenger, etc. A minimum bid of 10 is required to obtain the title. From that point forward, whoever has the highest bid obtains the title. Custom Deities - Two player gods have ascended, Breyk and Cyberhusky. These deities were hand-crafted, from their passives to their spell lists. They are not randomly generated. Breyk - White Light, Industrial, Nature-Focused. Designed to have some of the best enchants the gods have to offer. Oakshell, Excel, Truehit, and the plethora of other combat buffs in Breyk's arsenal are meant to be utilized in conjunction with their enchants. Combined with Cure Light and Scorn of Libila for a minor off-healing role, Breyk is intended as a "support" role for other players in combat. Cyberhusky - Black Light, Warrior, Combat-Focused. Starting with the "Warrior" attribute for 25% increased damage in combat, it's immediately clear what Cyberhusky is meant for. Designed with the unique combination of Dominate and Rebirth, you can bring a powerful creature into combat, then use it again after it's slain. Backed up with some of the best combat spells including Drain Health, Drain Stamina, and Light of Fo, Cyberhusky is meant to be in the fray at all times. Unique Creature Improvements Rapid Uniques - Uniques spawn very frequently, allowing uniques to be slain on a near-daily basis and making drake/scale more attainable. Treasure Boxes - Any player that deals damage to a unique is granted a treasure box. These can be opened for a cache of random loot, so players are not left with simply a blood to show for their efforts. Moon Metal Vein Blessings - When a unique is slain, it blesses the world with 20 adamantine/glimmersteel veins. This improves moon metal availability as the server progresses and makes moon metal a "renewable" resource. Reapers & Spectral Drakes - After a unique dies, in its wake spawns a special creature. Spectral Drakes for dragons/hatchlings, and Reapers for the rest. Upon defeat, they will grant an affinity orb (consumed for an affinity) and enchant orb (random enchant from 90-120 power with a 1-time transfer to any item of your choice). This allows players to get multiple affinities outside of PvP, and gives players an alternative to casting for high enchants. Increased Armour - Uniques have had their armour increased across the board. They're not as trivial as other servers, and will require effort to slay. Extra Corpse Loot - Dragons and hatchlings now have extra chunks of hide and scale on their corpse, providing more loot to give away than just a rare bone. Movement Tweaks Mounts and vehicles can now climb significantly more slope, up to 150 in some cases. Boats are much faster and generally more affected by wind speed. Vehicles have had their speed increased across the board. New mounts are available to hitch to your wagons and carts. Quality of Life - There are over 2 years of QoL changes from Wyvern. Here's a few: Fatigue Action Override - You can now make fatiguing actions from vehicles and mounts. Improve from a horse. Build from your wagon. Sow from your cart. You no longer need to "be on solid ground" to do that anymore. Leather and Logs can now be combined, allowing you to save a good enchant. Rarity system has been significantly improved. Fantastic items are now more attainable. Life Transfer no longer clashes with damage mods. Life Transfer stacks with every other enchant. Sickles and Staves can be crafted from moon metals. Statuette QL and rarity now impacts spellcasting. Shields can take less than 0.01 damage when you block. Added a "Receive all mail" button to mailboxes. It will automatically accept up to the first 100 non-CoD mails that were sent to you and place them directly into the mailbox. Added an "Unequip all armour" button when interacting with equipped items. It will... well... unequip all your armour. Eye and Face shots are redirected to head shots. This makes open helms and similar headgear viable, not a handicap. Food and drink timed affinities are now universal. If you get a Fletching affinity from a drink you make, so will everyone else. Damage taken by items over 90 have been re-scaled. An item improved to QL100 is immune to damage and will never decay. Loot Assistance messages are broadcast when a unique creature is slain, randomly ordering participants for loot distribution (if it's wanted by the slaying group). It also displays rough estimates of how much damage each player did to the creature. Creatures born on enchanted grass have a random trait removed immediately on birth (like an auto-genesis). Mailboxes, Trash Heaps, Altars, and Bell Towers can be loaded for transport. Body action to check your bank balance. Public Mods Ash Produce - Ash will be automatically generated over time from forges. Bag of Holding - A spell for all priests that enlarges the size of containers. Better Digging - Dirt is dug directly to your cart/wagon into crates, or dropped directly on the ground. Bigger Houses - Doubles the maximum size of houses you can create. Bulk Transport - Removes the limit on moving items to/from bulk storage containers. Craftable Pauldrons - All pauldrons are able to be crafted, with the right amount of skill. Creature Age - Bred creatures grow to the Mature stage faster, enabling players to ride sooner after they're born. Crop Mod - Fields do not wither. Fire Burn Time - Shows an indicator when examining a lit object of how long it's expected to last. Harvest Helper - Announce harvest seasons on player login. Inbreed Warning - Provide players with a warning if they try to breed related animals. Increase Merchant Items - Merchants can hold up to 100 items. Meditate Mod - Guaranteed meditation success, no 10 tile movement requirement, and 1/10th path delay. Spell Mod - Removes priest restrictions. Stable Master - Allow for animal transfer between islands. Starter Gear - Improved set of starting equipment for new players. Timer Fix - Improves timer actions and removes bugs related to Wurm Unlimited regarding enchants. Treasure Maps - Players can find or buy treasure maps and go treasure hunting. Once they find the marked spot, they can dig up the treasure, defeat the mobs, and unlock their loot! Wyvern Arena Wyvern Arena is our 1k by 1k PvP environment. It is meant as a hunting/roaming server, and not as a kingdom warfare server. Epic Curve. Players on Wyvern Arena enjoy the benefit of the epic curve, increasing skills to allow them to fight more in line with higher-skilled players. Kingdoms and Deeds are disabled. You're free to build if you wish, but it will not be defended by NPC guards. Bounty and Fight Skill increased. Creatures in Wyvern Arena reward 2.5x bounty and fight skill when slain. Faith and Meditation on kill. Creatures in Wyvern Arena reward a meditation tick and mild faith gain when slain. Crystal Multiplier. Creatures in Wyvern Arena drop 3x as many crystals as those on the PvE environment. Farwalker Twigs & Stones disabled. Due to the nature of the Arena, twigs and stones are disabled. Teleport and Escape. Players on the PvE server can teleport to the Arena using a 1-minute channel body action. They can then escape using a 2-minute body action from the PvP server, returning them to the PvE environment. The escape is blocked by enemies in local. Server Rules Intentional Griefing will not be tolerated. Macros are allowed under the condition the player is actively monitoring their character. Our definition of "Macro" is when the game is being impacted when the player is not there. Using mods that do multiple actions is fine. Something that automatically does those actions when you are not present is unacceptable. You must be present and playing, otherwise it may be considered a macro. Be respectful - we wont be removing anything, except seriously offensive or pornographic material. Feel free to express yourself, but common sense is key. Client modifications are allowed. I personally encourage the use of client mods that make life easier, such as LiveMap and All of Bdew's Client Modifications. WurmESP and similar are also allowed. Any client mods which negatively impact other players are advised against and will be dealt on a case-by-case basis. Flyhacks, speedhacks, and similar are forbidden and being caught using them will result in immediate ban without appeal.
  10. The Grave Knight Server was thought up by three friends whom got tired of playing on other servers. Amber and Reaper Spent a month making the 4 highways across the map, they Built up the central deed as its current glory as it is today, they have add the L-shape buildings around the Main buildings which where the old part of starter and housed things such as the Beds, crafting, Smithy and others. Each of the L-shape buildings houses different things, such as all the wagons, banners, flags that are on the server. The merchant area with player and Gm Merchants. One holds the Treasure chest (keys are spread around the server). There is Four islands on the map each has a different thing on them, such as Rift, Uniques, PVP and the last on is the home of the Gm's, there are 4 docks at the end of the highway around the map, each has a trader in the buildings, and room to park your ships. Free Starter Deeds - No deed founding cost to help new players jump right in to the game. There is deed upkeep however, this is to limit abandonded deeds cluttering the world. Login to a complete starter town where you can grind and develop your skills safely.There you will find a Smithy, Carpentry, Cooking, Tailoring, beds and more. One alt per ip address they will not be gave the skill boost or coin. Maximum Creatures:25,000 Aggressive creatures 50% Epic Seetings Newbie Friendly Skill gain: 20x Action gain: 50X Feild Growth: harvestable in 1 hour, no rot. Two Free 5 Speed Horses for new explorers. No Priest restrictions. http://graveknight.net/index.html http://redirect.pingperfecthosting.com/210151/mapviewer/
  11. Ebonaura Reborn

    Hey my Ebonaura brothers and sisters and fellow Wurmians. I created a dedicated server for Wurm unlimited and I would love to have you guys play in it and shape the land. It is running on a 20 core server with plenty of RAM and HD space in my house. It is open to anyone and I also need GM's to help out running the server. I have plans to make it a multi server with a freedom style one and a pvp style server like Chaos if we get a good enough player base. The info to join it is below: Server name: Ebonaura IP: 198.57.6.224 As one of Ebonaura's founder I would love to keep the kingdom alive in this server. HMU if you want to have a GM role as well.
  12. custom map is large and hosted on a professional grade collocated dedicated server with 4x Core 8x Thread Xeon processor and 64gb RAM. menu's cache instantly. Login's are quite fast.It is set chaos style with a flat 5x skill gain and action timer bonus. No Epic bugs. You can start as Freedom Isles, HotS, or any of the PMK's already setup by players.Be the first to claim your throne and begin your empire. Rule your lands and kill all those that oppose. Or, Setup trade routes, grow your riches, buy yourself neutrality from other players. Or, sail the seas pirating and trading. Or, do anything you want. But, login and do it before someone else claims your legacy! Links: Live Map : http://hyper-core.net/map/ Vote Page: https://wurm-unlimited.com/server/1075/ Website: http://hyper-core.netMods:- Farming, plants will not wither. Growth time sped-up- Priest restrictions removed, feel free to main character a Vynoran Priest- Naming Tags. Animals are born with no name, create a name tag for custom names- Dig to ground for dirt and clay- Ash accumulates in ovens and forges from material used as fuel to keep them lit.- Starter gear consists of choice of 40ql weapons and 40ql chain or 20ql plate.- New Characters are given 25 body control and 23 body strength, no feeling useless for 2 weeks.- Your first affinity will appear very soon if not immediately.- Meditation altered, no need to change where you meditate to gain skill- The 5 prayers per day cap has been removed- Carts and other vehicles are locked with a very poor ql lock upon creation- and More
  13. Ashes of Eden II PVP server : Important server characteristics. -3x, 3x action -One alt only. -No macro. Those caught macroing will suffer skill penalty. Suspensions and bans for ulterior offenses. -PVP(2k). -Characteristics starts at 19.5, BC at 21 -Deed costs and upkeep Enabled -HOTA Zone, Champions enabled, PMK Stables, diminished rites requirements (in terms of praying and sermons) -Unlimited meditation/No priest restrictions, rites cost max 150. Unlimited praying but skillgain every hour Mods on the server: -Quality of Life Mods: CreatureAge, CropMod,HarvestHelper,BetterFarm, BetterDigging, ActionTimer Fix, Spellmod, AshProduce, BountyMod, MeditateMod, ArrowPack -Additions : Sindusk's Spellcraft (Harden, Replenish, Expand), Treasure maps, Hitching Posts -Changes: StarterGear,PollSpawner(Rift mobs/items),Treasure Chest Claim Notes : -Statuettes QL matters, rarity as well. -Lots of tweaks, customs and otherwise Feel free to join our Discord --> https://discord.gg/hKrE9MP Either to meet the gang, news or for simple questions, will always be a pleasure to have you around. For anything else, ask Alefgard
  14. [Server] Zoned PvE

    Latest release This mod provides a convenient way to customize PvE zones in PvP Wurm Unlimited server Color scheme Create a colored image to specify PvE/PvP zones for your Wurm Unlimited server: Color(r, g, b) Description Green(0, 255, 0) Always PvE Yellow(255, 255, 0) PvE with scheduled PvP Pink(255, 128, 128) PvP with PvE at deeds Orange(255, 128, 0) PvP with PvE at deeds. Scheduled PvP at deeds. Red(255, 0, 0) Always PvP Map format The map must be 24-bit BMP image named "map.bmp" and located in "%SERVER_FOLDER%/mods/ZonedPVE" directory. The image size must be equal to server map size. Top left corner of the image corresponds to the north-west corner of the server. Example image: This map is created for a very small (512x512) server. There are peaceful north and south with little PVP at the center. The yellow zone will have PvP only at certain times. The pink zone has PvP outside of any deeds. Orange zone is the most complicated - PvE on deeds with scheduled PvP (and constant PvP outside of any deeds). The red zone has always enabled PvP. Schedule format The schedule can be set in the configuration file using UNIX cron format. Very good site for creating schedules is here. Here are some examples: UNIX cron format Human readable format * 20-21 * * SAT Every Saturday between 20 and 21 hours */2 * * * * Every second minute Put your schedule string to "%SERVER_FOLDER%/mods/ZonedPVE.properties" file with key "pvpschedule". Example: pvpschedule=* 20-21 * * SAT
  15. VOLANTIS v2 I've had some great feedback over the last 2 years and implemented a number of server changes which sadly resulted in a reset of the map for the first time in August 2018. The new map is identical but has the following improvements: Increased dirt level from 20 to 40 rougher terrain more islands taller mountains Website: http://wurmonvolantis.com/ Server Map: http://redirect.pingperfecthosting.com/199521/mapviewer/ Server Stats: https://wurm-unlimited.com/server/5809/ To all former players of volantis v1.0 - I'm deeply sorry for the reset and realise this is incredibly frustrating. Myself and my other GMs will happily help recreate old deeds and reimburse any lost skills / items. Please log a ticket in-game and we will try our best to compensate. Server Details A custom map which offers a mixture of PVE and PVP playing styles with missions and events to participate in. The Server Offers: 5 crates of resources upon deeding to build your village (delivered within 24 hours) Level 35 Starting Skills Level 30 Starting Tools 7.5x Skill and 8x Actions Drake Mounts - very fast but rare! Good Infrastructure throughout the map with highways, portals and resting areas Battle Arena to fight waves of monsters based on skill level Game of Thrones style missions. Resurrect Viserion to face the final battle and claim your dragon mount. Vampire vs Vampire Hunter Free Deed and Upkeep Free Horse for new explorers Comprehensive Training Ground for New Players We welcome any improvement suggestions so please get in touch if you have any ideas. Starter City All new players will enter the Training Grounds however, you have the option to skip the scenario The training grounds gives a guided tour of the game, teaching new members skills in Digging, Mining, Chopping Trees, Fighting and Crafting. The Landscape and Resting Areas: Volantis has a smooth terrain and rock can be found 40 digs below any surface. The sandy coastlines make for a perfect harbour but beware of the scorpions! The map has good infrastructure with roads and portals around the map. Travellers will find places to rest and trade throughout the map: Game of Thrones Campaign - Castle Black: The GoT Campagine is being expanded but the objective is to travel beyond the wall, a PvP Roleplaying style zone, defeat the whitewalkers and battle Viserion to win a dragon mount. Mods Installed Include: Battle Arena: The battle arena offers 5 levels, each of increasing difficulty, which summons waves of monsters for you to battle. There are currently two arenas: Basic: (1) Wolf, (2) Cave Bug, (3) Large Rat, (4) Scorpion, (5) Bear. Intermediate: (1) Brown Bear, (2) Scorpion, (3) Crocodile, (4) Fire Fiend and (5) Troll. To activate a battle, examine either the Basic or Intermediate level signs. The Battle Arenas can be found in Kingslanding near the castle: The Crypt of Vampires: Ever fancied becoming a Vampire or Vampire Hunter? You will benefit from increased skill gains in exchange for the risk of being bitten / staked! This is essentially PVP but without the risk of your buildings being destroyed (if built in the PVE zone). The full instructions on this mini-game can be found below: We welcome new event and server update suggestions so feel free to get in touch and we will try our best to accommodate requests Happy Playing, R
  16. I need help valuating axes in pvp! please share your knowledge from experiance! For a long time now mauls have been the meta in pvp due to their bonus against plate, sometime ago sickles were also a very common sight before the nerf. Longswords/shortswords get their love when its about going defensive as the shortsword/large metal shield combo is really hard to penetrate. But what about Axes, Huge axe is still something that can be seen in pvp but when it comes to single hand weapons I rarely see axes ever used anymore. Is the maul meta just way to good to give any room for another single weapon or is there still a pros using an axe over a medium maul in a pvp fight? In this picture you can see the raw numbers of the two weps and how they differ, maul being blue and axe in purple to make it easier to compare. Medium Maul Bonuses: Mauling damage is good vs armor units. (Anyone knows the extra dmg they get?) Great at demolition as they are akin to what we know in real-life as a sledge hammer. Damage Type: Mauling Large Axe Bonuses: Cutting damage is good vs leather? (is this still a thing, cant find anything about it?) Very effective in bashing down wooden house walls, wooden fence types, wooden mine doors, and any wood furniture. Damage Type: Cutting Thanks for reading
  17. After talking with a friend, it sounds like tents only work on pvp servers inside your own influence. How will my enemies feel safe fighting me in neutral land then, like hota?. Can we get it changed to allow tent spawning outside friendly influence also (but not in enemy influence)? I should be able to respawn outside kingdom influence. If I can respawn inside enemy influence - I can see this being issue because I can alt abuse grief ppl with that, respawn close to enemy deed. But why can't i respawn in no mans land? There will still be tent incentive to build influence but from a more defensive motivation instead of having to build influence to respawn away from your capital. I'd really like to be able to let people that i find or that agree to fight me in a neutral area, respawn to collect their gear. DA
  18. So i had this crazy idea. What if we were able to make a Portal to a map that was ultimately a PvP Arena. Would work similar to Epic Portals only inventory and everything stays on transfer. Player inside the arena could Fight and loot each others drops. GMs could even hold events. Toggling ON and OFF PvP in this enclosed area. It would be like maybe 150x150. Hunger Game Style build. Players could watch from the stands around the PvP/Event zone. Or go down into the Zone to actually join the event. GMs could adjust the terrain in this area to fit the event. Some lava tiles and sand traps. Few Water tiles. Lots of trees. I mean just an idea but i think it be cool it the community could be brought together Via this Portal to a Combat World/Event World. Could be a tiny server, with an enclosed Deed like the GV. Let me get some +1 for this idea. I mean... Just imagine. The Wurmians all gathered in the arena as GM Enki arrives with Spawning commands. 50 Zombies spawn and players fight to kill them off. When they die they spawn back (out of arena) with no way back in Cuz the doors are locked, Its down the wire. 5 Players left. 10 Zombies. 1 Of the players is a priest and starts healing the remaining 4. But he loses an arm and dies. Finally down to the last man alive. He wins! Gets awarded (some prize). Um.. yes! > and Please leave the hate out of this conversation. lol Could even double as a Lobby for players to chat O.O Maybe Global Market system. (maybe not) lol Ps. Maybe Even put it in GV. So new players will join and See LOTS of players online in local? O.O
  19. Fairytail Island Created by Mavis/Sprigor Website: http://fairytailisland.boards.net/ Team Speak: jonnyboy3581.ddns.net Special Thanks to Miretta for the Custom Earthland Map! What is Fairytail Island? Fairytail Island is a Wurm unlimited Server Based of a Popular Anime called Fairy Tail! Using the Earthland Map of Fairy Tail and with the help of Miretta, we created a world very Similar to the design of Fairy Tail. Does this server have PVP or Just PVE? This server is a PVE world with a PVP Island. It also has "Hunt of the Ancients(HotA)" Events. Is this server dedicated? How long will it be up for? Fairytail Island was created as a place for players to join and play for a long time. It is dedicated and Open 24/7, 365. What kind of events does this server have? Fairytail Island will hold Unique Slayer Events, HotA, as well as Special Exp Events. (More Events to Come) What is the current server setup? Right now the Server is; 3x Skill Rates 5x Action Timers 15,000 Creatures with 35% Agreesive Plant Growth is set to 24hrs for full cycle We have a custom map, 4k by 4k Deed Costs are 50% OFF Deed Upkeep is On and Normal Starting skills is 1, Characteristics are set to 20 Mods are active on Server (see Mod Section Below) What kind of Mods does the sever have? Fairytail Island has quite a few mods actually. All of them to improve the way of life in Wurm. Current List of Mods; Bounty Mod (Mobs Drop Money Upon Death) Creature AGE Mod (Mobs age faster until They are of Adult Age) Creature Mod (Custom Creatures have been added to Server as well as few Reskins) Creatures On Water (You can now Lead Many more animals over water; Ex: Cows, Bulls, Sheep, Chickens, etc) Crops Mod (Plants will never Wither Away) Digging Like Mining (All Dig actions that put items in your inventory now drop them to ground; Ex: Clay, Tar, Dirt) Mailbox Mod (Mail now costs NOTHING to send. You may still COD Players) Meditation Mod (You wont fail meditating, and The 10 Tile Distance Limitation was removed.) Skill Fix Mod (Characteristic as well as normal Skills now correctly gain exp according to Server Rates) Spells Mod (Priest Limitations have been removed, This includes Building, Crafting, Skill Rate Penalty and Spells required Linking have been set to 90 Favor) Upkeep Mod (All Deeds now cost half price to Expand, Resize, and Deed) Ago's Client Mod (This is required to see the In game Map as well as Custom Graphics) **** Requires Ago's Client Mod Loader ( Click Here To Get It ) **** How active are the Staff? I am on Everyday. Be it my Main GM account or my Secret Leave me be account Will I be accepting more staff? Of course! We are planning to accepting Applications for Staff as well as CA Players. (some people will be personally asked for a spot based on what we see in game) How is money earned on Fairytail Island? Like most servers you can gain money from selling Items of High QL to the Traders in Spawn, Earthland HQ. Money can also be gained from Events held by GMs and of course Hunting Mobs and Selling Loot. Is there an Official Staff List? Staff Team Mavis (Dev: Owner) Precht (Arch: GM) CA Members Sprigus -More To be Added Later!
  20. The Beginning Mission Our mission is to create a fast, reliable, and stable wurm unlimited server that all players can enjoy. We pride ourselves in finding solutions to problems quickly and utilizing a 'hands-on' approach to server management, PVP situations are not included, of course. Our primary goal is fast response, whether it be for crashes, in game tickets, bugs or toxic players, response will be prompt. No more absent administration. Our secondary intention is to create a enjoyable server for players of most play types. Utilizing mods, we are able to reduce the mundane tasks usually associated with wurm. And our final goal is to make something unique. What we have to offer Currently we have one PVE server well as a linked PVP server. The PVE server launched September 7, 2016. Read on the server configuration Here or check out the quick look below. The PVP server launched September 29, 2016 and you can read on the server configuration Here. The server is hosted on a dedicated box in Montreal, Canada, providing ample uplink to both Europe and USA which gives the most even playing field between the US and EU in terms of ping. Quick look for the Reign of Man PVE server: Quick look At the PVP server: Zenath’s PvP Kingdom System So... Are you in? Join the official Discord Check out our website Take a peek at the PVE map
  21. I suggest a pet command "Hunt" available upon right clicking another creature within pet command range. Hunt will: 1. Make pet target the creature. 2. Make pet follow the creature, like leading, but without a fixed follow distance. Follow functionality would be similar to 'go here' pet command, except the position of the creature would be updated while the creature moves, but once the creature escapes local (or a different range, depending on the pet type. wolfs should be able to hunt creatures farther than crocodiles), it loses the creature scent/stops hunting. This would make pets useful in pve, and pvp. Wolfs are typically useless in pvp as pets, since they cannot tank or do substantial damage. This would make creatures like wolfs and dogs and wild cats useful for tracking down enemies that are trying to escape, but at the risk of losing the pet if you don't follow it (leaves command range). Some suggested ranges for hunting, include: Sharks 5x local range Mountain lion 4x local range Wolf 4x local range Deer 3x local range Dog 2x local range Trolls 1.5x local range Wild cat 2x local range Scorpions 1x local range Crocodiles 1x local range Spiders 1x local range Horses 1x local range Unicorns 1x local range Hell horses 1x local range Imagine being able to unlead your pet dog and send it after an enemy spy alt on a PvP server. Imagine sending a barded, fully geared Hell Horse or Unicorn after a spy alt, or escaping infantry player, to keep them from getting away while you catch up. This would provide a fun fix for: 1. spy alts being abused (local scanning or teleport blocking) 2. players stealthing too quickly when trying to escape combat 3. pets could also block teleporting while hunting a player Other neat commands, such as "Roam" or "Retrieve" could be further useful, where "Roam" commands the pet to begin scanning an area (80x80, for example, depending on pet type) for enemies by roaming around constantly, and only attacking an enemy if it comes within a certain distance of a stealthed enemy (like half it's normal aggro range, or if walking adjacent to the stealthed player's tile). Roaming animals could also attack unstealthed enemies (other pets, enemy guards, aggressive creatures) at regular aggro range, while scanning an area. "Retrieve" commands the pet to Hunt a creature down and retrieve its corpse if the creature dies. To use simple terminology, let's say you right click a creature. You command your wolf to hunt the creature. If the creature dies, the pet will "take" the corpse (or a random nearby corpse?) and return it to your new position. I thought this would add some cool new possibilities to the game and provide a possible fix for some of the most aggravating PvP problems. Being hunted by a pet would not be overpowered, since dogs (or other good hunters) can be killed very quickly with archery or melee by an equipped player. The player could then try to restealth before they get caught/located. Also, only certain pets can swim, and some move faster than others. So there would be several strengths and weaknesses for each pet type to add more richness and variety to the feature.
  22. Initial PvP changes Starting with the next update, a new change to Locate Soul will be introduced to Chaos. PvP Change: Chaos server now has a maximum Locate Soul range of 500 tiles. This change is specific to Chaos and will not affect Freedom or Epic. Locate Soul’s intended usage is to give a general idea to the caster where their target is. This information can be used to track down a player off deed, identify that reinforcements are unavailable to assist them, and similar. These intentions are pure, and meant to encourage roaming to new places with the opportunity to find opponents in local, then track their location via Locate Soul, pendulums, etc. Locate Soul’s actual usage is to triangulate exact positions of players using multiple reference points, keep tabs on opponents from halfway across the map, and spamming the spell to guarantee reliable information as to whether a target player is online through their Nolocate. These two extremes are the result of a spell that has remained untouched for years. The problems with this paradigm is a meta of priests spamming locates from anywhere on the map and getting reliable intelligence with no cost. Hence the reason for the change. This is step one in a larger shift for Locate Soul and locating players in general. Limiting the range should alleviate some of the problems with the current metagame, but not all. Locate Soul and Nolocate are still undergoing iteration and will have other, more dramatic changes in the near future. This update will also include warrior god priests (Nathan, Smeagain) getting the double disintegration bonus equal to Magranon. The aim of this is to level the playing field for priests of all kingdoms and reduce the frustrating scenarios with RNG and safemines. Background and future works Along with this, in the next update, is a reworking of armour mechanics. This will make armour values easier to adjust in the future. Existing armour values are not being changed, but the background work is intended to make them easier to modify and adjust down the line. After this update, the next focus will be on the long promised priest and spell overhaul. This overhaul will feature a balance pass on all 98 spells available to priests and review of priest restrictions to improve gameplay for solo and PvP priests. There’s more to it than just that, and we’ll be sharing more details over the coming weeks. Once the priest and spell overhaul is live, we’ll begin looking at addressing other concerns within PvP such as tower capping and meditation. We know there’s a long road ahead of us to get PvP where we’d like it to be, and we know it will take time to get there. Our focus now is taking one step at a time, making sure it’s the right step, and then taking another step forward. We’ll continue to use the feature feedback forum for discussion on specific topics to allow for adjusting and improving our current plans if necessary, so please keep it all on topic and constructive.
  23. Server is live! Discord: https://discord.gg/kHTCMrY Twitter: https://twitter.com/WU_Conquest2 Conquest 2 is a pvp server with the emphasis on territorial conquest. 3x skill gain and 3x action speeds with epic settings. The team: Talor - Developer Awardis - Arch-GM Ausimus - Map Maker The main island is full of strategic resource points. These automatically produce bulk materials, armour and weapons. Help your kingdom control these locations by building fortifications, or raid deeds to deny access to the enemy. Reworked HOTA utilises the whole map. Pillars spawn at the strategic resource points. Capture three to win rift loot and small amounts of drake & scale for your alliance. HOTA rewards scale as your kingdom grows more territorial influence. Six dungeons are home to mobs and loot chests that respawn over time. The dungeons take 1-2 hours to fully repopulate, so you can raid them multiple times a day as a source of money and special bonus items. Or you could wait for other players and ambush them. Two trade islands spawn crates of trade goods. Load these into a knarr or larger vessel and transport them to the other trade island. Players can earn a lot of money as merchants, or as pirates preying upon these ships. Trade in star gems at the Athanor Mechanism to be rewarded with a random item enchantment. Map Server configuration: Characteristics start at 24, fight skill at 21 Spellmod (removes priest restrictions, unlimited prayers per day, faith gain every 20 minutes) Better Digging (dig straight to cart, etc.) Starter gear (start with 50ql leather and weapon) Modify gestation time (faster horse breeding) CreatureMod (adds a bunch of new mobs) Cropmod (disable weeds) Server Tweaks (Immortal traders, food affinities same for all players, more frequent unique spawns, no fatigue, action to check bank balance on body) Fire Burn Time Put Things On Tables Fog spiders replaced by fog goblin potioneers No key to the heavens No karma teleport Can build guard towers closer to enemy territory (60 tiles) Timers Fixes Serverpacks HTTP Server Servermap
  24. EDIT: Many of the bugs in this thread are still not fixed after all these years since the introduction of the new permission system. I will post the confirmed-as-still-broken bugs immediately below. I will leave the old post as part of this thread, and will adjust the bugs reported in it by crossing out things that are fixed, changing text to red for things that are confirmed as still broken, and leaving as black text things that we are unsure of. Bugs confirmed to still exist since this thread was originally made: Leading on enemy deeds Problem: We cannot lead any untamed horses on enemy deeds, even as unlawful or without Templars, which means we can not raid horses to use for PvP or raiding homeservers How it used to work: You could lead horses on enemy deeds at any time, even if the templar was alive and the permission was not allowed, because why would you abide by an enemy's laws? A solution: Either have enemy deed laws not apply to players not of their kingdom, or require a templar to be alive to enforce the laws. In the past laws didn't take effect unless a templar was alive, which meant you could kill a deeds Templars to break laws as any kingdom, but this is no longer the case, making raiding often either much more difficult or even impossible in certain situations if you are same kingdom Note: Horses can currently be lead by using a bind to do the action, but unless you have LEAD bound to a key, there is no way to lead horses, and lead does not appear in the right-click menu. Unable to take from bsbs in houses Problem: Bsbs/fsbs in houses often will not let you take from them (even without a lock), as when you try to drag their contents to your inventory it responds "You must use steal to do that.", but there is no way to use steal on the contents of a bsb. How it used to work: You would be able to take from bsbs inside houses A solution: Allow taking from bsbs inside houses, and if the house owner wants permission control or security over their bsb, they should attach a lock, rather than having 100% secure moonmetal/drake/etc storage by default/bug. Unable to steal items from houses you lockpick into Problem: You cannot use steal inside of houses you lockpick into, even off deed. Steal is only possible if at least one of the house's walls are destroyed, so that the permissions do not take effect. Right now on PVP you get the message "Stealing is punishable by the death penalty in these lands and you decide not to." even if you are on unlawful. How it used to work: You could steal from inside of undamaged houses by right clicking and using the steal option. A solution: Allow stealing from inside of houses on PVP by going unlawful. Non-tame/non-branded horses not moving after relogging Problem: When you crash or have to relog and you are on a non-tamed/non-branded mount while in combat you can't move unless you dismount the horse. How it used to work: Never happened prior to the perm system change. When relogging on a horse it worked as usual. A solution: Allow any ridden mount to move after relogging. This is most likely a bug with the permissions system seeing you don't personally "own" that mount. Note: This often also happens if you get relogged by the game when the embark bug happens. If it happens from the embark bug, disembarking the horse will also bug you and cause you to relog, and then the next time you embark on the horse it will be unable to move. If the embark bug happens to you while on an enemy deed, it will make you momentarily leave the world, and when it reconnects you, you end up outside the enemy deed. This could easily be abused in PVP by repeatedly embarking and disembarking your horse until the embark bug happens, to get teleported outside the enemy deed, and escape your attackers. Can't drag same-kingdom locked boats Problem: You cannot drag locked boats, even if they aren't moored. How it used to work: You could drag same kingdom locked boats unless they were moored. A solution: If a boat isn't moored and doesn't have a captain, we should be able to drag it. If you want to prevent a boat from being dragged, you should have to moor it. Receive hunted status for attempting actions in lawful Problem: Now receive hunted status for attempting actions you aren't allowed to do, even though it prevents you from actually doing the action, and even though you are in lawful mode. How it used to work: If you were in lawful mode it would prevent you from doing things you weren't allowed to, and it would not penalize you since it prevented you from doing the action. A solution: Do not penalize/set players hunted for actions they attempt while in lawful mode. Note: An example of something that causes this is using a lead bind on a deed that disallows leading, while in Lawful. It will fail to lead the horse, but you will become hunted anyways, despite being in Lawful. Old post below: -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ever since the new permission system was added, many things that were normally possible on the PvP cluster Epic became impossible. Many of these problems seem to be unintended bugs, and numerous complaints have been raised about them, but for the most part they have still not been fixed. This thread is for compiling a list of all of the permissions issues that epic has experienced since the addition of the new permission system, and ways that game mechanics have changed for the worse or become impossible under the new system as opposed to the old. As you post your discovered permissions bugs and complaints, I will add them to this post. Format your replies like Problem: How it used to work: A solution: Before you get into reading these, here are the most important issues that would clear up a lot of these problems: LAWS SHOULD NOT BE UPHELD UNLESS THERE IS A LIVING TEMPLAR TO ENFORCE THEM. PERMISSIONS SHOULD NOT BE UPHELD UNLESS THERE IS A LOCK ATTACHED. THE OPTION TO BREAK THE LAW MUST BE AVAILABLE. New permission system issues: Laws are upheld without live templars Problem: Deed laws are enforced even if the deed hired no templars, or even if all of the templars are dead. This has been very abusable by unjustly making actions impossible, and has allowed enemies to use deeds on homeservers in order to prevent their boats from being picked by defenders there. How it used to work: Living templars were required for deed laws to be enforced, and to break the law you had to kill templars before doing illegal actions, or go unlawful and break the law, thus putting you on KOS. If the deed had no templars, then you could do whatever you wanted. A Solution: Make deed laws take no effect on pvp servers unless there is a living templar. Allow players the option to break the laws, with the consequence that the templars will attack them and KOS them on that deed. Leading on enemy deeds Problem: We cannot lead any untamed horses on enemy deeds, even as unlawful or without Templars, which means we can not raid horses to use for PvP or raiding homeservers How it used to work: You could lead horses on enemy deeds at any time, even if the templar was alive and the permission was not allowed, because why would you abide by an enemy's laws? A solution: Either have enemy deed laws not apply to players not of their kingdom, or require a templar to be alive to enforce the laws. In the past laws didn't take effect unless a templar was alive, which meant you could kill a deeds Templars to break laws as any kingdom, but this is no longer the case, making raiding often either much more difficult or even impossible in certain situations if you are same kingdom Note: Horses can currently be lead by using a bind to do the action, but unless you have LEAD bound to a key, there is no way to lead horses, and lead does not appear in the right-click menu. Unlocked unowned vehicles can't be boarded on deeds Problem: You cannot embark on an unlocked vehicle on a deed if it doesn't have you in its permissions, even if its unlocked, you are unlawful and the deed has no templar How it used to work: Unlocked vehicles were always usable by anyone, because a lock should be required to enforce their permissions. This allowed for picking and taking vehicles, which now became impossible. A solution: Don't enforce vehicle permissions unless it has a lock, and dont enforce deed permissions unless it has a live templar. Can't remove locks Problem: If you are not the owner of something (chest, cart, boat, bsb, etc), you cannot remove the lock with the key anymore. The detail of an object having an imaginary owner preventing you from removing a lock with the key is immersion breaking, especially when you can already access it's contents by opening it while holding the key. You are also prevented from sailing any boat you find the key to, you may only access the hold. How it used to work: If you found the keys to something you could use them to remove the lock without needing to pick it. People often held onto high ql keys they found and over time would figure out what they went to. You could also board and sail ships as long as you held the key. A solution: Enable removing locks from objects by using the key on PvP servers Unable to take from bsbs in houses Problem: Bsbs/fsbs in houses often will not let you take from them (even without a lock), as when you try to drag their contents to your inventory it responds "You must use steal to do that.", but there is no way to use steal on the contents of a bsb. How it used to work: You would be able to take from bsbs inside houses A solution: Allow taking from bsbs inside houses, and if the house owner wants permission control or security over their bsb, they should attach a lock, rather than having 100% secure moonmetal/drake/etc storage by default/bug. Unable to steal items from houses you lockpick into Problem: You cannot use steal inside of houses you lockpick into, even off deed. Steal is only possible if at least one of the house's walls are destroyed, so that the permissions do not take effect. Right now on PVP you get the message "Stealing is punishable by the death penalty in these lands and you decide not to." even if you are on unlawful. How it used to work: You could steal from inside of undamaged houses by right clicking and using the steal option. A solution: Allow stealing from inside of houses on PVP by going unlawful. Can't target same kingdom templars Problem: You can't target same kingdom templars in order to kill them and break laws. You first have to be KOS'ed somehow in order to autoretaliate to kill them, during which it won't let you change targets to a different templar, it only lets you kill the one that attacked you first, and then the next one to hit you after its dead you then autoretaliate to, etc. Not even the mayor can target his own deed's templars. How it used to work: You could go unlawful in order to target and kill same kingdom templars, in order to break same kingdom deed laws. A solution: You should be able to target same kingdom templars by going unlawful. Can't lockpick same kingdom doors Problem: You cannot lockpick doors of houses owned by a player in the same kingdom as you on elevation. How it used to work: You could lockpick any door or gate by going unlawful. A solution: Allow lockpicking same kingdom doors/gates by going unlawful. Note: Fixed Non-tame/non-branded horses not moving after relogging Problem: When you crash or have to relog and you are on a non-tamed/non-branded mount while in combat you can't move unless you dismount the horse. How it used to work: Never happened prior to the perm system change. When relogging on a horse it worked as usual. A solution: Allow any ridden mount to move after relogging. This is most likely a bug with the permissions system seeing you don't personally "own" that mount. Note: This often also happens if you get relogged by the game when the embark bug happens. If it happens from the embark bug, disembarking the horse will also bug you and cause you to relog, and then the next time you embark on the horse it will be unable to move. If the embark bug happens to you while on an enemy deed, it will make you momentarily leave the world, and when it reconnects you, you end up outside the enemy deed. This could easily be abused in PVP by repeatedly embarking and disembarking your horse until the embark bug happens, to get teleported outside the enemy deed, and escape your attackers. Can't drag same-kingdom locked boats Problem: You cannot drag locked boats, even if they aren't moored. How it used to work: You could drag same kingdom locked boats unless they were moored. A solution: If a boat isn't moored and doesn't have a captain, we should be able to drag it. If you want to prevent a boat from being dragged, you should have to moor it. Alliance/Citizen permissions on vehicles don't work off deed Problem: Added alliance Command, Passenger, Open, and Drag permissions to a sailboat. Nobody in my alliance was able to use it. Had to add them individually by name. The boat was off-deed at the time and later was able to allow Alliance/Citizens to board when the boat was on a deeded tile. How it used to work: Alliance/Citizen permissions applied to members of your alliance, allowing them to use your vehicles whether they were on deed at the time or not. A solution: Allow the Alliance/Citizen allow permissions to work off deed. We need to be able to board on our allies' boats for PvP without having to stop before a fight and manually add each individual person, wasting lots of time. Cannot load unowned planted objects Problem: Cannot load planted objects you do not own, even if you are enemy. How it used to work: You could take planted objects by loading them anytime if you were enemy, or when the laws allowed you/went unlawful as same kingdom. A solution: Allow loading of planted objects if enemy, or subject to the laws/lawfulness if same kingdom. Receive hunted status for attempting actions in lawful Problem: Now receive hunted status for attempting actions you aren't allowed to do, even though it prevents you from actually doing the action, and even though you are in lawful mode. How it used to work: If you were in lawful mode it would prevent you from doing things you weren't allowed to, and it would not penalize you since it prevented you from doing the action. A solution: Do not penalize/set players hunted for actions they attempt while in lawful mode. Alliance/Citizens of "" deed permissions don't work right on buildings Problem: If you have alliance/citizen permission to access a building, then log off until you leave the world and log back into that building, it ejects you from the building as if you don't have permission to it, and on a PvP server that means falling out of your longhouses, down off of your dirtwalls, to splat on the ground and die hundreds of slope below your deed. How it used to work: You were not ejected from buildings if you had permission on them. A solution: Do not eject players from buildings upon logging in if they have Alliance/Village enter permission. Old permissions issues (not from the new permission system) that don't belong on a PvP server: Can't sacrifice on enemy deeds (or friendly ones where you're KOS'ed) Problem: You cannot sacrifice anything (items or animals) on an enemy deed. There isn't really a reason we shouldn't be able to do this unless the templars are disallowing it. A solution: Allow sacrificing on enemy deeds as long as the templars are dead.