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Found 133 results

  1. Introduction Hello. I am Christos, that's my in-game name and real name to. I am looking to put my skills to some good use. Current Skills: Cloth Tailoring: 50+ QL Leatherworking: 20+ QL Weapon Smithing: 35+ QL My Location Server CAD on need Stillwater Coves,1232 Services I provide YOUR ORDER YOUR PRICE. Yes, you place your order and then you tell me how much you want to pay. Pretty much like a tip, for my services. Keep in mind that the COD is 1C per item. Creating items. Will create any item on demand, just send me a message at Christos. Send items with mail with 8 minutes delivery time. Improving your own items. Cloth Tailoring Items, Examples Normal Meditation Rugs Fine Meditation Rugs Complete Cloth Armour Sets Individual Cloth Armour Satchels Fishing Nets Cloth Barding1 Dyeable Cloth Barding1 Cotton Sheets Bedroll2 Small Square Sail Triangular Sail Square Sail (Big) Any Wool Cloth Armour (1) Cloth Barding is Armour for your Horse. (2) Bedroll, when placed within 2 tiles of a tent owned by you, is a portable source of sleep bonus, functioning like a bed, but only providing 75% the amount of sleep bonus over time. Leatherworking Items, Examples Normal Leather Armour Sets Individual Leather Armour Leather Adventure Hat Saddles Bridles Saddle Bags Backpacks Quivers Waterskin Weapon Smithing Items, Examples You can choose any metal you want. For reference on properties look: Swords Axes Maces Polearms Carving Knives Butchering Knives Sickle Scythe Sacrificial Knives1 Optional: You can send me the Gems (3xSapphire, 1xDiamond, 3xRuby) for completion. Farewell Thanks for visiting my humble store. Feel free to contact me in game at Christos. See you soon.
  2. Auctioning rare halberd, iron 2ql with tin rune of Fo tin rune of Fo has been attached, so it will increase the chance of increasing rarity when improved (5%) and reduce damage taken (5%) Start Bid: 8s Minimum Increments: 50c No Buyout Sniper protection: 1 hour The halberd will not fit in the spirit cottage. Pick up only - Harmony G24 or H21
  3. Lmk who to COD SOLD
  4. IGN: Phobosvertenari
  5. Starting bid: 15s Increment: 1s Buyout: 50s A kind of small hand-held scythe with a crescent-moon formed blade. This is a very rare and interesting version of the item. It is glowing from the heat. The sickle needs to be sharpened with a whetstone. Great for fighters and naturelovers alike. And it's of great QL too. Be the first to slice and dice!
  6. WTA rare large Maul (this is to purchase my friend Premium) Starting Bid: 10s Increment: 1s Buyout: 50s
  7. Starting Bid; 15s Minimum Increments; 1s No Reserve No Private Bids Sniper Protection; 1 hour Auctions ends 3 days from this post.
  8. Item: Supreme Maul, Silver 90.37ql - No Enchants Starting Bid: 10s Min Inc: 50c No reserve Sniper: 1 hour
  9. Merchants (Pepejot, Tris) TOOLS (iron, steel) TOOLS (wood) WEAPONS ARMOURS AND SHIELDS HORSE GEAR MISC ITEMS RUNES If you need something else, just PM Pepejot or Tris
  10. Taking only serious offers Ingame: exopath
  11. 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
  12. Hi, I had a very unpleasant lesson today. My alt was skilling on a practice doll - with a shaft activated - but the shaft should have been equipped - so alt was using a 93ql SUPREME longsword - and in a few hours the weapon went from 0 to 100 damage and was completely destroyed. The event message read " you cut the doll" and I should have realised that you can't cut with a shaft. However, it might be an idea to say with which weapon you are using on the doll, as many players have probably lost good weapons this way. So instead of : [14:06:42] You maul a practice doll very lightly in the neck. better would be : "You maul a practice doll WITH A SHAFT very lightly in the neck" or instead of: [13:02:46] You cut a practice doll very lightly in the right calf. better would be: "You cut a practice doll WITH A LONGSWORD very lightly in the right calf", etc I hope this is implemented sooner rather than later, as it really burned to loose a very valuable weapon.
  13. I would like to sell my 97.97ql rare two handed sword with some very nice enchants: [20:13:57] A large heavy sword almost as tall as a ten year old child. This is a very rare and interesting version of the item. The two handed sword has some dents that must be flattened by a hammer. [20:13:57] You can barely make out the signature of its maker, 'Kaih'. [20:13:57] Nimbleness has been cast on it, so it increase the chance to hit. [92] [20:13:57] Life Transfer has been cast on it, so it will transfer life to you when harming enemies. [88] [20:13:57] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [96] [20:13:57] Mind stealer has been cast on it, so it will steal knowledge from non-players. [101] Asking 13s for it.
  14. Armoury - Download (Google Drive) While primarily consisting of bug fixes and minor tweaks, this should give server owners the control over weapons and armour that has been desperately missing from our modding community for some time. Primary Features Change Weapon Swing Timer - Ever get sick of being capped to 3 seconds per swing minimum? Think it's too fast? Now you have the power to change that. Allow knives to hit every second, or once every 10 seconds. Enable Non-Player Crits - Crits are fun. Why limit them to PvP? Let yourself feel stronger by allowing yourself to critically strike the animals and monsters of the world. Be careful though, if you do this, they can critically hit you back! Rare Swing Timer Reduction - Rare weaponry is exceptionally useless by default, offering a pitiful crit chance increase. Well without this mod, you can't crit NPC's anyway. Beyond that, the crit increase is still bad. So I've fixed that! Now you can allow rare, supreme, and fantastic weaponry to actually reduce the swing timer of the weapons. That supreme huge axe you made specifically for that unique slaying now actually does something special! The amount they reduce swings by is configurable, and defaults to 0.2 seconds per rarity level. Bug Fixes Armour Limit Buff Bug - Go into your server. Equip a full set of plate. Take all the plate off. Look at your buff bar. This fixes that. Armour Limit Spell Effect Bug - Similar to the above, spell effects always show as "Bonus" instead of "Penalty" in the Spell Effects, even when the value is negative. This fixes that. Saved Swing Timer Removal - Ever shield bash, then immediately get two hits off in succession? That's because the swing timer is actually still ticking when the shield bash action is ticking. This removes that interaction, and others, by reducing the swing timer back to 0 as soon as you land a hit, ensuring that you don't cheese the system with free hits for no reason. This option is configurable for those who feel this maneuver is skillful and not a bug. Configurable Weapon & Armour Settings Armour Reduction Values - Edit the damage reduction values on all types of armour, from cloth to dragonscale. Want dragonscale to be better than glimmersteel plate? This allows you to do that. On the topic of moon metals, damage modifiers from moon metal on plate gear (and others, if applicable) is also modifiable here. Armour Limit Factor Values - Sick of having that -30% penalty to spellcasting while wearing plate? This allows you to edit those values for all types of armour. Remove the penalty entirely, or make it worse. The choice is yours. Armour Movement Rate Values - Edit individual pieces of armour and adjust their movement penalties. For example, I like to reduce the penalty on plate breast plates and leggings from 9% to 8%. This mod allows me to do that. Custom Weapon Values - Edit weapons and tune them to exactly how you want them. Values to modify: Base damage, swing speed, crit chance, reach, weight group (useless value I think?), parry percent, and skill penalty. This makes a great deal possible: Remove the skill penalty from sickles to bring them in line with other weaponry. Buff the damage of knives so they're viable weapons in combat. Nerf the parry rates on swords to bring them more in line with other weaponry. Allow previously incapable weapons to crit, such as small axes or legs (for when you get that kick inbetween theirs). Included .properties file, including a write-out of all default weapon stats for reference: Download (Google Drive)
  15. There's been a lot of talk about wanting to fix the fighting system, but I have yet to see an in-depth explanation of how exactly to implement a "better" fighting system, other than a few suggestions, with a lot of them gearing towards reverting the nearly decade-old "fight fix" altogether. In an effort to bring some life into the huge assortment of armours, weapons, and fighting capabilities that we have in Wurm, I am proposing a complete revamp of armours, weapons, and many of the features of the fighting system. Please note, this suggestion tries to be as "Wogical" as possible, with an in-depth reasoning behind why things are the way they are. It's not about giving one or two armours in the entire game the best possible competitive edge, but rather, bringing in a sense of balance, while at the same time keeping powerful armours better for multiple different reasons. Keep in mind, this is a WORK IN PROGRESS, and things will most likely change as the majority sees fit. The numbers are probably not exact, but they should give a good idea of what I'm leaning towards and trying to accomplish. Here's a link to the spreadsheet where things are a bit more colorful and easier on the eye, I suggest reading it alongside the below wall of text: #1 - Base Armour Adjustments #2 - Armour Glance Rate Adjustments #3 - Armour Damage Modifications #4 - Damage Enchant Modifications #5 - Archery & Casting Difficulty Modifications #5 - Shield Modifications #6 - Fighting Stance & Weapon Modifications #7 - Dual Wielding #8 - Aiming/Protecting #9 - Body Part Damage Effects THIS IS NOT A DISCUSSION ON PRIESTS/GODS, SO PLEASE KEEP THE DISCUSSION ON PLAYER GODS/ETC OUT OF THE TOPIC. THIS IS PURELY ABOUT FIGHTING AND THE MECHANICS BEHIND IT. Also, there is no poll because I want this to be a discussion, not a simple vote for or against without any explanation. So, with that, please keep the discussion open-minded, and please try to refrain from thinking too biased. If I missed anything, please feel free to point it out, and give an opinion on it if you have. Thanks, and comment/suggest away!
  16. for those who want to go into fist fighting instead of a weapon, we can have maybe something like spiked gauntlets or brass knuckles just to give those who want to go fist fighting a little more damage. i would also like to see monkeys and bananas in the game, would be nice to see them near/around sand areas or something
  17. WTS weapons & knives cheap and in bulk. Great for an enchanter !! Will deliver. Will sell for 5c in bulk
  18. Current: Rare Iron Halberd of 73QL [10:06:58] It is enchanted with Animal's demise, and has an aggressive aura towards animals. [10:06:58] Nimbleness has been cast on it, so it increase the chance to hit. [73] [10:06:58] Life Transfer has been cast on it, so it will transfer life to you when harming enemies. [52] [10:06:58] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [77]" I'm looking to purchase a better one or one of equal value, rarity does not matter, just looking to add to my collection.
  19. Auction ended due to buyout being met. Starting bid: 3s Minimum increments: 1s Buyout: 10s [01:37:30] A huge spiked heavy clump of metal on a shaft. You'll need both hands free to wield this one. You will want to polish the large maul with a pelt before you improve it. [01:37:30] It is enchanted with Animal's demise, and has an aggressive aura towards animals. [01:37:30] Nimbleness has been cast on it, so it increase the chance to hit. [100] [01:37:30] Life Transfer has been cast on it, so it will transfer life to you when harming enemies. [88] [01:37:30] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [87] [01:37:30] Mind stealer has been cast on it, so it will steal knowledge from non-players. [97]
  20. Improving any weapon(and butchering knife) to 70+QL for only 25cp. Make your order now! Bulk orders avaiable Also we have tailoring jobs, order meditation rug, fine or beautiful 60QL for 25cp If you live close you can pick up at i21 on Exodus AVAIABLE NOW IN STOCK! Rare huge axe: 7s For orders or buys PM Abortivora ingame or post here!
  21. have some tools and stuff laying around, i will send the stuff with my mailbox, Courier has been cast on it, so it seems to be possessed by something. [87] if you want something send a pm in-game (Nachtiti) or here with a decent price and if i agree i will send it =) can trade for otherthings, send a pm what you have and what you want. Longsword, iron Ql76,79 (N67 LT77 COC71 Mindsteeler 10) Stone chisel,iron QL44,50 (WOA67 COC49) Pickaxe,Iron QL62,64 Pickaxe,Iron QL62,82 (coc80) Pickaxe,Iron QL1,27 (COC80) Pickaxe,Iron QL37,15 (COC80) Pickaxe,Iron QL66,35 (WOA77 COC77) Pickaxe,Iron QL56,10 (BOTD54) Pickaxe,Iron QL33,82 (COC79) Ropetool. oakenwood QL78,44 (COC63) STARRUBY QL40 SPYGLASS QL70 SPYGLASS QL70 SPYGLASS QL70 X3 Sleeping powder GEMS Total QL267,24 Sapphire ql1,39 Emerald ql59,81 Emerald ql58,00 Opal ql61,84 opalQL38,20 opal ql48,00 Butchring knife,iron QL69,58 (BOTD70) Butchring knife, iron QL66,67 PICNIC BASKET, STRAW QL99 inkl thermos and compartment saw, iron QL73,99 (COC80) RARE LUMP, ZINC QL92,19 WEIGHT 1 needle, iron QL63,72 bow, willow QL71,50 Hatchet, iron QL36,62 (WOA47 COC17) Mallet, birchwood QL75,92 Trowle, iron QL62,02 Trowle, iron QL34,13 (WOA64) RARE NEEDLE, IRON QL37,09 file, iron QL73,52 (COC71) Large maul, iron QL67,81 (N72 LT74 COC75 MS60) Sickle, iron QL70,30 HAmmer, iron QL77,95 (COC59) Rake, iron QL70,25 (COC70) Pickaxe, steel QL66,39 (WOA68) Pickaxe, steel QL31,88 (COC75) Pickaxe, steel QL9,95 (COC22) shovel, iron QL57,50 (COC77) shovel, iron QL6,61 (WOA61)
  22. Hello, I'm looking to purchase a Weapon smithing account for Chaos Adventures. I'm coming back from a 1 year break and I would like to see more PvP. If your interested in Selling please PM the dump and name of the character unless you feel names arn't appropriate that is fine. If in Freedom isles please make sure theirs a boat available. Guess I should put a budget Budget: 250-300e
  23. Slings

    Mostly due to the lack of ranged weapons beyond bow, slightly bigger bow and even bigger bow, I was thinking that perhaps slings should be added to the game. While around the middle ages, slings fell out of use for military uses, they were still used for hunting and shepards tended to use them. However they were still quite heavily used within the iberian peninsula They should have a bit of a bonus against metal armor because as an example, an arrow couldn't really pierce through plate armor but getting smacked with blunt force tended to hurt the occupant, hence why forms of warhammers tend to be used against plate armor. I would suggest 2 types of slings and they would be separated from bows by a quick use but shorter range and not as much damage, perhaps an automatic use system where you would keep slinging as long as you had ammo The sling which was mostly used for short ranged combat. A range of 10 tiles and no further (Other types of slings could be used for much longer ranges) the staff sling which was a sling actually used in the medieval era of Europe and were even used well into the ages of gunpowder where they would be used to lob grenades. Maybe a range of 15+ tiles STAFF SLING IN ACTION. A modern made one that of course uses the same method of use and design as a medieval staff sling Ammo simply made from stone shards chiseled into small round stones would work, or molding clay into the bullet shape then firing them to make ceramic bullets but the much superior ammunition would have to come from making lead bullets, with lead of course! I would not want to be hit by any of these. To give you an idea of how powerful these lead bullets were, the romans actually had a pair of tongs designed to pick these things out of bodies. That's how powerful they were, they could embed themselves into flesh. Video information about slings > > >