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Found 111 results

  1. Spamming meditation to question-fish, especially at the higher levels, is really tedious and not very fun. I rather enjoyed the mid-summer event, and got some inspiration from it. Instead of the advancement question having an ever lower chance of happening, instead have a successful question meditation teleport you to a series of themed mazes. In each maze you are given a series of questions, and after searching through a reasonably compact maze (nothing quite so large as the ones from the midsummer event) you find several named statues with possible answers. However, unlike the midsummer event choosing the wrong answer sends you back and the waiting period to try again starts. Theme ideas Love: Hedge and lawn maze with nymph statues. Knowledge: Sandstone houses (3d) with bookshelves. Insanity: Caves with demon statues. Power: Bare rock with tall stone walls and horse statues. Hate: Slate walls on mycellium and troll statues.
  2. Hey! looking to sell off a few items, ive had them for a bit and haven't been able to get my use out of them. Rare Beautiful Meditation Rug - 84Ql, 89Coc 10s Rare Short Bow, Willow - 90Ql 4s Rare Huge Axe, Iron - 90Ql (blank) 6s 2h Sword, iron - 77Ql, N62 / LT55 / C84 / MS55 3s All items are open to offers as well! PM me here or in game at Dudeitsdamsel
  3. So I've been reading the wiki on Meditation, and I've been playing around with the Enlightenment feature... I'm currently at 38.73 Meditation, and Rock (7) and someone Respectful (10) has been trying to enlight me and it just fails continuesly with the same msg "[20:35:31] Legios does not grasp the question. He needs to meditate more." "A player can be enlightened 7 days after their last path advancement, regardless of level, or visible wait time. " "Rumour suggests that a successful enlightenment requires a meditation skill of approximately 75% progress to the actual required level to path up yourself. E.g. around 27 meditating needed to be enlightened to level 7." I've done both of these, and I still continue to get the same msg, is this as intended I know it's not suppose to be easy, but I'm wondering if I'm doing something wrong as the msg don't change.
  4. Starting Bid/Reserve: 10c Min Increase: 2c Snipe Protection: 1H. Buyout: None Auction Timer:
  5. Auctioning rare exquisite meditation rug with 101 CoC [01:33:12] This thin, colorful rug provides some comfort as you sit on it but its main purpose is to create a meditation zone where your mind can relax. This is a very rare and interesting version of the item. It could be improved with a string of cloth. [01:33:12] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [100] (sorry for picture quality, i like to play on low details ) Starting Bid: 8s Increments: 50c sniper protection 1hour
  6. Starting Bid/Reserve: 50c Min Increase: 10c Snipe Protection: 1H. Buyout: None Auction Timer:
  7. Prenote: Terms such as "Offensive CR" and "Defensive CR" are used throughout the suggestion. This does not necassairly mean actual CR codewise but rather modifiers that gives bonus hit chance for offensive actions or miss chance for defensive actions that would equate to the CR mentioned. Basics All 5 paths (Love, Hate, Insanity, Power, Knowledge) got their own individual passives. These passives scale linearly based on player level starting with level 2. (10 levels in total) Meditation abilities are not dispellable... since they arent spells. The max cooldown between path levels is reduced to 1 week and thus lets players experiment with diffrent paths without feeling they are horribly gimped by doing so. The skill level is what truly restricts the player. Love performs 3x healing for all non-spell sources. (+20% per level. This includes cotton, lifetransfer, regen and mycelium absorbation) Hate gets 20% dmg bonus and 20% offensive cr bonus. (2% per level. does not stack with passive faith bonuses.) Insanity gets 20% dmg reduction (2% per level.) Power gets 30% stamina reduction (3% per level) Knowledge gets 25% skill increase (2.5% per level) Now with that out of the way, here comes the fun stuff. Each path has 4 abilities that are choosen when to unlock. New ability choices are given at level 4, 7, 9, 11. One ability is unlocked at a time. Love Refresh Unchanged. Enchanted tile same functionality except that enchanted tree tiles yield 3x harvest. Love effect When used on the ground it makes all hostiles in local friendly for 10 minutes. If used towards a specific non-unique non-tamed non-valrei non-human creature it will perform a strong charm/dominate effect and turn it into a pet. Includes unusual types of creatures that normally cant be turned into pets, like whales and kingdom animals. (sidenote: You can currently ride aquatic creatures like crocodiles in water. Human and Humanoid isn't the same thing.) Cooldowns are unchanged. Soothing presence Permanent aggro-range reducing buff (similar to the newbie buff). Also makes taming and breeding easier. Power Erupt/Freeze Allows the creation of lava on rock/cliff tiles aswell as turning lava into rock. Same timers as currently but domain influence doesn't matter. Erupt only works inside your own kingdom like currently. Erupt can also be used on forges and ovens. Thereby lighting the oven/forge, fueling it and turning all items inside them searing hot. Freeze can be used on any container and instantly cools all content within. Elemental Immunity / Lava Walker Passive buff that gives permanent 50% reduction to all sources of fire, ice, acid and water. Active 30 minute ability with 3h cooldown. 50% reduction to all sources of fire, ice, acid and water. (the passive and active ability stack as additions. thus giving full immunity togheter) Might 2 hour ability with 4h cooldown. 50% increased carrying capacity and 50% longer stuns. Wanderer 60% stam reduction for movement (includes walking, swimming, riding, sailing, climbing, dragging). Does not stack with the level-based passive. Knowledge Get Info Combination of level 1 and 3 get info. Thus giving general information, affinities and carrying weight all at once. Also gives +4CR in combat against that specific target for the user. 1h cooldown and the effect last 15 minutes. Survey Area Slightly modified Get info level 3. Informs you of all creatures and settlements in local aswell as showing all tracks of the past 3 wurm days (same as tracking) at your location. 1h cooldown. No skill loss Unchanged. Attention to detail Passive that gives +2 radius for prospecting/analyzing, 10% higher chance for rarity rolls to succeed and +2 passive CR. Hate Rage Rage: Gives 4x increased damage from bashing and 25% dmg bonus to siege engines for 15 minutes. 1h cooldown. Frenzy +50% attack speed and -35% defensive CR for 1 minutes. 15 minute cooldown. (also modifies minimum swing timers) Roar Turns all agressive entities in local passive against the character for 2 minutes and breaks their combat with the character. (This includes guards and kingdom animals) Also provides 2 defensive cr for the duration. 30 min cooldown. Targeted at the ground. Hatred Passively adds a 1 minute debuff to anything that hurts you. If the person who gave the debuff attack the person/creature with the debuff they receive +2 offensive CR. Insanity Break Reality Teleports the character to a random tile on the server, heals all wounds, removes all spell effects, gives a 10 minute +25% speed boost and +5 CR. Also performs a Fill effect. Same restrictions as normal teleports. Makes the eyes of the user go black for the duration of the effect. Unstable Passively gives 15% dmg reduction in two resistances that shifts to random new ones every minute. Imagination Activated ability that removes the largest wound of the user and gives single-target spell immunity for 5 minutes. 45 min cd. Also spawns 2 random insanity illusions that only the user sees. Nightmare Activated ability that spawns a neutral shadow being (translucent and black shaded fog spider, wolf or wraith) that attack the closest hostile entity with the power of a dominated troll and dissapear after 30 seconds. 30min cooldown. Summary Poor abilities removed New abilities added Choices Rewards the player from the get go and keeps giving more things as skill and level progress. Thus keeping it very newbie friendly More choices in how the player wish to progress and if they want to try a new path after achieving high skill it wont take long to get high meditation level again.
  8. As the title says, I am looking for an account with SOTG. Looking also for the following stats: 50+ body Archery Weapon Skills Large Metal Shield Taming Lockpicking Animal Husbandry Message me with a Niarja link and a price range you are willing to sell for. I will also consider PoK characters who have the above stats. Have a budget of around $300 US. But would pay more for the right account. I can provide references if needed. Thanks for looking!
  9. Starting bid: 4s Min. increment: 50c Buyout: 8s Sniper Protection: 1 hour Delivery: COD from 100 cast mailbox [16:38:21] This thin, colorful rug provides some comfort as you sit on it but its main purpose is to create a meditation zone where your mind can relax. This is a very rare and interesting version of the item. The meditation rug has some stains that must be washed away. [16:38:21] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [80]
  10. As the title says, I am looking to buy a Exquisite Meditation Rug, Low Quality, with a high CoC cast on it (90+). Message me with what you got and how much you want for it.
  11. Hi, I am looking to buy a Fo priest and Vyn priest with 100 faith PM with offers.
  12. Hello, I'm currently pursuing the Path of Power in meditation. I've been finding it extremely difficult to find a tile high enough to use for meditating and getting questions. How high is high enough to get a Power special tile? Also, as a related question, is there any way in game to determine your altitude above water level?
  13. Right now, the meditation ability Erupt/Freeze only works on tiles in your kingdom, and not in a non-Magranon domain. Why?? The kingdom restriction should be sufficient for PvP purposes, and on PvE, restricting a meditation ability based on religion is pointless and frustrating. Right now, I have a Fo character I'll be priesting who is on Path of Power, so using Erupt/Freeze on anything is a total pain since she can't actually use it in Fo's domain. Is there a reason for the religious restriction on this? I certainly don't see one, or a downside to removing it.
  14. I'm looking for 2 Exquisite Med. rugs with CoC of 100+ Arka ingame or here
  15. Hello! As I have Path of Love level 9 in meditation, I started to concern that I find now Refresh skill basically useless. Before the update, I used Refresh almost daily and ate seldom. But after the update, it drains CCFP to 0%, so no point using it anymore, even for 99% nutrition. Is anyone else feeling like Path of Love has lost it's uniqueness and usability? Is there something that could be done to it, as now it feels like I should change path for no actual good skills (Enchanted Grass only for keeping animals happy and Healing Hands, well, healing more).
  16. It's well-known at this point that there are some oddities concerning how certain food effects interact with nutrition: Path of Insanity "Fill" has been said to give random nutrition, or give bad nutrition if your food bar is low. Opulence has been said to sometimes cause food to lower your nutrition for some reason. Eating just before you would fast has been said to lower your nutrition as well. I'm pretty sure I've figured out why. Before getting into the code involved, here's the gist of it: If a hunger-reducing effect restores too much food compared to how full the character already was, nutrition is not calculated properly and will generally be much lower than expected. Note that this does not apply to refresh, dying, and possibly some other things, since those use their own methods for altering nutrition and hunger. Now to the dry, annoying stuff. The problem is in CreatureStatus.modifyHunger(). Here, have a code snippet: final int oldHunger = this.hunger; this.hunger = Math.min(65535, Math.max(1, this.hunger + hungerModification)); if (this.hunger < 65535) { final int realHungerModification = Math.max(hungerModification, this.hunger - oldHunger); if (realHungerModification < ) { if (this.nutrition > 0.0f) { final float oldnutritionFraction = Math.max(1.0f, 65535 - oldHunger) / (Math.max(1.0f, 65535 - oldHunger) - realHungerModification); // ^^^ percentage of new food bar that was already full final float newnutritionFraction = Math.min(65535 - oldHunger, -realHungerModification) / (Math.max(1.0f, 65535 - oldHunger) - realHungerModification); // ^^^ is probably SUPPOSED to be percentage of new food bar that was not full before? // but caps food gain at value of old food bar for some reason this.nutrition = oldnutritionFraction * this.nutrition + newnutritionFraction * newNutritionLevel; } else { this.nutrition = newNutritionLevel; } } } Comments mine. The intent of this nutrition-related bit, as I interpret it, is to average the nutrition of what you're eating into your food bar. So let's say you're at 25% food bar and 50% nutrition, and eat 99% nutrition food that brings you up to a 50% food bar. Half your new food bar is the result of the food you ate, and half is what you had at 50% nutrition, so it uses 50% of the old nutrition value and 50% of the new nutrition value, leaving you with roughly 75% nutrition. Basically, it's just a weighted average of your old nutrition and new nutrition, weighted based on your food bar before and the increase to your food bar. However, the way it's implemented is very strange, and the newnutritionFraction calculation uses your old food bar value instead of -realHungerModification (the amount of food bar you just had restored) if the former is higher than the latter. I have no idea what the purpose of that is, but essentially, this means that if you're restoring more food bar in one step than the food bar you already had, things screw up and your nutrition gets tanked. There are situations where you use something that restores a lot of food at once, like Fill, and instead of the calculation saying "let's weight nutrition as 12% from the existing food stock and 88% from what the player just received" (as these must total 100% to make sense, as it is a weighted average), it instead says something like "let's weight nutrition as 12% from the existing food stock and 12% from what the player just received", with the end result that your nutrition is atrocious. This can also happen with high-QL meals when you're very very hungry, especially if you use Opulence. What I don't understand is why the weighted average is implemented in such a strange way. At the very least, the min() statement in the newnutritionFraction assignment is causing the problem here and doesn't serve a purpose that I can figure out. Really, the whole thing could be simplified a bit. Hunger is already recalculated at this point, and you know some food bar has been restored, so you could just do something like: final int oldHunger = this.hunger; this.hunger = Math.min(65535, Math.max(1, this.hunger + hungerModification)); if (this.hunger < 65535) { final int realHungerModification = Math.max(hungerModification, this.hunger - oldHunger); if (realHungerModification < ) { if (this.nutrition > 0.0f) { final float oldnutritionFraction = Math.max(1.0f, 65535 - oldHunger) / Math.max(1.0f, 65535 - this.hunger); // ^^^ percentage of new food bar that was already full final float newnutritionFraction = -realHungerModification / Math.max(1.0,65535 - this.hunger); // ^^^ percentage of new food bar that is the result of eating this.nutrition = oldnutritionFraction * this.nutrition + newnutritionFraction * newNutritionLevel; } else { this.nutrition = newNutritionLevel; } } } Of course, there may be things I'm unaware of that would explain some of this, but the newnutritionFraction calculation is definitely a bit of a mess and is definitely causing the problem.
  17. SInce we are playing only one character (or only supposed to play one), I'd like to see a unified meditation mod that does the following: Eliminate the path questions ALL path benefits are available as soon as you reach the meditation skill level Don't need to move 11 tiles away between meditations (Possibly force a meditation skill gain tick ever successful meditation) There may be other considerations, like the insanity oddities, or what titles you display, but none of it really matters to me. I just want a character with no restrictions. Same goes for priest spells. I would love to see a mod (might already be one?) that lets any player cast any spell, based on channeling skill & favor, but no FAITH or gods involved. No crafting, smashing, continuing restrictions or skill gain nerfs. No more churches, altars and praying.
  18. There's a persistent idea that rug type (regular, fine, exquisite, etc.) has an effect on the difficulty of getting a path advancement question. This idea seems to come from wiki edits made by the user Robert in 2010(!), along with some other erroneous information around the same time, such as removing a reference to rug QL. Since path questions are so infrequent and there are random skill rolls involved, thorough testing of this would be very difficult, and would have been at least as difficult in 2010. Given the dubious nature of the information, its age, and the fact that there is no known mechanism for this, I'm considering removing this information from articles in which it appears. I feel we should be critical of existing/old content on the wiki, not just new additions, and this doesn't seem to pass muster.
  19. wts a rare med rug : [19:49:49] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [81] it is 3.54 ql and is great for skilling looking for 8 silver but will consider offers.
  20. Hi, I had trouble last week with my toon Garlock, I only had 2 ticks for faith in a 24 hour period (once). Now I haven't been able to increase my meditation skill since I've been to chaos (about 3 days). I never had this problem with my main toon Kijani. [23:20:19] You drop a beautiful meditation rug. [23:20:22] You start meditating. [23:20:26] You fail to relax. [23:20:34] You get a beautiful meditation rug. [23:20:37] You drop a beautiful meditation rug. [23:20:39] You start meditating. [23:20:43] You fail to relax. [23:20:49] The server has been up 3 hours and 21 minutes. [23:21:03] You start meditating. [23:21:07] You fail to relax. [23:21:11] You start meditating. [23:21:15] You fall into a trance. The sky lifts your heart. [23:23:05] You finish your meditation. [23:23:13] You get a beautiful meditation rug. [23:24:01] You wear a quiver. [23:24:19] You start to pray at the altar of Vynora. [23:24:47] You finish your prayer to Vynora. [23:24:47] You are relying on Vynora to help you. [23:26:08] The water is refreshing and it cools you down. [23:27:13] You hold a short bow in your two hands.
  21. A new meditation ability gained at level 18 to meditate on a rug and use it to fly around speed similar to a well geared 5 speed horse since it's flying it should ignore slope limitations and be able to cross water either gliding along just above the ground OR use GM style flight only for personal transportation - perhaps with a weight limitation cannot cross fences or locked gates to protect peoples privacy not on PvP servers
  22. budget 2k euros PM me skilldumps etc
  23. Simple, the ability to store unique meditation abilities in source crystals. This is a premium only feature to prevent the market being flooded with refresh and enchant crystals. Right clicking on a source crystal now gives you the option to use a meditation ability on it, this grants the crystal a single charge of that ability. Level 4 abilities take 2 charges to become usable Level 7 abilities take 3 charges to become usable Level 9 abilities take 5 charges to become usable Once a crystal has a single charge of an ability stored it is locked to that ability (attempting to use a different ability nets the message "this crystal is attuned differently"). Examining the crystal tells you the name of the ability stored and the number of charges it has "you sense 3 charges of X". Source crystals take damage (based on its QL) when their stored ability is used and lose the number of charges listed. Optional Extra : Storing a meditation ability in a crystal gives a gurenteed meditation tick that counts against your daily total. This would have to be balanced based on the number of uses a skill has per day... PvP Balance Argument : If it would break pvp, just make it unusable on PvP, simples.
  24. Currently, enchanted grass serves some kind of actual purpose, even if you give up the ability to forage/botanize/gather on it. However, enchanting a tree is 100% useless. From my testing over the past week or so, I've confirmed that an enchanted tree tile: Cannot be foraged/botanized. Cannot have grass gathered from under it. Cannot have a sprout picked. Cannot be harvested. Continues to age like a normal tree. Goes back to "Young" age after "Shriveled" like a normal tree. In other words, in the current game, an enchanted tree is just a regular tree you can't actually interact with except by cutting it down. An enchanted tree is strictly and in almost every way less useful than a normal tree of the same type. This is abjectly pointless, and makes enchanting a tree a total waste of an enchant. It might as well actually have some use, no? My proposal: Enchanted trees should act like they do now, except you can harvest from them (like a normal tree) and their age is frozen at whatever its age is at the time of enchanting. If you want a gigantic oak tree to stick around on your deed, enchant it when it's shriveled. If you want a bunch of nice lavender bushes or something you can harvest with less active maintenance, enchant them when they're mature or something. If this being too permanent is an issue, maybe make the enchantment wear off after some relatively long period (months?) so you may have to re-enchant at some point, to avoid deeds just doing it to every harvestable tile they have over a period of years, if that would be considered a problem at all. I feel like this would give enchanting trees an actual purpose without breaking much of anything. Anyone agree, or see any problems with this?
  25. So, I think I posted this before, but here goes again. We really need a separate menu for these big cooldown skills. It is way too easy to misclick and burn it, while disembarking, destroying pavement, examining, etc. PLEASE can we give these "once a day" skills a sub menu, or a "you sure you want to use this skill now?" popup. Something? I lose my Get Info almost every day, because menus are laggy and I think I'm clicking one thing and it turns out to be another.