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Found 125 results

  1. 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
  2. WTB weapon imp. 93+
  3. Taking only serious offers Ingame: exopath
  4. 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
  5. 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.
  6. 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.
  7. 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)
  8. 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!
  9. 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
  10. WTS weapons & knives cheap and in bulk. Great for an enchanter !! Will deliver. Will sell for 5c in bulk
  11. 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.
  12. 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]
  13. 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!
  14. 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)
  15. 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
  16. 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 > > >
  17. The price is 4s.
  18. Welcome to my weaponsmithing merchant page! Looking for horses? Purchase the key at the merchant and help yourself to the goods / animals. Please put the keys in the chest in the Inn when you are finished with the transaction! Look for the FA and Lifetransfer casts below! The merchant is located due-South of Whitefay (location highlighted below) Free shipping! List current as of 02.06.2016: (MH - Male Horse; FH - Female Horse; MB - Male Bison; FB - Female Bison)

    Dont wait! Buy It! awl, iron 2ql COC60 - 20c SOLD awl, iron 1,9ql COC77 - 50c awl, iron 92ql WOA90 - 3s carving knife, steel 9ql COC72 - 50c file, iron 19ql COC78 - 60c SOLD file, iron 69ql WOA84 - 70c file, iron 90ql WOA88 - 1s90c grooming brush, oak 50ql COC98 - 3s grooming brush, oak 41ql WOA79 COC73 - 1s10c halbert, steel 58ql NIMB88 COC81 LT84 MS98 - 7s20c hammer, iron 3ql COC62 - 20c SOLD hammer, iron 90ql WOA77 COC74 - 2s10c hammer, iron 86ql WOA78 - 1s30c hammer, iron 73ql WOA95 - 3s20c hatchet, iron 5ql COC77 - 60c hatchet, iron 66ql WOA73 - 50c SOLD hatchet, iron 90ql WOA80 COC78 - 2s30c hatchet, steel 8ql COC70 - 50c SOLD huge axe, iron 69ql NIMB88 COC72 LT83 MS76 - 4s20c SOLD large shield, steel 41ql COC71 - 50c SOLD leather knife, iron 89ql WOA80 - 1s60c longsword, iron 70ql NIMB74 COC84 LT84 MS84 - 4s50c SOLD longsword, iron 50ql NIMB72 COC82 LT73 MS74 - 3s30c SOLD mallet, oak 90ql WOA79 COC74 - 2s10c SOLD mallet, oak 58ql WOA79 - 60c mallet, oak 90ql WOA81 COC76 - 2s30c mallet, oak 55ql WOA85 - 90c mallet, oak 95ql WOA90 COC88 - 5s40c pickaxe, iron 81ql WOA73 - 90c pickaxe, iron 81ql WOA81 COC73 - 1s70c pickaxe, iron 81ql WOA88 - 1s40c pickaxe, iron 80ql WOA93 - 1s90c pickaxe, steel 7ql COC63 - 20c SOLD rake, iron 12ql COC62 - 20c SOLD rake, iron 12ql COC69 - 30c SOLD rake, iron 12ql COC73 - 50c rake, iron 60ql WOA81 - 80c saddle 70ql WOA73 - 1s saddle 90ql WOA82 - 2s20c saddle 90ql WOA92 - 3s saw, iron 90ql WOA81 - 1s70c scissors, iron 6ql COC75 - 50c scissors, iron 72ql WOA85 - 1s10c shovel, iron 79ql WOA78 - 90c shovel, steel 12ql COC65 - 20c shovel, steel 11ql COC71 - 50c shovel, steel 12ql COC83 - 70c sickle, iron 6ql COC60 - 20c sickle, iron 69ql WOA73 - 70c sickle, iron 78ql WOA83 - 1s stone chisel, iron 3ql COC66 - 25c SOLD stone chisel, iron 7ql WOA86 - 90c stone chisel, iron 57ql WOA91 - 1s50c stone chisel, iron 6ql WOA96 - 2s90c Items can be pick up from Exodus - Sandhill (m15) or buyer pays cod
  20. Welcome to The Golden Hammer ~ Because every Wurmian should have a trusty Smith ~ Feel free to place orders on the thread, or contact the following in-game: Notre/Pravy (Notre for forum PM) Seraine Destroyerd The Glowing Hammer is proud to announce we are re open! Bring on the orders! See Pricing Below Pick-up can be arranged in the North-West section of Xanadu. (Golden Hammer is located at F9 for anyone wanting to come by.) Please note that C.O.D fees are paid by the customer. Enchanting Prices: We are now offering enchanting services based on the prices listed Here. Any blacksmithing tools may be cast on, if you require the tool to be crafted as well please see the price guide below for that. End cost will be cast+quality, if you are looking for skillers (low QL) there will be a base cost of 10c for creation QL tools. Blacksmithing Prices: (Imping service follows same price guide.) Creation QL (Below 20, for skiller tools) - 10c 70QL - 35c 75QL - 40c 80QL - 45c 85QL - 65c 90QL - 75c 91QL - 1s 92QL - 1.5s Blacksmithing tools ready to send: List is being rewritten. Enchanted tools ready to send: Hatchet, Iron (skiller), QL 2.55 CoC 94 - 1.75s Hatchet, Iron, QL 90 CoC 79 - 1s Pickaxe, Iron, QL 90 CoC 96 - 1.85s (Lots more coming, please stay tuned.) Shield Smithing: 70QL - 65c Weapon smithing Prices: (Weaponsmithing is provided by Destroyerd as a sub-contractor and takes full profit from WS Sales. Feel free to contact him, if I am not around.) 70QL - 50c 80QL - 55c 85QL - 80c 90QL - 1.25s 91QL - 1.65s 92QL - 2.25s Bulk In Stock Currently: Bulk Gems 1c/1ql over 10QL, 2c/1ql under 10QL (Must pick up) 1x Star Diamond (Pm me Offer) The Glowing Hammer Team: Notre/Pravy - Owner (Blacksmith/Shieldsmith) Destroyerd - Head Weaponsmith Eyerobot - Sub-Contract Vynora Priest Please contact any of the names above and your order will be processed We would welcome any addition to this team, creators get to keep all profits from their sold goods. Currently Accepting: 70+ Platesmith Vynora/Nahjo Priests. Bulk workers based on projects. PM and ask if any work is available, payment for bulk work paid same day! For the artist's profile that created the picture above please click here
  21. LANCELOT'S tt TRADE and WARES I will first of all introduce myself to those unknowing. I am Lancelot, a highly skilled Master Weapon and a master miner. I can also offer you mining services, masonry, carpentry, fletching, blacksmithing, chain armour smithing and digging/ terraforming. WHAT I CAN OFFER YOU WEAPONS 4s 95 ql 1.5s ql 90c 70 ql 50c for lower qualities on weapons of all types. TOOLS I will do all blacksmithing tools at 50c. CARPENTRY FINE CARPENTRY Any item 30c MASONRY My skill is just over 70 MINING Over 91 in this skill DIGGING/ TERRAFORMING 1s per 1k dirt moved