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Found 80 results

  1. Hello I always enjoyed XP trackers in Oldschool Runescape in 3rd party client Runelite. I would love to have in game trackers like estimated hourly level gain and be able to set a custom goal, e.g. 70 smithing and see how long it would take to reach that level at current rate. It's more motivating to set tiny goals rather than trying to conquer 100 in a skill all at once and doing manual skill gain estimations gets tiresome. I'd much rather play the game than polish my Wurm excel spread sheets. Here's a link to the Runelite XP Tracker plugin: I am aware of Wurm Assistant and I was able to write bash script that reads skill update logs. But it would be nicer to have these built into the client.
  2. ==NOTICE - This has now been fixed in the update on 16 August 2022== ==THANKS=FOR=LISTENING=DEVS!== [Please Close] Numbers stopped going up. Yes indeed. Unfortunately, because of the way the foraging skill is stored in Wurm, and used in the harvesting function, even though my skill is 100, I am not getting any 100ql items. Techie stuff: So that's it basically, no 100ql pumpkins for me But the implications are greater still, because this function also applies to botanists, and *I believe* gardeners, so that currently it is IMPOSSIBLE to obtain 100ql woad in this game, either by botanizing or by harvesting planters, regardless of skill! For the dye makers this is a huge disappointment. Something which, I feel, needs to be looked at again. Please change the harvesting formula to use the players skill exactly (or just add 1 to the value!) before (or after) calculating the gathered items' ql. Thank you team.
  3. I just saw a newer player in CA Help who was confused by the following crafting error message, which went something like: This is impossible, perhaps you are not skilled enough. Someone told him to use a higher QL plank, and of course that worked. Thus the error message saying his skill wasn't high enough did not tell the whole story, and so is misleading. A better message could be: At your current skill, the quality (QL) of the item you are adding needs to be higher. This brings the player straight to the fastest solution to the problem - the plank quality which he can more quickly choose, rather than his skill, which he may feel he can not.
  4. Welcome to the X-mas auction of fairly big container of the strongest wurm coffee type - kahvesi (one sip give 10 power = 10% better skill tick). Let's be honest, if you are into quest to hit 90 in every skill this might help alot. All set is what you see on the picture: 275 kg of 99QL kahvesi; 80QL large amphora sealed with a 86QL wax sealing kit. If you add all that up you can find it's worth the price or even some bidding. After auction: Amphora can be mailed for 56c added to the final price. If you wish to pick up, be my guest at M21 Deliverance; Cheshire. Starting bid: 18 s Increment (minimum): 50 c Buyout: No Sniper Protection: 30 minutes
  5. Please can you show the 'You have gained the title...' event messages in a different colour. I often miss these messages. Sometimes I don't realise I've passed one of these milestones until I next look at my skills tab, skills tracker or skills window. The other day I saw a Wurm Online Twitch streamer miss their 50 title. Their viewers had to tell the streamer about it, and so the streamer then had to rack up their event messages to find it.
  6. I know we're not really meant to repost already existing suggestions, but the ones I've seen from a quick keyword search are either one sentence wonders or a decade old. I thought it'd be a good idea to create a fresh thread with a more fleshed-out version of the idea. Overview: I think a Hairdressing/Barbering skill would be a great addition to the game. It would allow players the freedom to customise their hair without completely removing the use of the Hand Mirror. Hairdressing/Barbering would also open up a lot of potential for player interaction and roleplay depending on how it's setup. I also think the random appearance when you first spawn and the Hand Mirror should remain the same, not adding any of the new haircuts or colours to them, to incentivise the training and use of the new skill. Apart from adding new hair/facial hair styles, I think a lot of the things that would be involved in making this a skill are already in the game. I'm not saying this would be easy, there's obviously going to be a lot of back end work to make it happen, but it'll surely lighten the load if this skill does go into development. How it could work: You would use a pair of scissors on another player, this would open up a prompt for the other player which they would have to accept/deny (similar to dueling), if they do accept then a window (similar to the Hand Mirror window) would appear for the person who used the scissors allowing them to customise the other player's hair. When the hairdresser completes the haircut there could also be a further window that appears for the player receiving the haircut where they consent to the changes (to avoid griefing). There is also the potential for dyes to be used to change the hair colour which would open up a much wider variety of options for customisation. For those who want to cut their own hair, a mirror would need to be added to the game which they would use scissors on to open the Hand Mirror-esque window allowing them to customise their hair. Since cutting your own hair is arguably harder to do, it should require a higher skill to perform that specific haircut on yourself than it would to perform it on another player. Finally, so the skill doesn't solely rely on player interaction or spam cutting your own hair, there would also need to be some sort of training dummy-esque item added to the game that allows you to train your skill on it. This could simply be made by combining thatch or strings of cloth with a training dummy, which would add 'hair' to it. As your Hairdressing/Barbering skill increases you would unlock a wider variety of styles and possibly a broader RGB spectrum for dyes. Scuffed mockup: Please avoid responding with +1/-1 as the devs ignore those kinds of comments. Instead give feedback or possible additions to the idea, thanks
  7. farming in wurm online seems lackluster and really bland, the quality of the seeds do not dictate the quality of the crops and you can grow things in the winter out in the open like it was summer or spring, which really does break my immersion a bit, i'm currently growing a small garden for personal consumption, but it would be nice if we had more than just the bare-bones definition of farming in the game, so here are some suggestions from me, you're friendly neighborhood moogle, Kupo! 1st~ Drop crops growing in the winter, this adds another layer to the game, though the seasons are not that long in comparison to IRL, this means players would need to start preparing food for the winter, or storing things away for when winter season comes, towns would need to build granary-like buildings or food cellars in order to last the season 2nd~ make crops seasonal, though some crops grow during multiple seasons, make them bear the most fruits/vegetables during their preferred season, or make them have a higher chance of producing higher quality crops during their preferred seasons (locked by only your skill at farming for example you could never grow a crop who's quality would be higher than your skill) 3rd~ watering plants should be considered part of tending a farm, not just taking a rake to it and removing weeds, watering could also be used as a means of improve crop quality once per day, a small increase for people taking care of their farms properly. 4th~ (and my last suggestion) rain could possibly water crops for you, so on rainy days, players would not need to water crops, but still need to check for weeds. this suggestion will probably be met with a lot of backlash from players who think farming is hard enough, but in truth, it is not hard at all. the amount of skill gain for doing farming is minuscule in comparison to other skills, and a small garden like mine nets next to no exp on a daily basis, but adding changes like these would make farming more in-depth like cooking, maybe even take multiple people to work on a large farm just to keep the work at a minimum, you know, like a real life farm. and in the winter months people would have more open time to focus on other things instead of just growing crops year round. you also already have growing seasons for trees and their produce, why not do it to farming too? Kupo!
  8. Hello, I have recently completed my first character and would like to sell, but have however not been able to figure out how to take a skill dump. I have found the link to the post about the Wurm Tool, but the link to download it has not been working. Now I am wondering if anyone would be able to tell me how it works to take a skill dump? Thank you very much for your help!
  9. Presenting you Libila enchants brewed with hate, deceit, and blood of slaves. We also accepting barter (especially with referral or sleep powders). Custom casts no longer available. Explanation of our unique enchants: BotD or Blessing of the Dark: woa and coc in a single cast. A 100 BotD is the same with item with 100 WoA + 100 CoC. They are best for improving items or getting a fast job done. WA or Web Armor: slow down both movement speed and attack speed of attacker. Useful cast for both pvp and pve, on pve I would recommend web armor on leather barding to slow down those pesky spiders that bite your horse. RT or Rotten Touch. Increase damage of a weapon, but make weapons damage faster. The damage also have infection wound, which get worse overtime. BT or Bloodthirst. Increase damage of a weapon based on it cast power. 10000 bloodthirst is 10% more damage. Need to shot player to raise this enchant power but it also the only damage-enchant you can put on bow. Costs for enchants: Cast costs for BotD: 1- 79 power : 1.5c per power. 80-89 power : 2c per power. 90-99 power: 4c per power. *not available on custom casts Cast costs for CoC or WoA: *not doing custom cast on this 1- 79 power : 1c per power. 80-89 power : 1.5c per power. 90-99 power: 3c per power. Cast costs for WA, RT, and BT: 1- 79 power : 2c per power. 80-89 power :3c per power. 90-99 power: 5c per power. *not available on custom casts Tools 78 BotD 70ql Iron Saw 1s 17c 83BotD 70ql Iron shovel 1s 66c 83BotD 70ql Iron shovel 1s 66c 74BotD 70ql Iron shovel 1s 11c 90BotD 69ql pinewood mallet 3s 60c 82BotD 68ql pinewood mallet 1s 64c 71BotD 70ql pinewood mallet 1s 7c 70BotD 69ql pinewood mallet 1s 5c 73WoA 85CoC 54ql iron needle 2s 1c 78BotD 70ql iron needle 1s 17c 76BotD 70ql iron needle 1s 14c 91WoA 91ql iron hammer 2s 73c 76WoA 70ql iron hammer 1s 14c 79CoC 84WoA 82ql iron hammer 2s 5c 77CoC 14ql iron hammer 77c 72BotD 66ql willow spindle 1s 8c 70BotD 68ql willow spindle 1s 5c 96WoA 39ql pinewood spindle 2s 88c 50BotD 71ql small iron anvil 75c 81WoA 63ql small iron anvil 1s 62c 73BotD 70ql iron leather knife 1s 10c 75CoC 68ql iron leather knife 1s 13c 77BotD 70ql iron awl 1s 16c 81BotD 90ql iron awl 2s 80BotD 70ql iron file 1s 60c 73BotD 70ql iron file 1s 10c 77WoA 91ql iron file 1s 16c 91BotD 70ql iron scissors 3s 64c 91BotD 70ql iron scissors 3s 64c 80BotD 70ql iron scissors 1s 60c 75BotD 70ql iron scissors 1s 13c 77CoC 71ql iron scissors 1s 16c 82BotD 70ql iron trowel 1s 64c 77CoC 20ql iron stone chisel 1s 16c 48CoC 57WoA 33ql iron stone chisel 1s 5c 89BotD 28RT 70ql iron rake 1s 78c 86BotD 70ql iron rake 1s72c 84CoC 14ql iron pickaxe 1s 68c 89CoC 95ql 3.89dmg Large rat pelt 1s 34c 70BotD 0.40kg 82ql 0.07 dmg mountain lion pelt 1s 5c 88CoC 0.80kg 98ql 0.78 dmg wild cat pelt 1s 32c Weapons 90RT 70ql Iron longsword 84RT 70ql Iron longsword 77RT 60ql Iron longsword 74RT 70ql Iron longsword 73RT 71ql Iron longsword 70RT 71ql Iron longsword 96RT 73ql Huge iron axe 91RT 72ql Huge iron axe 90RT 73ql Huge iron axe 95RT 72ql Large iron maul We also supply these items: - Unfinished HotS guard tower = 1s or FREE (check here!) When finished in freedom isles, it will show HotS tower texture but spawn freedom guards, can be mailed How it looks like: ​ - HotS wagon = 5s pick up 6s delivered (it is big and fill almost all room in the knarr) How it looks like: ​ - HotS purple banner = 60c (can't be mailed) - HotS purple flag = 60c (can't be mailed) All items will be mailed, COD paid by buyer. Exception for un-mailable items like banners then it can be picked up/delivered per case basis for a fee. Items also get damaged from storage and my smith are not in the same location with the merchant thus why they are not even counted in the pricing.
  10. Having a really cute foal born with a slightly disappointing name, I had a thought. What if, when you hit a high level of animal husbandry (say 90 or 100) you gained the ability to change animals' names? So if you get Haltula or Yazmeenpick, or a name you just don't like, you could change it to something else. Either a name you came up with, or picking from a list like the rng does anyway. Haltula could become Penelope or Sweetswift, depending on the system used. To keep things Wurmian, have the ability to change names as an ability with a long cool down, say you could only change names every 18 or 24 hours. It would add another reason to gain husbandry skill, perhaps as part of an animal husbandry overhaul?
  11. I have a bit of an issue I thought was resolved my relogging. and not sure how I can get screenies of this.. It is skill ticks. Me and my alt Duana she is very noobie, I have her rakeing my garden with her SB to help builld up her skills. She was not getting any ticks.. which is odd for a total noob I even looked on the skill window... nothing changed for several tiles and the skill tab was not popping up.. so I tried this account and the same thing was happening. I went to CA help and they suggested relogging It did help for both accounts but then................................... no ticks again...... nothing.. This sill is farming and well now all the tiles are farmed I have to wait to test it more for that skill. I have 4.0.34 (c4c1866) version and running windows 10 64 b computer **UPDATE** My alt and I can both get skill ticks on AH.. but farming not... Grains and strawberries she is a noob low skill and basic rake me I have 48 in Farming and a 44 ql rake
  12. I've asked around a bit, and I haven't spoken to many people who actually want to change the Epic skillgain system in the upcoming update. Most of the changes being implemented sound good, and I expect will bring some life to the server (already have, in fact!), but I don't recall anyone in the past requesting even quicker skillgain than we already have. And I definitely didn't hear anyone requesting this new system that completely changes how skills are gained; where actions give skill, rather than skill relying on timers. Remember, Epic already has increased skillgain (2x) and the curve to assist new players in starting the game. It has been demonstrated before that you can be completely PvP ready in under a month of gameplay! In my opinion it just makes a legitimate server cluster seem more gimmicky, like Challenge.
  13. I was told by the server I'm on that meditation skill ticks are set much, much lower than on WO. As an example, this is my latest skill tick using sleep bonus: [22:00:21] Meditating increased by 0.0223 to 21.5726 Why is the default for WU set like this when everything else is just about equal (on a 1x server)?
  14. Hello people of Xanadu. I have travelled far and wide, from coast to coast, yet a Greenish Troll or any other greenish creature still evades me. Where are they ? Please input greenish sightings here!
  15. well as the title says i think itd be cool to add some small trapable animals like beavers raccoons fox rabbits etc and add traps to catch them they provide butchered goods maybe be able to stuff them for decoration or add fur clothing and use their fur and pelts new types of meat for the new cooking update and it would be fun and a new trapping skill
  16. From the mind that brought you sandwich trees and strapping snakes and badgers to swords and shields respectively comes... A use for the turret skill!
  17. Why not allow hellhorses to stay hitched past aged but link the ability to drive the cart to the driver's skills? Same as captaining ships, you can't captain bigger ships without the required skills. The horses can be hitched but the cart can't be driven so will effectively be useless unless the driver has the skills, which will not only encourage people to get the required skills if they want to have a hellhorse cart, but also stop the worry about these valuable horses going missing via unhitching. Which means, one hellie has a certain skill, two (on a cart or wagon) has higher (say ten more on bc), three has higher, four has higher (so you can't just have four hellhorses on a wagon without the required skill). This can be adapted to the ql of the bridles and wagons and carts too, higher ql gear and vehicles mean slightly lower skill needed.
  18. Can someone please make a mod to increase the max size you can make buildings or make your skills 999 so you can build bigger... You would be a legend if you can make this happen! thanks
  19. I am running a dedicated server and using the custom map Riverlands, a 2096x2096 map made by Miretta. I am mining rock quality way above my mining skill using an 8ql pickaxe. I also noticed that my tree logs were a higher quality than my woodcutting skill using a 30ql hatchet. Of course I am still learning a lot of the ins and outs of a dedicated server and the settings but not sure what would cause this. My server is only using serverpacks mod. My client is only using connectionfix, custommap, livemap, and serverpacks mods. Thanks for any help!
  20. Just a small note for the Rock Salt page . . . According to one of the players, the ability to grind rock salt into salt occurs at milling 10 [07:35:24] <Smackeddown> (Cel) BTW its 10 milling to convert rock salt to salt Skyefox Mayor: Albia Estates
  21. The wall of text: Every other MMO I've played has major tweaking to their skills along the way and each time they do, they hit the reset button, so that the players can reallocate their skills and all be on an even playing field. In Wurm, for some reason, any time there is a loop hole in skilling, the first people that discover it get to skill up rapidly and then keep those skills forever. The other issue I have with the Wurm system is I see a lot of account trades happen solely because someone got tired of playing their character, based on the skilling choices they made last year or the year before. It results in people just leaving the game, if they don't feel comfortable making account trades. This game really is tailor made for about 300 people that love the skill system the way it is now, but not for the 1 billion other gamers out there. As a result, it can't ever grow. When bridges were added, it brought lots of old players back to the game. When Xan was added, it brought lots of old players back to the game. The only new addition to Wurm that really brought significant new players was the private servers with an upgraded skilling system. So I say, let's tweak it even more. Let's figure out a way to bring more players to the game. That has to be the goal right? I can't imagine a game company just focused on the retention of a very small legacy player base, but it sure seems that Code Club is doing exactly that. Especially when most of the developers are also part of that legacy player base. How do you decide to make good changes to the game, when those good changes are going to negatively impact your character and many of your closest friends in the game? I know I'd have a difficult time with it. I think the only way you can make a major change to the game is to make a new game, while leaving the old game intact. It worked with WU. Nobody was forced to leave WO, but people did. Why? Because they LOVE Wurm and were finally given a better choice than what classic Wurm had to offer. The people that stayed were disappointed and predicted the end of Wurm, but it didn't end. There are far more players today than before WU launched (both versions of Wurm combined). It gives people more choice to fit their play style and that is a good thing. What could the new new, new Wurm look like? It certainly isn't going to be a new graphics engine, with a fully 3d world - Code Club doesn't have the time or resources for that. But it does have the ability to make smaller changes, to alter the way the skilling/leveling works in this game. They have Epic, Classic Wurm and WU, which all have different skilling mechanics. So far, the one that works best for me is WU, where you are rewarded for your actions and not forced to constantly gimp yourself and your crafts, just to get a successful skill tick. So for Wurm 3.0, I suggest a new cluster of 4 small servers. On each island, make several large areas of protected biomes - call them "King's Parks", which can't be built on, teraformed or have any trees chopped down. Sprouting, harvesting, foraging, botanizing and cutting grass is all ok. These parks will really help protect the natural resources, beauty and spawning zones for the server. For the skill system, create a master experience bar. Every skill-able action you perform ticks a point into the master experience bar and also raises the appropriate skills for what you were doing. Skills will progress mush like they do on WU. If your tools are higher QL and have speedy enchants, your actions are faster, thus your skills will gain faster. None of the WO mechanics of let's get that plastic hammer from my son's toy tool set, then cut off my leg, to reduce the size of my stam bar, then it will take me a really long time to hammer in that nail, to get max exp for the action crap... The next step is to create skill trees. We have parent and sub skills now, which are sort of a tree, but we need to group them into 3 or 4 trees, which will be leveraged later when a skill redistribution happens. I think the trees should be Fighting, Crafting, Gathering, for simplicity. Each tree will maintain it's own experience bar. So now we have a master Exp bar and 3 Tree Exp bars. For those that like to compare skills to their friends, these will be a great way to go, much like the STP number from Niarja. More importantly, when skill imbalances happen, Code Club can do either a full skill wipe, or specific tree skill wipes. Players then reallocate exp points to the skills they want. Characteristic skills will automatically be adjusted, based on where skill points are allocated. You can't make a priest with only faith and channel have a really high strength. Players will also get paid resets. Purchase from trader or maybe even deed tokens. Pay to reset any tree, as often as you want. For the full reset of all Exp, it would only be when Code Club requires it for re-balancing and every 6-12 months of unbroken paid subscription. I think the flexibility this gives the players will really appeal to those that want to try many of the different skills at higher levels, but simply will never have the time to skill up everything to high enough levels. Many other successful games allow you to reallocate skill points, eliminating the frustration of not being able to play a different role, without having to spend the next year training up for it. We live in a world of instant gratification, so when that is the norm, it is extremely hard to succeed by offering a game that has a 10 year plan for character development. Who the heck wants to make that kind of commitment to a game? One in a million it seems, because that is about how many people have played WO for more than a month. This would also be a great time to introduce new account management. One master account and multiple character slots. I'd love unlimited character slots, since I have 60 alts, but that probably needs to be reigned in, to prevent alt sprawl (especially with boss hunts). So maybe 5 character slots max per account. It isn't like anyone will suffer, since we would all be creating new accounts and new alts. We should also be able to manage deed upkeep through account management. Nice Web Interface to cover it all in one place. If I could check my deeds and keep them paid, right from the web, I'd be frickin happy. So the summary: - New 4 server cluster - lots of protected bioms (parks) - Skilling like WU - Experience bars: Master and three skill trees - Fight, Craft, Gather - Skill reset options for trees and for all (some paid, some as rewards and some as required for re-balancing) - New Web account management system with multi-character slots & deed management. This does not have a PvP solution, but the best way I can think of to add PvP to the idea would be Epic style - Add in a portal that takes you to the PvP server, where your PvP Experience is earned. Probably with a 10x rate gain over the PvE server. I'll let those that really understand the PvP needs figure all that out, but it MUST not intertwine with the PvE servers in any way. No bringing PvP rewards to PvE. What happens in PvP stays in PvP. The PvE servers are will be set up with everything protected and secured from the start. New players should not be worrying about everything being looted from their unsecured camp site on day one. Drop a tent to secure a perimeter from theft. All permissions should be set for lock down, for everything, unless the player specifically changes it to an unsafe mode. I think we are close to that already, which is good and appreciated, but adding in the tent security perimeter could be a nice touch for the new players. May or may not be something we remove after a player passes a certain number of days of play time. Could get used in griefing, so needs consideration. Remember, much like with WU, if people leave classic Wurm to play this new Wurm, it isn't a bad thing. How can it be bad, if people are going to play something that fits their play style better? Do we want to try stuffing square pegs in the round hole that is WO today? Let anyone that wants to keep on the old classic Wurm, stay right here. Give people that like the awesome sandbox, but not the broken skill system, another alternative. At one point, I'd suggested Code Club open up their own WU server cluster, but I know that won't work, with the ability to Mod clients. It also doesn't address the skill reset needs, which is the core component to make this work.
  22. Aside from the various old discussions in regards to the pros and cons of Jumping. Rather thinking of an auto-skill that diminishes damage taken from small falls, heights of say one or two stories off a building. Believe there's sufficient techniques required, as compared with Climbing, for such to not merely rely off of a body stat. Perhaps also even balancing (not as a separate or even child skill) to provide some slight pause before falling off an edge, or while moving across some narrow area. Not that we really have such atm.
  23. I hit 65.00 mining and wanted to see what veins would give me the best gains regardless of what mining guides or what other people say and based on the equipment I had on hand at the time. These were my findings: Mining skill: 65.00 Tool used: 19QL pickaxe, steel (C85) Best result: Normal copper (+/-0.09 skill gain per 25 ore; +/-0.37 skill gain per 100 ore; +/-26 minutes per 100 actions) Comparisons: Good lead (0.30 skill gain per 100 ore) and Normal silver (0.30 skill gain per 100 ore) Conclusion: I calculated it would take me +/-5 hours to reach 70 mining by the time I hit 66.24 mining. I realized that if I was mining the wrong vein (e.g., the lead or silver shown above) I would end up wasting over an hour. This means that if you use sleep bonus when mining, you can end up wasting a significant amount of SB and silver (if you pay for sleep powders) over time. Finally, take into consideration all the time you would lose from say 0-90 mining if you end up picking the wrong veins along the way. While my tests are limited, it's enough of an eye opener at least for me. Would have been neat to see the skill gain difference with a 1QL pickaxe, steel (C85). Just for kicks, I used my 89QL rare pickaxe, iron (W100C90) and came up with these results even though I knew this would happen ahead of time: Rare Pick: 0.03 skill gain in 65 ore and 372s spent mining Skiller Pick: 0.09 skill gain in 25 ore and 375s spent mining Conclusion: Using my rare pick was 67% worse than using my skiller. This is why I only use my rare pick for what it's really intended for and not for skilling. It was still fun to see just how much worse it would be though. EDIT: I forgot to mention I was using sleep bonus the entire time when doing these tests.
  24. Currently when you practice archery, when you reach Archery 40 your ability to gain skill from practice is removed completely, both with archery and all sub-skills (Long bow, Bow, Short bow). A slight change to this would be to keep the skill cut off for Archery at 40, but allow the sub-skills to continue to be practiced to their current practice skill cut off of 30 each. Then the true cut-off would be at 40 archery and 30 in Long bow, bow and short bow. I've been told by experienced archers that one needs at least 30 skill to be useful at all, so allowing players to reach that cut-off would improve the player experience by allowing them to be useful more quickly.