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Found 80 results

  1. I think the new update would be better if they kept the foraging and botanizing the same (where you can forage and botanize on every tile) but say there is a rare item, or uncommon find, they could make a node for that. Instead of just taking away forage & botany from every tile. It would be less time consuming and add an extra incentive to the game.
  2. I got some Valrei items to sell. Would love to sell some bigger amounts at a time, but if you need just a few it's also great 400 in stock - 10c/each PM me here or in game (Malajane). Cheers!
  3. There are still a few 2D icons missing. I just looked through my inventory and found a few: Tents - need their own icons instead of the fabric roll icon - this will save me accidentally trying to heal myself with my tent! Chisels / Carving Knives - need their own icons as these look the same. Monthly Skins and other Item Skins might need their own icon - they currently look like a gold coin, which could potentially be an expensive mistake when trading Archaeology Reports, Tree/Bush Reports, Recipes and Papyrus Sheets all currently look like a roll of fabric None of these are urgent, but maybe we should make a note of them ready for future updates. If you can think of any more - please add them below!
  4. ==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.
  5. A large Undisclosed Moon-Metal Vault that prevents decay. It is cemented with concrete into the cave wall and planted firmly in place. Magical Vaults can only be deployed inside a cave that has been prepped for the vault. 5 tiles need to have support beams one in the center and one to each side. Place the vault and then use concrete to permanently secure the vault. A vault would contain 4x more then a large magical chest. And would have shelves like an LSU. Can be bought at a trader for 80s or with 80,000 loyalty points. Thanks for the suggestions and tips guys I made a few edits based on the feedback. 7/4/2021 22:00utc0
  6. Example: -You have 10 cotton in your inventory. -You combine them into 1 cotton ( weight = 10 ) -Now you want to store 5 cotton in a BSB and keep 5 in inventory. -You hold SHIFT + Drag the cotton to BSB -The usual amount window pops up asking how many you want to store. -You choose 5, store 5 cotton in BSB and keep 5 in inventory Unless there is a good argument against it but can we make this a thing, please? What we currently have to do is throw the full cotton ( weighting 10 ) in the BSB and take out 5 cotton again from the BSB and the above suggestion will reduce the required actions to do this.
  7. Out of stock Pickup from Harmony Bay or CoD via fast mailbox (96 courier cast) Prices are negotiable Rare tools functionality:
  8. I often use CTRL+Drag to pick up something like a corpse and drag it into my cart. When I pick up a pile of items, for example foraged items or archaeology fragments and CTRL+Drag the item pile to my cart, always exactly 2 items are left on the ground. Because of this I have to use CTRL+Drag three times to pick up all of the items. With archaeology fragments these occupy the same position but are large enough to pickup easily, however, with small foraged items such as acorns or eggs, it's a lot more fiddly. It would be great if CTRL+Drag picked up the whole pile of items, and did not leave two items on the ground.
  9. I love this game very, very, much, I do, but while I was building my Pub, I became very disappointed, There was nothing that would allow me to put out for guest to drink from with out much decay,, What if we could get cups are a tap? Something that would allow guest to receive drink from?? Second: There IS NOT event social events, things that bring us together, like the imp a longs, or the rifts, what about an annul campfire pow wow? Third CAN WE PLZ Get random treasure boxes? Give Us s'thing to get excited about going out and exploring THIS wonderful world you have created for us Thank You
  10. Grammar error in the following message when you drive your cart away from a bsb whilst transferring bulk items into your loaded crate: Typo: [20:34:57] You are now too far away to transferring bulk items. Should be either: [20:34:57] You are now too far away to transfer bulk items. OR [20:34:57] You are now too far away to continue transferring bulk items. OR [20:34:57] You are now too far away for bulk item transfer. OR [20:34:57] You are now too far away for the transference of bulk items. OR (if really necessary) [20:34:57] You are now too far away for transferring bulk items.
  11. https://imgur.com/HGsxlol https://imgur.com/Q55fHdy Starting Bid; 15s Minimum Increments; 1s No Reserve No Private Bids Sniper Protection; 1 hour Auctions ends 3 days from this post.
  12. i love how we can drop<place items. can make a table look nice with plates and food or items and skulls. one thing that has been annoying is the backpacks, i never layed one down like ingame, usually i put the bottom down but im getting off topic now... i would think this idea would only work within structures for many good reasons but first. when we place a item i would like another option to lean item. when you get home from a fishing trip it would be nice to lean them in the shed rather than throw them on the floor or in a container. for a nice roleplay aspect i would like to lean my pickaxe on some crates getting ready for the huge operation. the rafts laying on the floor holding fragments, why not lean some up against the wall. barrels, must they all be upright except when on a shelf. most larger tools and items i would like to see them lean. over time it would be odd but cool to make a statue or "art" stacking items on other items. if anyone is familiar with "a tale in the desert" they have a art item, where anything you own can be put within this 1 tile zone making pictures or animals or even a tool made by that tool but with 100 of them. the reason i say it would be indoor only is it would be cool but odd to see a tent made of rafts randomly in the woods, or some using them as blinds from archers when approaching a enemy. im sure this is not really needed but would add more decorating in general, along with haveing a woodworking shop look like one with saws and other tools leaning on a table waiting to be used.
  13. Hello, I have following items for sell. Offer me a price in topic comments or in private message. NOTE: Rare Huge axe has 95NIMB, 79COC, 79LT
  14. This is mostly obvious already, but here goes: Rift Items are not working or functioning as intended: Confirmed Not Working: Short sword bracelet - This bracelet has the symbol of a short sword engraved. It is very stable and has much energy left. It can not be improved. Huge sword bracelet - This bracelet has the symbol of a two handed sword engraved. It is very stable and has much energy left. It can not be improved. Socketed Ring - This ring has a socket for a gem. You could add a gem in the empty socket. It is very stable and has much energy left. It can not be improved. Bracelet of Inspiration - The aura around this bracelet emits enhancing magic. It is very stable and has much energy left. It can not be improved. -------------------------------------------------------------------------- Unconfirmed: Artisan Necklace - A delicate necklace with artisan symbols. It helps improving items to a higher level. It is very stable and has much energy left. It can not be improved. Dark Ring - A dark ring that blends unnaturally well into any shadows. It can not be improved. ------------------------------------------------------------------------- Seems to be working: Necklace of focus - A large symbol of inner strength hangs from this necklace. It is very stable and has much energy left. It can not be improved. ------------------------------------------------------------------------- Missing from list: 1)Long sword bracelet. 2)That ring that detects stealth mode easier. 3)That other ring that prevents swimming damage. I am 100% sure I am missing some items besides shoulders. I can't seem to find the rest of them as they are somewhere in the abyss of rift items. Will check more later. Shoulder pads are a different story. Please look into this when the time becomes available. It has been quite a while and this is something everyone can enjoy. Thank you!
  15. The ability (chat command maybe) for GM's to delete all items, fences, and structures in a certain radius of tiles. For structures, have it automatically bring up the annihilate structure window if it is within the radius (as a sort of confirmation of the building being destroyed). Or just do items only and let GM's destroy building on their own.
  16. This is just a simple suggestion to add items like nails and ribbons to the list of items craftable from steel. These items could be used in lieu of their iron counterparts with the natural steel benefits like taking less damage as steel does (Less decay and less failed attachment damage), and it wouldn't leave aspiring metallurgists on a mountain of cheap steel that they'll need a contrived way of getting rid of. I've originally not suggested added benefits but taken the point that leaving the suggestion too small leaves no room for making cheap steel truly sexy again, so here are some things the steel components could do (without messing too deeply with the current material system and how decay and damage is accounted for): 1) Increased (effective) QL, resulting in better attachment chance and quality increase, perhaps 20% better QL to be in line with the 20% less damage. 2) Steel components use a third less material, being more lightweight and taking up less volume. This would also mean that (in a scenario with 100% creation chance for brevities sake) for building components steel is 300% efficient in iron use as opposed to making them directly from iron. (200% efficiency by steel which is one half coal, and another 150% by reduced weight of the building components). This reflects, at least approximately, the extra effort of making steel, which is 3 stages as opposed to directly mining and smelting iron in one stage. On that last note, please don't derail the topic with counter suggestions how to currently get rid of masses of cheap steel. I'm imaginative enough to come up with something myself, but it'd be just nicer to have the metallurgy grinding byproducts be useful for more general purposes.
  17. Rare 45ql lindenwood knapsack - 4s 37ql beautiful cotton meditation rug (coc44) - 4s 67ql iron pendulum - 4s 66ql rare large shield (coc66) - 2s 79ql leather barding (aosp 84) - 5s 50ql pinewood spindle (woa37) - 2s 8ql walnut spindle - 2s 32ql birchwood fine fishing rod (coc 58) - 2.5s mask of the returner - 4.5s 72ql supreme champagne 1kg - 2s 45ql rare champagne 1kg - 1.25s Armour Sets foods/related misc make offer
  18. Hi guys! I'm buying Valrei mission items (under 90dmg), you can CoD it Boldheart without asking. Paying 20c each! Thank you! Got enough, thanks!
  19. Rares: 2ql rare grindstone 2s 84ql rare two handed sword, iron (Animal's demise, Nimbleness-97, Life Transfer-82, Circle of Cunning-91, Mind Stealer-81) 10s 52ql rare lounge chair, cedarwood 2s (3s with delivery) Plate Armour Set, Steel 2s 83ql plate gauntlet 81ql plate gauntlet 81ql plate vambrace 79ql plate vambrace 80ql basinet helm 80ql plate sabaton 79ql plate sabaton 79ql plate leggings 76ql breast plate Enchanted Tools: 77ql shovel, iron (Wind of Ages-67) 50c 73ql small anvil, iron (Wind of Ages-92) 1,50s 72ql trowel, iron (Wind of Ages-75, Circle of Cunning-43) 60c 60ql spindle, oakenwood (Wind of Ages-90) 1,30s 90ql hammer, iron (Wind of Ages-81, Circle of Cunning-76, Weapon Smithing Imbue-19) 1,50s 100ql whetstone 4.10dmg (Blessing of the Dark-95, Weapon Smithing Imbue-4) 60c 82ql whetstone 0.21dmg (Circle of Cunning-80, Armour Smithing Imbue-7) 40c 100ql pelt, mountain lion 4.40dmg (Blessing of the Dark-90, Weapon Smithing Imbue-3) 50c 98ql pelt, large rat (Circle of Cunning-86) 40c 93ql pelt, wild cat 0.01dmg (Circle of Cunning-73, Armour Smithing Imbue-10) 30c 72ql hammer, iron (Circle of Cunning-83) 1s 70ql pickaxe, tin (Wind of Ages-96) 2,50s 70ql pickaxe, iron (Circle of Cunning-71) 1s 80ql stone chisel, iron (Wind of Ages-89, Circle of Cunning-71) 1,70s 69ql mallet, oakenwood (Circle of Cunning-88) 60c 65ql spatula, oakenwood (Circle of Cunning-85) 60c 68ql clay shaper, oakenwood (Circle of Cunning-72) 50c Miscellaneous Items: 60ql JK Wagon, pinewood 4s (5s with delivery) 49ql corbita, cedarwood 2,50s (3,50s with delivery) 70ql dioptra, bronze 1s 19ql ring, seryl 15c Prices are negotiable. I'm most of the time online, you can send me in-game message to "Pakawala" or "Nether" Thank you!
  20. Furs can be stored in bulk storage bins or whatever, why do we have to store pelts in our characters, banks etc to avoid decay? It seems only logical that fur would decay just af fast as a pelt, they're both animal skin, so...why we cant simply store pelts like any item? I like to sort my stuff in chests, crates, bulk storage bins etc and I would like to store my pelts with all the other stuff I use to improve things. Why not change it? There's no reason at all to keep it this way. It doesn't make sense ('cause furs can be stored like anywhere without decaying so fast, you can also store them on bulk storage and get like zero decay) and it's annoying.
  21. I am sometimes simply frustrated having to waste time traveling to a token just to check my bank balance or to check and see which items I have banked if I have forgotten. We can carry around the deed for our settlement, why not a ledger tracking the contents of our bank accounts? It is a minor thing but I think it would be a great convenience to many I suspect.
  22. How do I remove the artifacts from my server? I deleted my altars and spawned new ones they were working but now if I turn endgame items off my altars don't work, I cant seem to delete the artifacts in the db in "endgameitems"
  23. Prices: rare seryll: 2s seryll: 1s adamantite: 2s huge sword bracelets: 2s each potion of mining: 3s rare lamps: 1s each Offer me on anything else in a post or PM, I can be reached either here or ingame on the same name. Also for sale: rare forge 53.75ql - 4s
  24. Any ideas or critics about the suggestions are open, tell me if something is missing or you want to see too. I have also studied many medieval cultures and technology, so most of the random things should be fitting with the game age. I am also trying to keep this to a simple crafting method for simplicity. Spawner Gate Now before I get into the first one, yes, I know you can spawn NPCs as a GM, this idea came to me while messing with portals and complaining that all my NPCs were killed in town. The idea is to make a gate that you can "Summon" NPCs by spending coin, there would be 3 types of NPC the Citizen, Town Guard, and Perimeter Guard, all spawned without gear and must be spawned on a deed(Taking up a citizen spot), after which only the mayor or top ranking members may edit the items and name on the NPC. The Citizen is more for RP and will act like a normal spawned human, its to bring more life to the area and should be the cheapest, maybe 20 copper or a silver and will stay within the main area of the deed, might be fun to "tax" them to help for upkeep. The next would be the Town Guard, they will act as the main defense against monsters and hostile players on the deed, with moderate skills for fighting and should respond like deed guards, they however will not respond to cries for help, they should cost 1 silver to roughly 20 and draw a salary similar to other deed guards(Though honestly they might be more useful than normal deed guards if armed properly). The last is the Perimeter Guard, this one is similar to tower guards and will come to the aid of friendly units and citizens in on the deed and will also move around the perimeter to help keep the town safer, this one should be stronger than the town guards and should cost more as well as draw a higher salary. This is a similar idea to another so I will add it in that maybe there can be a 4th and 5th "Type" adding adventurers as pet-like humans that will follow the player into battle and bandits, which would be uniquely spawned from a different portal(highway stone) that is off a deed, instead of helping fight they will attack nearby humans other their their "boss". Wealth is Power The idea is mainly to be used in a well developed server or heavy RP one, allowing bars to be made of precious metals(or any metal), coin blanks, and more importantly, unique coins. This is more built for player run economies that are separate from the generic "coin" values. A person can make the coin blanks from lumps(or bars), then use a coin die that is uniquely made to strike a coin unique to the die. The Bars are more or less a "trade" commodity, though they could be a step to making the blanks and should weigh 5kg each, they could also have smaller bars weighing 1kg and .5kg(this one is more suited for making coins). I can imagine this being a great addition, seeing a server with 3 kingdoms each with their own currencies, maybe kingdom a wants to stick to only one coin and calls it a Septim(from the Elder Scrolls), another wants to have a currency based on the roman solidus(gold), siliqua(silver) and nummus(a small copper coin), and the third may be more suited for the in game currency, the idea is more for larger servers, though imagining multi island servers trading at ports and exchanging currency would be a rather fun sight. This would also make the coin die a vital point of a kingdom and currency, it shouldn't decay or at least to the point of destruction. Magic and Stuff While this is not likely to get into the real game, I wouldn't mind seeing this in a mod. The ideas are more based on alchemy and the brewing of healing items and minor potions(not the blood ones), items like salves(yes, I know about Farmer salve), tonics, elixirs, and distillation or extraction of material like salt. Salves are made to help heal wounds, though I was more looking towards a specific wound like a bite salve or a burn salve, rendering them useless to other wounds. Tonics, one of the "potions" of the group is a direct healing item, though not as good for heavy wounds, it is instant(aside form a 2 second drink) and heals any type of damage as long as its not infected. Elixirs are the more buffing version of the "potions" family, instead of instant rewards it can reduce times of some actions, increase healing, even slight speed boosts, but wear down faster, lasting only a few minutes or a few seconds in some cases. Tinctures are the last "potion" time, and are like tonics, but instead of healing wounds, they do immediate special effects like removing hurting, curing disease, restoring stamina, and maybe even remove an infection(though the wound would remain). Tinctures need distilled alcohol to make, which is obtained at about a 10% rate from wine, so make sure its worth it. Oils are next, they are materials that are applied to items and weapons, using olive oil as the base, giving a small benefit to the item or making them deal a special damage, like poison, acid, or fire. The next is a bit different, it involves making magic parchments, these are designed to have a spell cast on them similar to vessel, increasing the difficulty of the spell by 10, but allow you to store a spell in the parchment, the spell must succeed to enchant the scroll, failure costs the favor like normal and quality of the paper. The scroll will have a single use and is castable even as a follower, so long as they are of the same faith, but the spell may still fail, the casting of the spell will be 20 points lower on difficulty. On the other hand, those with karma spells can also make scrolls, but at the cost of double the karma, the benefit is that no staff is needed to cast the spell. This would make these very valuable. I also wouldn't mind a "wand" being made that can hold charges of a single spell up to 10-50 charges, similar to a scroll, but requiring a shaft of wood, being enchanted and then slowly charged with spells, the downside of a wand is minimal, though the difficulty may be raised a bit more. Common ideas and not so common things This is more of a rough item list. First Glass, why do we not have any glass, this is such a common item, even back in dark ages and can be made easily using heated sand and maybe purifying it with some ashes similar to steel, glass is resistant to decay and would likely be very useful for long term storage, but cant be made to large. Glass flasks, bottles(use a peg to cork it and keep the liquid from decaying easily), goblets, bowls, orbs, alchemical glassware, etc as well as colored glass. Pewter, a common metal in old times, easily made with lead and tin, though not healthy to humans, it works for poor utensils. Slag, this one is a little different and isn't very useful to most people its more of a waste product that is made after melting ore, that said, it does have historical use as a concrete additive and can be used for that or if all else, make stone shards be a byproduct.Other small ideas are like making book bindings to hold sheets of paper, scrolls(I don't mean magic ones, literally, why has this not been a thing?) that can be sealed, Signet rings that can be used to seal scrolls with bees wax or mark papers with an official seal. Other ideas is to remove the metal restriction on utensils, allow metal plates, cups, flasks, jar(urn), bucket, rings(I actually wear a steel ring, heh). Other alcohols like vodka, beer, brandy, rum, cider, mead, etc as well as make wine not require maple. Daggers, why no small sharp blades to stick the enemy, or throwing daggers, throwing hatchets, throwing hammers, throwing spear/javelin, slings, crossbow, bolts, rapier(A sword designed more for poking holes instead of slashing), spiked flail, a wooden club(peasants rejoice), scale mail armor(scale plates are stronger than chain, but weaker than plate) etc. Oil pot lamp, a simple clay lamp that uses tar or oil to light a small area cheaply.