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Found 8 results

  1. New Avatars and Clothing

    Hello not even sure it can be done but is there anyone working on mods for new avatars and clothing? Is there even a way to add them to WU?
  2. Not really sure if this has been brought up on the suggestion thread, from what I've seen there are scraps and bits of this idea posted all around but my idea is simple and quite good for the overall game experience. Ready? Add clothes that grant a %bonus to crafting and skills. Sounds weird? Think about it for a second. A blacksmith's apron that grants you a max of 5% bonus to all smithing branches at 90ql, starting with a 1% bonus at 50ql. These numbers are just a sketch in my mind right now to give you a baseline for such an approach. Or a woodcutter's chequered shirt (stereotypical much? ) that grants you a bonus to your woodcutting skill. A wizard's robes for priests that give you a bonus against physical attacks and to your channeling skills. The sky is the limit on this one. Think about the fact that clothes right now are quite useless in the game, except for the aesthetic purpose. If this were to be implemented , cloth tailoring will become a major skill in the game and people will work on making lots of clothing sets specific to each task. Some farmer's workclothes for farming, or an archer's tunic that gives him a small boost to damage/accuracy/defence against ranged weps, you name it. It will also help out those people who hit 70-80 in some skills and want to get to 90. This game is all about small bonuses that stack with each other, so I really do hope this idea won't get barreled down in the mosh pit of forgotten threads. Also, to promote fairness, those clothing sets should experience a minor rate of decay as you use them. Using a miner's clothing set for example, should slightly decay the more you mine due to wear and tear, dust, humidity and so on. There are a lot of games out there with various pieces of clothing granting small bonuses to skills/traits/stats/etc. Why not in Wurm ? I believe this will be an excellent addition to the game and hope to see it in the near future. Small list of examples . Chef's and bakers uniform Miner's kit (made by using leatherworking) Blacksmiths apron (leatherworking) Carpenter's set with a toolbelts strapped around the waist Fisherman's overalls Hunter's jerkin (made with furs and leather, and maybe a hood) Digger's duds (sleeveless shirt and baggy pants) Alchemical accoutrements (some mystical/grunge/stained robes for those hermits that dabble in the occult arts of making paint) Gardener's garb Tailor's threads ............and whatever strikes your fancy So what do you guys think? Would you like to get these little suckers into the game and have some nice crafting bonuses?
  3. My suggestion is about addition in Wurm new type of clothes. Main purpose - to give more individuality for avatars and to provide alternative permanent wearing armor by avatars. Working clothes. - For each skill, which give the titles, add special clothing set, which includes 6 different part of clothes (we have 6 parts total - headwear, shirt, pants, and couples - sleeves, gloves, footwear). But for maximum effect enough 4 of 6 parts, and if you have more - it will give bonuses as for 4 whatever. - Common working clothes does not provide bonuses (just little armor like clothes) and have unique appearance (modest version). - Rare working clothes adds some minimum bonuses for appropriate skill for each part of clothes (-0,1 sec for duration of action, -0,4 max). And unique appearance more neat and decent, then common. - Supreme working clothes add bonuses for appropriate skill for each part of clothes (-0,2 sec for duration of action, -0,8 max). Gorgeous appearance. - Fantastic working clothes add bonuses for appropriate skill for each part of clothes (-0,3 sec for duration of action, -1,2 max). And magnificent appearance. - If you wear clothes from different sets, you will receive bonuses only from best items and set. - Sleeves, gloves, footwear give bonuses only in pairs. To create work clothing required materials of good quality (50+ cloth, leather or metal components) and skill 25+. Nobility clothes. Rich and very impressive clothes from expensive materials. To create Nobility clothes required materials of high quality 80+ and skill 50+. It may differ depending on the rarity. It may gain some bonuses for trade (discount 1% per item).
  4. More Clothing

    More clothing would be a nice addition, I don't know how hard it is to add but the current clothing line is rather limited
  5. With the implementation of wool and yarn, I can't help but hope that we will have some new clothing options. I know I'm not alone with our female Wurmians when I say, I'd love to have some clothes that are aimed toward the female gender! A dress may be too much to ask for, but something that wont make me look like every male in Wurm. And....can I wear a hat WITH my hair please?
  6. So, with the new look of merchants and traders, I've developed a problem: Everytime I go to buy something, the entire time I envy their robes! Now I agree Wurm does have many different armors, but this would be different. Would not be armor Would be purely for looks(Similar to how players wear cloth armor now) Not worn for protection Allows fast movement speed Nice with the addition of the new sorcery ability!(sorcery robes/mage's robes) Clothing and robes would not be considered armor. It would provide little protection in combat, if any at all. There could be many different models, and each model would be dyable. Armor should not be dyable as many of the materials are undyable in the real world(chainmail, plate armor, and dragonhide dying would defeat the purpose of the colored dragons.) Clothing could allow some of the more casual players(players not entirely interested in combat) more freedom to express themselves in their wealth and interests. There could even be clothing that is trade-specific! This has been brought up many times before, but I'm curious what Wurmians think about the way I've proposed it. .
  7. --- Edited for being too dry and detailed, original post follows after --- In summary: New silkworm tree, new silk fine clothing, all dyable. Cloth of gold and other precious metals. Silk bowstrings for fine bows and silk rope for finishing. New farmable botanisable flax, harvest for fibre or 1 stage later for seedbolls for linseed oil New linen clothes, all dyable. New sackcloth Odds and ends in leather: bracers, sheaths, baldrics etc. New eye-protection armour in the form of masks, and carnival masks New bell types and uses, jester hat, bridle bells and cowbells New animal collars with inscribable tags Wearable carved pumpkins for fun. New follower tabard, cowl and priest robes with suggested colour schemes. New mediation capes for those high level stages, with suggested colour schemes and level-cued border colour. --- Original post --- Silk (White) Mulberry Tree. (Morus alba) [1] The leaves are covered with moth eggs [2] It is infested with moth larvae. [3] The moth larvae are spinning cocoons. [4] The tree is laden with moth cocoons. (Harvestable) [5] Moths are emerging from the cocoons. ('Infectious' up to # tiles) You hang some moth cocoons from the tree. [4a] The tree has some moth cocoons. (Not harvestable) [5a] A few moths are emerging from the cocoons. (Not 'infectious') You prune the mulberry tree; at stage [#]. 1 - The egg infested leaves have been removed. 2 - A lot of infected branches are removed, a few moth larvae remain to eat the leaves. [2a] Examine shows: A few moth larvae feast here. 3 - A lot of infected branches are removed, some larvae are still spinning cocoons. [3a] Examine shows: A few moth larvae are spinning cocoons. 4 - A lot of infected branches are removed, a few moth cocoons remain. [4a] Examine shows: The tree has some moth cocoons. 5 - A lot of infected branches are removed, a few moths are still emerging. [5a] Examine shows: A few moths are emerging from the cocoons You prune the mulberry tree; at stage [#a] - The infected branches are removed. Harvest: You collect some moth cocoons from the tree. [Examine shows: The tree has some moth cocoons.] You start to work on the moth cocoons with the spindle. You produce a string of cloth, silk. Combining with any other cloth type at any stage of cloth tailoring drops material affix from description. Can be used to make normal cloth items with same values as for cotton. Use square of cloth, silk, to make fine cloth clothing instead of cloth armour. Fine cloth shirt, silk - dyable, default white. Fine cloth cap, silk - dyable, default white. Fine cloth jacket, silk - dyable, default white. Fine cloth sleeve, silk - dyable, default white. Fine cloth glove, silk - dyable, default white. Fine cloth hose, silk - dyable, default white. (legs slot) Fine cloth slipper, silk - dyable, default white. (foot slot) Fine cloth long-skirt, silk - dyable, default white. (legs slot) *ankle-length Fine cloth summer dress, silk - dyable, default white. (legs and torso slots) *as long-skirt length Fine cloth winter dress, silk - dyable, default white. (legs, torso and sleeves slots) *as long-skirt length Fine cloth scarf, silk - dyable, default white. (neck slot) Fine cloth cloak, silk - dyable, default white. (cape slot) Fine cloth mask, silk - dyable, default white. (face slot) *masquerade mask Fine cloth coin-pouch, silk - dyable, default white. (hip slot) Fine cloth caparison, silk - dyable, default white. (barding slot) Fine cloth Kingdom caparison, silk. (barding slot) Activate wires, gold with string of cloth, silk in your inventory, to weave square of cloth, gold. Create cloth of gold, cloth of silver, and cloth of copper fine-cloth items by this method, non-dyable. Use a ropemaking tool on string of cloth, silk to make fine ropemaking items: Fine bow string - string changes status of bow to 'fine'. (as adding a fine fishing-line makes a fine fishing-rod) Fine rope - use a needle on fine rope to make silk braid, used to finish fine cloth cap, jacket, hose, and dresses. - combine with wires to make fine gold, silver or copper rope. - use to finish cloth of gold, silver, and copper; fine cloth cap, jacket, hose and dresses. Flax Plants and seeds found by botanising. Planting seeds creates farm tile. Harvest by hand not with a tool as flax is pulled up to ensure greatest fiber length. Harvest before the seed pods ripen to get flax plants Harvest when the seed pods have ripened to get seed pods which can be picked for seeds or crushed for linseed oil. You start to work on the flax plant with the water. You produce retted flax. You start to work on the retted flax with the hackles. (short board implanted with clusters of vertical pins or 'tines' through which the flax fibres are drawn) You produce linen fiber. You produce tow fiber. (i.e. as spinning cotton used to produce string and rags at the same time, but linen fibre and tow fiber should be same quality) You start to work on the linen fiber with the press. You produce a paper sheet. Use tow fiber as wemp fiber, with a rope tool to produce ropemaking items. You start to work on the linen fiber with the spindle. You produce string of cloth, linen. Combining with other cloth types removes affix and can then be used to make standard cloth armour. Use square of cloth, linen, to produce clothing and non-cotton cloth armour. Cloth tunic, linen - dyable, default beige. (torso slot) Cloth skirt, linen - dyable, default beige. (legs slot) *calf-length to just cover default clothing Cloth summer dress, linen - dyable, default beige. (legs and torso slots) *as skirt length Cloth winter dress, linen - dyable, default beige. (legs, torso and sleeves slots) *as skirt length Cloth hose, linen - dyable, default beige. (legs slot) Cloth slipper, linen - dyable, default beige. (foot slot) Cloth winter boot, linen - dyable, default beige. (foot slot) *knee-height to meet skirt-length Cloth cap, linen - dyable, default beige. Cloth scroll-tube, linen - dyable, default beige. (hip slot) *for writs and papyrus sheets Cloth horse-blanket, linen - dyable, default beige. (saddle slot) *cannot be worn with saddle, cannot be ridden whilst wearing. You start to work on the tow fibre with the spindle. You produce string of sackcloth. (not combinable with other cloth strings) Use square of sackcloth to produce non-clothing items Cloth satchel, sackcloth Small sack Large sack Scrip (cloth shield bag) *wear like backpack, capacity to hold shield of any type. Unfinished pad - stuff with tow fibre to create pad - attach to chair to create padded chair. Additional equipables for existing materials leather bracer (sleeve slot) for archers *wrist-to-elbow graphic leather shoe (foot slot) leather sheath (hip slot) used to hold knives/sacrificial dagger leather baldric (hip slot) but displayed as diagonal shoulder strap. *will not hold huge/two-handed weapons or polearms leather coin-pouch (hip slot) cloth mask (face slot) bandit mask, eye-protection armour mask of <deity>, cotton (face slot) full-face pre-coloured carnival masks leather mask (face slot) half-face mask, eye-protection armour metal mask (face slot) half-face mask, eye-protection armour fine metal mask (face slot) full-face mask, eye-protection armour, copper/silver/gold, uses jewelry smithing, finish with gems. harness bell, bronze - add to bridle to make belled-bridle *bells sound when equipped animal moves - use to finish jester's hat, cotton *bells sound when player moves cow bell, brass - make from cow bell resonator and small clapper collar leather - equip on animal (head slot) cannot be worn at same time as bridle - add cow bell to make cow bell collar (head slot) *bell sounds when animal moves metal tag - inscribe with letters, 1 letter per QL - add to leather collar to make tagged collar (head slot) *equipped animal examine reads tag inscription. carved pumpkin, equipable (head slot) player avatars only. Smashes messily if struck in combat. Fun for duelling. Restricted-equip clothing Follower tabard - reflects colour scheme and decoration of followed deity. Can only be equipped by followers. Possible deity schemes: Fo: green with boar Vynora: white with anaconda Magranon: red with mountain gorilla Libila: black with hyena Priest robes (tabard slot) - reflects colour scheme and decoration of deity *elbow-length, calf-length. Can only be equipped by priests. Fine priest robes - wrist-length, ankle-length. Follower cowl - as cloth cap but reflecting followed deity colour. Equipable by follower and priest. Meditation capes - reflects colour scheme of path followed and level attained Equipable at level 11, no-border level 12, cape has black border level 13, cape has copper border level 14, cape has silver border level 15, cape has gold border Possible path schemes: main colour + vertical, cental, 1/3-width stripe. Enough to be distinguishable from dyed single-colour capes at any rate. Knowledge: Royal-blue & white. Insanity: something glow-in-the-dark, hurt-your-eyes-fluorescent & clashing colour (lime green & orange?) Power: Regal-purple & white Love: Scarlet & white Hate: Mid-grey & black. Something that won't clash with HoTS Kingdom colours in particular.
  8. Hello, I have been thinking few things for a quite while. Wurm creators are putting out some random updates like karma power and such. Of course they are working with multi-story houses and visible armor, but I think they really need something else to do too. So here are few ideas: 1. Character design Yes, I think you should be able to change even something, like your face, when you create character. This would make players more different and personal, it's atleast better than the same face with every single Wurmian. =P 2. Visible clothes This would fit greatly with Character design. Custom face and new clothes would be great combination. You would make clothes with cloth tailoring skill from cotton and other materials. New players would get the most easiest type of clothes without any nice decorations, but with skill you can make clothes with gold decoration and expensive style. And of course, you could dye your clothes. You could wear armor at the same time as you wear clothes, and because clothes are made of wool, they are not heavy. These two could be in the same update as visible armor. 3. Other decorations Wurm needs more decorating things, like new statues, house decorations and outside ones. Making living area nice and good looking is important, especially if you live in that same area all the time. 4. New floor tiles This has been in other threads too, but I will say it here anyway. Making different kinds of floors for house and roads/plazas would be nice, making many kinds of wooden floor for example. Also, there could be update which makes -every- tile look a bit different. Like cobblestone, there would be cobbles in different places in different way in different cobblestone tiles, and slabs would have cracks and dirt in random spots. Same with rock. Here are my suggestions, feel free to say what you like. I'm not saying that we should copy these things from other games, but make these things in Wurm style.