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Found 42 results

  1. Welcome to Taramon's Ropes Service! Are you a priest and need large amounts of favor? Or maybe you build ships or hanging bridges? You've come to the right place! Rope making is located on Cadence Island in the Salty Coast Village (Q22). The quality of the products is guaranteed by an experienced craftsman known as Taramon, who has a skill of over 90 in this profession. If you need any ropes, Taramon will make them for you! Just ask! Most products like ropes for favor always in stock. Offer Favor (cordage ropes) (mostly in stock 10-20k in average QL +70 ) standard price for cordage ropes - 1,5s/k favor Cordage ropes per pieces: Bonuses for orders: over 20k - 1,40s/k favor over 30k - 1,30s/k favor Volume per 1k of favor for 73QL of cordage ropes: approx. 71-73 pieces/k favor Delivery terms below. Ship building and Sailors (to order) Mooring ropes - 10c/each Thick ropes - 25c/each Cordage ropes (depends from QL): approx. 2c (for 73QL), approx. 2c 50i (for 80 QL), approx. 2c 80i (for 85 QL), approx. 3c 20i (for 90 QL). For builders and other professions (like Animal Husbandry, Archery etc.) (to order) Ropes (low QL)- 3s/1k Ropes (high QL - over 70 QL)- 4s/1k Halter ropes - 5c/each Bow strings (high QL - over 80 QL) - 10c/each Special ropemaking orders? Of course. Taramon is a master and can make any unusual order. If you have special needs, just get in touch. Order rules and delivery. How to order. Comment this thread with your nickname ingame and delivery method, send me a private forum message or PM me ingame - Taramon Delivery on Cadence Near Q22 on Cadence quick deliveries with own transport. Small orders - Ropes are combined to send via mail. I recommend only for small quantities (under 100 pcs) In case of big orders preferred delivery via wagoner on Cadence in small or a large crates. If you need crates, we offer: large crates 15c/each and small crates 5c/each.* *You can resend me crates but I always add their cost as a deposit. You won't give it back, no problem. Just send them back to me at the same price. Delivery on Melody and Harmony We can make delivery on other servers. On Harmony via wagoner from deed Copernicus. On Melody - to be agreed (preferred to any coast and pickup) Additional cost delivery to Harmony and Melody - 50c to coast or 1s to any point. Orders over 20k of favor or over 20k ropes - free! Taramon is a member of the Encore Bay Alliance, which is the official sponsor of the upcoming Impalong in January 2024. I invite you to this event on behalf of the organizers. Visit other SALTY COAST businesses
  2. Rite of Death is ready to cast, we need the assistance of more Libila priests.
  3. With the Valrei teaser posted yesterday showing us some information about new holy sites, I have a suggestion that can make it a little more interesting to begin following one of the gods or becoming a priest of that religion. This is not intended to replace the existing conversion options. Occasionally, an avatar of a god will appear on servers for various missions or possibly at these new holy sites. I'm proposing some new interactions with these avatars. Pledge Fealty This allows a player to pledge fealty to the chosen god to become a follower. They are converted and begin at 10 faith because they made the pilgrimage to seek out the representation of their chosen god in our world. To pledge fealty, the player must seek out the Avatar of their chosen god, activate the appropriate statuette, and right-click > Pledge Fealty. If the player is already the follower of a different god with more than 10 faith, there is a small chance that the avatar will attack them instead due to their fickle loyalties. Declare Devotion This allows a follower to interact with the avatar to be granted the honor of becoming a priest of that god. Due to their resolute beliefs and faithful pilgrimage, they are awarded with a 1 week affinity to both faith and channeling. To declare devotion, the player must seek out the Avatar of their chosen god within an area of influence for this god (This might mean they must show their determination by constructing an altar nearby) then right-click the avatar with a statuette activated > Declare Devotion. If the player is the follower of a different god with 30 faith, the avatar will become enraged by their infidelity and attack the player. *Because both of these mechanics would put the presence of the avatar at risk for the sake of completing the mission, should the avatar be killed, a replacement will be sent to a new location on the server where a player has prayed to that god within the last 24 hours, and the mission would be reset and updated appropriately. The new avatar may not be needed for the new mission, but will grant a small boost to prayer for followers and priests within a set tile radius (larger or smaller based on the prayer skill of the player that had done the prayer). Renew Faith This allows a follower with 20 or more faith or a priest to interact with the avatar during the mission for a temporary (24+ hours) affinity based on that god's domain. This might look like: Vynora Toymaking, Magranon Prospecting, Fo Gardening, and Libila Butchering. This option does not appear for players that do not follow the god represented. To do this, the follower must choose a rare or better item to gift/sacrifice to the god, activate the item, and right-click the avatar and choose to "Renew Faith". Rare gives 24 hours, Supreme for 48 hours, and Fantastic for 72 hours.
  4. Since the update, we are unable to dispel items on the ground. Whilst this is a good idea for most items which can be picked up, it prevents dispelling magic on items which are too heavy to carry, such as mailboxes: [03:03:27] The protection force is too high. You fail to dispel the spirit cottage. Is it in your inventory? This is preventing a Fo priest replacing a low power Dark Messenger spell with a higher power Courier - and vice versa. Please fix!
  5. So after so many years I still find myself coming back to Wurm and thinking 'huh it could do with...' so I figured I'd turn some of my rambling at friends to a post.. So without further ado Customization: Probably suggested several dozen thousand times since the days of identical twins all walking around but yeah.. There is a clear need for customization in a game/ world made from freedom to play your way with maximum ability to alter things such as leveling mountains or raising islands from the sea but where 80%+ of the stuff is identical with different colours.. shouldn't need more explanation: Ship building: high shipbuilding should add options to change things like figureheads or patterns/ carvings and other ornamental changes. Fine carpentry: reasonably high levels should add the option to customize wagons carts etc by adding patterns etc as with the above suggestion. People/ deeds and/or alliances should get heraldry or 'banners' that can be displayed on wagons, flags (both on land and ships) and sails using high tailoring Also allowing armour and weapons to be customized in some minor ways such as engravings etc. Priests. I know they've had several reworks but with the dwindling population of Wurm combined with the cut off of RMT leading to accounts fading out of use instead of remaining active it would be nice to have options other than maintaining multiple accounts to use as batteries etc. The suggestion here is simple: Add the option for priests to hold charged gems in their main hand/ off hand to use the vesseled favor as though a priest (with equal favor that is held in the gem) were linked to cast spells. or add options such as jewellery or staffs/ wands etc that add favor capacity (by a balanced amount) This is said as someone with a 83 faith priest who needs to either level up a battery or drag someone (if there is anyone) nearby to cast things like summon soul.. without the need to spend weeks at a sermon party which I like many members of the game can't do due to work/ children constraining time we can play. (and lately the cost of energy to keep a pc on all day if you aren't at it) Cities with rental options: (reduced 'upkeep' but not owned by you directly) This one would be a fairly complex undertaking and require potential CA+ involvement to act as a 'city lord' or similar title.. (to avoid abuse of position and ensure fairness. This adds a niche that would benefit Wurm with it's constant ebb and flow of player engagement as deed holders or sections of a community stop playing then the others either patter out or go to pastures new. The premise is that a city of fairly decent size with or without walls (depending on the player base as a whole's preference) where plots of land were available to rent (this would be noticeably cheaper than upkeep but obviously come with constraints such as paying your rent or losing your property (it being sold off at auction should you disappear without settling you account rather than decaying to dust in some locked box somewhere) as well as having to behave according to the general niceties of civilisation. This would enable players who don't have high skills/ lots of time or real world money to invest in a deed but also add to the feel of community as people would be clustered in areas around cities. (farms etc) as well as spattered around the map in 'wilderness' settlements (what we have now) The plots could be used for personal (small and medium plots) or businesses: shops, inns, smithies etc (medium or large plots) and perhaps 1 or 2 extra large plots for a market in each city. Obviously there would be no punishment moreso than there is now for being a hermit out in the woods you'd just not have the community feel around you) Random destructive events: This will probably be a hard sell but would save every single place you go to on the map ever (even if today was your first day in wurm) being terraformed out the wazzoo. events such as Earthquakes/ meteors etc or whatever that should an area of the map have: no Highway, deed or player presence for 3-6 months or above it has a chance to occur and randomly change the landscape to be different. This keeps the game fresh and allows more people to find the wilds and make their home their own without directly scrubbing someone elses mark first. Cap/ F2P Easing: The final one I have for now is not mine but deserves consideration. The raising or removal of the skill cap for free players and funding being moved to a cosmetic cash shop or similar (although the increase in players from a more community/ new player friendly changes above.. maybe the income from silver and or premium would increase the total income) Edit to add a comment I've put below: So I get that people don't like 'destructive' events how about a more mild version such as 'land errosion/ land slides etc (where gradually the super flattened plateaus of long gone players slowly (1 or 2 dirt changes at a time over several months) change to be 'wibbly' as Olaf would say?
  6. It would be great to see at least one or two additional Journal Goal Clusters added to the priest Journal beyond Benediction and I believe this would give priest players more long-term goals to aim for and challenge themselves, be fairly simple to add/implement and not create any new balance issues to gameplay. Journal Goals present a fun and engaging challenge for players which gives tangible milestones to aim for which enhance player engagement and fun and which offer some nice bonuses which are balanced at the latter end of the journal with increasingly challenging difficulty goal to accomplish. They are a great part of the game and fit perfectly with the spirit of Wurm as a game to be enjoyed by players for a long time with accomplishments which can take real life years to achieve. Currently the Crafter tree of the player journal offers 10 goal clusters with the last 6 offering rewards beyond just titles and hours of sleep bonus that include a moon metal lump, choice of 1 new affinity, an added hour of maximum sleep bonus capacity, a static 2.5% boost to skill gains, +10% rarity windows and lastly +10% affinity windows and master cape. While it is true that any player could tackle these challenges on the crafter path before becoming a priest, in practicality most priests start a priest path long before their skills would allow them to complete something like improving a tool to 50QL which is a requirement for only the third goal cluster in the crafter tree of the journal; Gathering Stride, with only 2 hours of Sleep Bonus and Experienced title as a reward. Since priests can’t improve items, they are effectively locked out of most of the crafter goals and can’t do later ones that don’t have improving goal requirements as those are opened by previous goal sets which do. The Journal currently offers only 3 goal clusters under the Priest path with only the last two, Approbation and Benediction offering a reward beyond just title and hours of sleep bonus (Benediction being widely considered as the only really decent reward, since 1 extra faith gain prayer a day under Approbation is basically only an extra 0.07 faith gained from that extra prayer a day at most by the time you are 70+ faith to complete that goal). I am suggesting more goal categories be added beyond Benediction for the Priest tree of the player journal with some rewards on par with some of the later crafter tree goal clusters and more challenging goal requirements to match. As merely an example, you could add a goal category like this beyond Benediction: Exaltation 1. Complete a colossus of your current deity 2. Reach 90 Religion 3. Serve as a link for another priest 20 individual times (minimum 30 minutes apart) for 15+ minutes per instance. 4. Sacrifice 10 Champion creatures 5. Spend 1 million favor 6. Directly deal or heal (in any combination) 1 million damage with Priest Spells 7. Reach 90 Channeling 8. Sacrifice 500K items 9. Cast a 100+ power spell 10. Recover 100 favor from a vesseled gem 5 times 11. Reach 90 Preaching Reward: Saintly/Cambion title, +2.0% to favor regen rate and 5hr sleep bonus (on cluster of completion) Obviously there are many possibilities for increasingly challenging goals that could be used and other rewards to offer like a a buff to cast speed, extra chosen spell from a different deity's spellist maybe from those offered under 30 Faith (limited list obviously to prevent this being too OP) or an end goal wearable piece comparable to master cape (a stole or robe in the cape slot, or a mitre hat or similar such show-piece). These are just basic ideas, but ultimately I hope my suggestion to add some new journal goal clusters to the priest tree are considered as it would enhance the long-term game for many priests like myself, give us increasingly challenging goals to chase and enhance engagement for players over long-term play. Thank you for your consideration.
  7. I am sure that this is not a new subject, altho I looked back through forum posts and couldnt find much of anything. I was curious if there had ever been a thought to giving priests a unique set of clothing that set them apart from others? The kingdoms in Wurm have different colors of clothing, banners, flags, wagons, etc. It wouldnt be a stretch to have the priests of Wurm wearing attire that set them apart. Each god having a specific look (color scheme) to their priests. Just a couple of examples. These could have the hoods added for head and face protection. Looking at the gods, we see that Vynora is in light blues, seafoam greens, and golds. Magranon is browns, reddish browns and silvers. Fo is, well Fo. But I imagine greens, browns, and golden colors. Libila in darker blues, mauves, and golds. I think the biggest thing is that these are more cloth like and that with that comes qualities and enchantments that will protect a priest while out in the lands of Wurm. This would also give tailoring a boost. I understand that priests make up a small amount of the Wurm universe, but many I have spoken to about this feel that it would be a very cool idea! Thanks for reading!
  8. A new change was introduced where characters on Defiance belonging to the Horde of the Summoned are auto-converted to the Libila faith. In the past every player needed to visit the BL or be converted by a priest to get the Libila faith. The issue is the journal objective "Convert a Player" in the category "Approbation"... Which requires a priest to convert a person. If my understanding about all HOTS players being auto converted to libila is correct then this objective is impossible to complete for a priest in the Horde of the Summoned on Defiance.
  9. If anyone is interested in attending Libila sermons, there will be a regular event happening on Independence. All Libila followers and priests welcome. For practical and timing reasons I would like any priests wanting to conduct sermons to let me know beforehand so we can do this in a somewhat orderly fashion. If you don't let me know beforehand then you can still do a sermon but would be added the end of the list. Proposed time: Sundays at 23:00 GMT (15:00 PST / 18:00 EST ) Location: Temple of Libila, The Grand Steppe just north of The Four Oaks In-game cords: i/21 Community map cords: 49x / 27y
  10. This is a general point about PvP which involves balance, account sales, and priests. It is merely an objective observation. To start, the recent changes/reset to Elevation involved rule changes that included meditation nerfs and characteristics suppression; presumably to make it easier for noobs when encountering vets. If the objective was to balance PvP a bit, then this is all fine. It will have worked insofar as it went. Except there's a fundamental problem with balance in PvP, and even to some extent in PvE. Traditionally what a player would do is use a "crafting main". This is the toon that makes all the gear, and therefore gains a whole stack of characteristics; body strength, stamina, etc. And this toon is typically the one a player would send into PvP. Priests were typically used in a support role, for casting tools, hanging back with heals, or whatever. Back in the day, most players I knew were doing it this way. Now it seems players can buy strong crafting accounts and priest them up, while keeping their "crafting main" for crafting/imping. This means there are some pretty strong accounts running around, with all the advantages of a long history of crafting with regard to characteristics, fighting skills, etc. Except they also have the advantage of being a Fo/Mag priest. So this seems a bit overpowered if the original intention was to balance things out. You can suppress characteristics/meditation to even things out a bit, and that's all good. But all other things being equal, if the other guy is a Fo (and has refreshes and heals) then you're going down, no two ways about it. I see this a lot in Wurm videos involving PvP; everyone seems to be a priest these days. It's not my job to try to come up with ways to balance this; I just thought I would point out the obvious contradiction between the apparent objectives concerning the rule-changes to Elevation PvP, and the reality of the situation. If the intention is to balance PvP to give weaker accounts at least a chance against stronger accounts, then perhaps it might be an idea to restrict priests to cloth only? This might help offset the advantage from spells. But like I said, it's not my job to fix this; I just wanted to point out this issue in the context of balance in PvP.
  11. Precise Mending Similar to Mend, a successful cast of the spell repairs exactly 1 damage but has zero QL loss. Failure causes 0.5 damage and cannot shatter. Channeling required: 70 Favor required: 100 Intended for items that can be damaged but cannot be improved, not to replace normal repair and improving.
  12. Nahjo Priests Aia, female - 58.31 faith Buri, male - 55.95 faith Groa, male - 57.14 faith ______________________ Paaweelr Priests Dagr, male - 51.97 Sulraa, female - 53.65 faith ______________________ They all have no premium time. They have no skills apart from a few points in prayer. Will come with their silver mirror. Naked on any server you want. Price: 15s/e each
  13. Currently, sacrificing an animal gets you 7 favor, maximum, possibly getting you less depending on the age of the animal. This is really bad. Animals aren't exactly in infinite supply, so why not increase the amount of favor you get from sacrificing one? 1-7 favor is so low it's hardly worth doing except in case of emergency. Multiplying the current values by 4 or 5 would actually give people an incentive to do it.
  14. It's been a fair few months now since runes hit the ground running and they've proven to be a wonderful feature to have. The trouble is that priests have next to no chance of every being proficient in creating runes unless they depriest, level FC, JS and SC (all three of which are almost entirely impossible to train to a decent level using creation ticks) and then repriest. Given that soul depth can be trained just as fast as a non-priest this leaves us with non-magic users being the better runesmiths. Given that runes are a form of enchantment; it seems as if magic users would have more knowledge of them and should be the more proficient users. There is also the fact that Mag seems the kind of god who would make great use of runes and Mag's following is extremely low in the PvE worlds. Thus I propose the following changes: 1a. When creating runes priests use their channeling skill OR the creation skill (whichever is higher) OR 1b. Give priests a way to train these skills that is on par with non-priests (giving them stronger "creation" ticks IN THESE SKILLS would be the simplest solution) (edit: added in bold clarification) OR 1c. Add a buff that occurs randomly when praying that allows priests to use their faith score in place of a skill for the creation of a single rune 2. Make the bonus towards creating a rune of one's own god based on faith, giving priests a buff. 3. Give mag priests and followers an additional passive buffing final rune quality (again based on faith) The fact that imbues are also locked to one type of priest is disturbing and seems plain wrong, there is also the follower imbalance since followers of vynora dominate due ot the experience bonus. Thus, the following changes are proposed: 1. Allow all priests to perform alchemy 2. Give fo priests and followers a bonus to natural substance item creation QL (based on faith) These changes should give priests a well-needed edge in rune creation, as well as balance followers a little more.
  15. As the title says PC for the 2 accounts: https://www.niarja.com/skill_compare/Argustin?private_code=mszfhqjlcdgytuin&cluster=Freedom
  16. The game lacks information about its various aspects, such as being a priest. Of course, we are used to searching the forums, Wiki, asking allies, friends, CA, Freedom, GL, IRC... But here's what would make priests' lifes better: 1. "Get favour" Currently there's a "get price" option which is generally used for calculating how much favour an item can be sacrificed for. However, it is not the case for animal parts or chopped vegetables. What i propose is a new right-click option on items in your inventory that would tell you how much favour your deity will give you for it: first way would be the client calculating the favour value basing on you faith, item's name and quality and telling you in the event log; another way is to make it return two lines: first being the "base" favour value grabbed from the server, which wouldn't take your deity bonuses and specifics into account, the second telling you to read the altar inscriptions for more specific information. 2. Altar inscriptions Currently there's one "informational" option about priesting available in game, which is the spell list, accessible from altars. As an addition to that, i propose a new right-click option on altars (available to all or just priests) that would spawn a window with brief information regarding faith the altar is blessed to or also priesting in general. What it could include: general information on what priests are, few words about their lore and the player deities; restrictions for followers/priests/champions; information about deity-specific favour items and corresponding modfiers (for instance, Alice sacrifices a garlic, gets 6 favour and tells Bob about it; Bob uses "get favour" on his garlic, sees the line about 6 favour and another one telling him to read altar inscriptions; Bob reads in the altar inscriptions that his god doesn't like the smell of garlic and won't give him favour for it); a short FAQ of some kind, including information about double faiths or something like that.
  17. Edit : I have bumped this as I think it is pertinent to the current balance issues with player deities. A solid system that groups certain spells and restrictions together might work well and allow for a much more balanced approach to player gods. Edit (2016 edition) : Self balancing player gods, self balancing new spell sets, whats not to like? Added in an extra example spirit for mag, again in no way asserting balance. This suggestion is a complete rework of the current faith system, hopefully keeping it lore friendly. Underneath each god there are spirits/angles/demons/whateveryouwantocallthem. Some spirits (my preferred term) serve multiple gods. Each spirit offers a certain set of spells and abilities in return for some restrictions, these abilities are linked to two factors : 1. Faith (gained by praying at alters to your god) 2. Devotion (see below) Devotion being a person's relationship with that spirit, how often they pray at alters dedicated to that spirit (alters dedicated to spirits generate no domain but can only be built in the domain of their god, they decay quickly if that domain is gone for too long), or perform tasks for that spirit (both small and large quests), breaking the rules of the spirit lowers devotion rather than faith. Higher level spells/abilities require both faith and devotion. Non-priests may achieve high devotion levels with their spirit (no cap for premium, 30 cap for ftp). One can make 1 (one) pact per 20 faith, revoking a pact loses the player 20 faith (and all devotion with that spirit of course). Nothing too big for a non-priest but enough to make priests really think about their choices. Each spirit is linked with a craft (or sometimes 2), non-priests will gain a decent experience bonus in this craft for having a pact with the spirit as long as they abide by the restriction put in place by the spirit (essentially bonus is based on devotion). Priests have this craft unlocked for them to follow as per normal, imping and all. Some spirits dislike one another, and pleasing one will upset the other if you have pacts with both (resulting in MUCH slower devotion gain and the inability to get to the highest levels of devotion). This is in place to balance overpowered combinations. When a player priests up they lose the ability to improve and continue constructions, however this is the only universal restriction set imposed. They also gain some "minor" spells of their god, bless and the like. They also gain any spells that their pacts allow them. Example Spirit : Whisp Gods : Fo Main Restriction : Inability to equip metal weapons. Craft : First Aid/Alchemy Bonuses : Increased healing rate in fo domain (>25 allows medium wounds to heal over time, >50 bad wounds, >75 serious wounds) Spells : Heal Light, Heal Medium, Heal Serious, Heal, Light of Fo (devotion >25 required as well as faith), Refresh, Life Transfer (devotion >50 required as well as faith) Example Spirit : Gnome Gods : Mag Main Restriction : -1 CR aboveground Craft : Weaponsmithing Bonuses : Increased CR on rock tiles (including underground) (+1 per 50 devotoin (max of +2 underground or +1 aboveground)) Spells : Magnaron's Shield, Goat Shape, Disintigrate (>25 devotion & faith), Strongwall (>50 devotion & faith) This is just an example spirit and in no way balanced. The pro of this is someone running a priest can choose how restricted they are, gaining more spells for the restrictions. Priests become a lot more personalized and faiths become more useful. It will allow devs to add new spellsets (new spirit) more easily. It will also move priests into the domain of mainable characters, still restricted and different, but with their own unique style of play. The con is that it is a HUGE change and balance will take a long time to set up. What do people think?
  18. So as the title says our good friend and alliance member has allowed us use of his deed for this. It will be hosted at Fight Club deed which is M18 on the ingame map.. and 38x 38y on the Indy map. There will be meals and water available and Statuettes for casting. Also available, a merchant to change up your many iron coins to coppers. All are welcome.
  19. Please send any skill dumps to me via PM. Any purchase will be via verified Paypal. I will be able to supply good references to verify my trustworthiness. Cold
  20. I decided a few days ago to have a priest of every god and as I always have will help any to convert or priest on freedom, so they can play the god they want. And since i play a lot and very regular should make it easier for people to find me if they want a convert. also try to tell the important points to prepare to play a priest, such as points about characteristics (i.e. riding a horse, maybe loading a wagon), specific skill grinds that will help them. There are two problems right now, i need convert to Nathan and Tosiek and will eventually need to be priested. If anyone knows a priest/follower or is such of those I will be happy to come to you (on Freedom servers), further more i can give you a convert to any other god if you need including Paaweelr.
  21. Hey i just bought Constantinople and realize it is huge any newbies need a place to skill up it has everything you could need stop by K17
  22. I found the concept of the priest great but wow not with this restrictions, its realy not playable. Priests typically cannot do any of the following actions, with some exceptions. See the table below for details. Improve, continue or destroy/bash items, walls or structures, or repair structures. However they are permitted to create and plan items and structures. WTF it forces the players to make an alternative character if the trying being a priest, this is a total misconception on the freedom servers in my mind.
  23. UPDATE: We are looking at Monday for our release! Hello everyone! I just wanted to announce that I am opening a Wurm Unlimited Server. This server is called Fairytail Island, Can be found on Steam List as [US]Fairytail Island. This server will be modded to allow: 3x Skill Rates. 5x Action Bar Timers. Will have Active Staff. Economy will be player ran. Custom Map Just for this server at the size of 4096x4096. PVE Environment (possible addition of PVP depending on Population.) Deed Upkeep as well as Claiming Costs Features soon to add: Removing Priest Penalties. Mobs will drop Money. Will be recruiting members to join the staff team. Will have events for all players, Slayer events and HOTA. Staff will hold Polls about ideas that could be added for players to decide if they would like to see it or not. Crops never go to weeds. Better meditation skills. Can lead creatures other than horses across water. Note: This is just a Quick and simple post. Well edit and add more later.
  24. Selling my 3 priests. 1s/1e note: preferred currency is USD of equal value Mag Priest Name: Dulcien "goodhearted" lvl 5 love [17:23:07] You entered through the portal to Wurm on Wrath day, week 3 of the starfall of the Saw, 1020. That's 1312 days, 8 hours and 19 minutes ago. [17:23:07] You have played 85 days, 10 hours and 25 minutes. [17:23:07] You have been premium a total of 12 months until Dec 2013. [17:23:07] You have been premium a total of 9 since Dec 2013. [17:23:07] You have been premium consecutively for 0 months since Dec 2013. [17:23:07] You have not paid for premium time. Starting bid:50s Buyout: 130s or b/o 1h snipe for all active bidders. Skills dumped at Aug 7, 2015 ----- Skills: 0.0 Religion: 27.578499 Prayer: 41.208492 Channeling: 25.067015 Preaching: 4.998954 Exorcism: 1.0 Artifacts: 1.0 Hammers: 1.0 Warhammer: 1.0 Healing: 3.6756566 First aid: 7.5942926 Clubs: 1.0 Huge club: 1.0 Archery: 40.015903 Short bow: 27.203533 Medium bow: 26.968336 Long bow: 1.0 Thievery: 1.0 Stealing: 1.0 Lock picking: 1.0 Traps: 1.0 War machines: 1.0 Catapults: 1.0 Trebuchets: 1.0 Turrets: 1.0 Ballistae: 1.0 Polearms: 2.7025685 Staff: 4.2532907 Long spear: 1.0 Halberd: 1.0 Prospecting: 23.825611 Coal-making: 1.0 Milling: 1.0 Tracking: 2.8518803 Paving: 1.0 Climbing: 7.9228406 Thatching: 1.0 Firemaking: 9.172958 Pottery: 1.652081 Mining: 75.34826 Digging: 15.138525 Ropemaking: 1.0 Smithing: 1.7460684 Blacksmithing: 1.3135163 Locksmithing: 3.6306818 Jewelry smithing: 1.0 Metallurgy: 1.0 Weapon smithing: 1.0 Blades smithing: 1.0 Weapon heads smithing: 1.0 Armour smithing: 1.0 Shield smithing: 1.0 Chain armour smithing: 1.0 Plate armour smithing: 1.0 Tailoring: 1.0 Cloth tailoring: 1.0 Leatherworking: 1.0 Masonry: 5.623788 Stone cutting: 5.873397 Cooking: 1.1571467 Hot food cooking: 2.0 Baking: 1.0 Dairy food making: 1.0 Butchering: 1.760328 Beverages: 1.0 Nature: 6.424097 Fishing: 1.0 Gardening: 1.4816076 Foraging: 4.784853 Botanizing: 3.9652715 Animal taming: 1.0 Forestry: 1.0 Farming: 1.0 Milking: 1.0 Meditating: 20.35667 Animal husbandry: 1.0 Papyrusmaking: 1.0 Toys: 1.0 Yoyo: 1.0 Puppeteering: 1.0 Fighting: 25.600353 Defensive fighting: 1.9910132 Normal fighting: 20.915186 Weaponless fighting: 2.3728213 Aggressive fighting: 1.0 Shield bashing: 1.0 Taunting: 1.0 Miscellaneous items: 58.25896 Shovel: 6.2642837 Rake: 1.0 Saw: 4.8539743 Pickaxe: 78.9603 Repairing: 13.96223 Sickle: 1.0 Scythe: 1.0 Hammer: 11.552345 Stone chisel: 2.6662292 Alchemy: 1.1485 Natural substances: 1.7425 Shields: 2.884087 Medium metal shield: 1.0 Small wooden shield: 1.0 Small metal shield: 1.0 Large metal shield: 1.0 Medium wooden shield: 3.702335 Large wooden shield: 1.0 Axes: 1.5651891 Hatchet: 1.7405044 Small Axe: 1.0 Large axe: 1.0 Huge axe: 1.0 Swords: 15.22996 Longsword: 15.235936 Shortsword: 5.499174 Two handed sword: 18.529736 Knives: 1.6820265 Carving knife: 2.009805 Butchering knife: 1.0 Woodcutting: 4.383884 Mauls: 1.0 Medium maul: 1.0 Small maul: 1.0 Large maul: 1.0 Carpentry: 17.163332 Bowyery: 1.1642053 Fletching: 1.0 Fine carpentry: 1.0 Toy making: 1.0 Ship building: 1.0876744 Characteristics: 0.0 Mind: 26.957891 Mind logic: 31.516954 Mind speed: 20.210693 Soul: 28.194637 Soul depth: 21.60519 Soul strength: 32.252052 Body: 33.32163 Body strength: 31.456076 Body stamina: 31.322676 Body control: 21.145117 Religion: 0.0 Faith: 79.95858 Favor: 20.0 Alignment: 100.0 Fo Priest Name: Kraken "uninitiated" lvl 0 love [17:26:53] You entered through the portal to Wurm on day of the Wurm, week 2 of the White Shark starfall, 1013. That's 1591 days, 9 hours and 24 minutes ago. [17:26:53] You have played 47 days, 0 hours and 36 minutes. [17:26:53] You have been premium a total of 6 months until Dec 2013. [17:26:53] You have been premium a total of 4 since Dec 2013. [17:26:53] You have been premium consecutively for 0 months since Dec 2013. [17:26:53] You have not paid for premium time. Starting bid:40s Buyout: 110s or b/o 1h snipe for all active bidders. Skills dumped at Aug 7, 2015 ----- Skills: 0.0 Religion: 28.146534 Prayer: 41.498306 Channeling: 22.523493 Preaching: 6.009084 Exorcism: 1.0 Artifacts: 1.0 Hammers: 1.0 Warhammer: 1.0 Healing: 1.837762 First aid: 3.9839485 Clubs: 1.0 Huge club: 1.0 Archery: 1.0 Short bow: 1.0 Medium bow: 1.0 Long bow: 1.0 Thievery: 1.0 Stealing: 1.0 Lock picking: 1.0 Traps: 1.0 War machines: 1.0 Catapults: 1.0 Trebuchets: 1.0 Turrets: 1.0 Ballistae: 1.0 Polearms: 1.0 Staff: 1.0 Long spear: 1.0 Halberd: 1.0 Prospecting: 1.0 Coal-making: 1.0 Milling: 1.0 Tracking: 1.0 Paving: 1.0 Climbing: 4.3454423 Thatching: 1.0 Firemaking: 2.2651231 Pottery: 1.0 Mining: 2.3025303 Digging: 3.158147 Ropemaking: 1.0 Smithing: 1.0 Blacksmithing: 1.0 Locksmithing: 1.0 Jewelry smithing: 1.0 Metallurgy: 1.0 Weapon smithing: 1.0 Blades smithing: 1.0 Weapon heads smithing: 1.0 Armour smithing: 1.0 Shield smithing: 1.0 Chain armour smithing: 1.0 Plate armour smithing: 1.0 Tailoring: 1.0 Cloth tailoring: 1.0 Leatherworking: 1.0 Masonry: 4.2649302 Stone cutting: 5.1754584 Cooking: 8.806296 Hot food cooking: 21.077597 Baking: 1.0 Dairy food making: 1.0 Butchering: 3.4905965 Beverages: 1.0 Nature: 6.5698667 Fishing: 7.663362 Gardening: 1.0 Foraging: 5.173462 Botanizing: 2.1940775 Animal taming: 1.0 Forestry: 1.0 Farming: 8.640334 Milking: 1.0 Meditating: 20.093868 Animal husbandry: 1.0 Papyrusmaking: 1.0 Toys: 1.0 Yoyo: 1.0 Puppeteering: 1.0 Fighting: 1.3195381 Defensive fighting: 3.7383876 Normal fighting: 1.3564 Weaponless fighting: 1.0341133 Aggressive fighting: 3.1789417 Shield bashing: 1.0 Taunting: 1.0 Miscellaneous items: 3.8811924 Shovel: 1.0 Rake: 5.33845 Saw: 1.0413527 Pickaxe: 1.9654157 Repairing: 5.41561 Sickle: 1.0 Scythe: 1.8773954 Hammer: 1.0 Stone chisel: 2.288904 Alchemy: 1.0 Natural substances: 1.0 Shields: 1.0 Medium metal shield: 1.0 Small wooden shield: 1.0 Small metal shield: 1.0 Large metal shield: 1.0 Medium wooden shield: 1.0 Large wooden shield: 1.0 Axes: 2.0034215 Hatchet: 2.4569545 Small Axe: 1.0 Large axe: 1.0 Huge axe: 1.0 Swords: 10.970842 Longsword: 17.11006 Shortsword: 1.0 Two handed sword: 2.039952 Knives: 3.5513089 Carving knife: 2.5482173 Butchering knife: 5.4579196 Woodcutting: 17.647144 Mauls: 1.0 Medium maul: 1.0 Small maul: 1.0 Large maul: 1.0 Carpentry: 6.3458934 Bowyery: 1.0 Fletching: 1.0 Fine carpentry: 1.0 Toy making: 1.0 Ship building: 3.7765732 Characteristics: 0.0 Mind: 4.348007 Mind logic: 20.20427 Mind speed: 19.541561 Soul: 20.063002 Soul depth: 21.927368 Soul strength: 21.593729 Body: 6.3677983 Body strength: 20.06573 Body stamina: 19.97553 Body control: 20.027897 Religion: 0.0 Faith: 75.741425 Favor: 20.0 Alignment: 99.37871 Vyn Priest Name: rolandthian "desertmind" lvl 5 knowledge [17:30:43] You entered through the portal to Wurm on day of the Ant, week 1 of the starfall of the Digging, 1016. That's 1479 days, 23 hours and 33 minutes ago. [17:30:43] You have played 118 days, 18 hours and 58 minutes. [17:30:43] You have been premium a total of 13 months until Dec 2013. [17:30:43] You have been premium a total of 2 since Dec 2013. [17:30:43] You have been premium consecutively for 0 months since Dec 2013. [17:30:43] You have not paid for premium time. Starting bid:1g 50s Buyout: 260s or b/o 1h snipe for all active bidders. Skills dumped at Aug 7, 2015 ----- Skills: 0.0 Religion: 35.501423 Prayer: 45.305794 Channeling: 58.06904 Preaching: 7.2512636 Exorcism: 1.0 Artifacts: 1.0 Hammers: 1.0 Warhammer: 1.0 Healing: 16.284071 First aid: 32.430832 Clubs: 1.0 Huge club: 1.0 Archery: 4.1287 Short bow: 2.1843696 Medium bow: 2.0655518 Long bow: 2.6033194 Thievery: 1.0 Stealing: 1.0 Lock picking: 1.0 Traps: 1.0 War machines: 1.0 Catapults: 1.0 Trebuchets: 1.0 Turrets: 1.0 Ballistae: 1.0 Polearms: 1.0 Staff: 1.0 Long spear: 1.0 Halberd: 1.0 Prospecting: 2.7898443 Coal-making: 1.0 Milling: 1.0 Tracking: 9.496478 Paving: 10.256047 Climbing: 9.428343 Thatching: 1.0 Firemaking: 19.66524 Pottery: 1.0 Mining: 19.43201 Digging: 20.02428 Ropemaking: 54.034416 Smithing: 3.5383606 Blacksmithing: 7.4240403 Locksmithing: 1.7158949 Jewelry smithing: 1.7258554 Metallurgy: 1.0 Weapon smithing: 1.7501715 Blades smithing: 2.856582 Weapon heads smithing: 1.0 Armour smithing: 1.0 Shield smithing: 1.0 Chain armour smithing: 1.0 Plate armour smithing: 1.0 Tailoring: 12.460165 Cloth tailoring: 13.653152 Leatherworking: 29.703444 Masonry: 12.506132 Stone cutting: 10.939937 Cooking: 59.103615 Hot food cooking: 90.494896 Baking: 1.4696503 Dairy food making: 1.0 Butchering: 33.44305 Beverages: 15.35042 Nature: 25.51218 Fishing: 23.66843 Gardening: 5.765354 Foraging: 8.209776 Botanizing: 10.499059 Animal taming: 13.520864 Forestry: 7.7087593 Farming: 16.500286 Milking: 1.0 Meditating: 20.581455 Animal husbandry: 44.998478 Papyrusmaking: 1.0 Toys: 1.2891164 Yoyo: 1.0 Puppeteering: 1.0 Fighting: 71.458565 Defensive fighting: 12.071343 Normal fighting: 50.19834 Weaponless fighting: 2.7372644 Aggressive fighting: 20.028313 Shield bashing: 1.0552964 Taunting: 1.3314697 Miscellaneous items: 23.027763 Shovel: 9.419407 Rake: 7.6848397 Saw: 7.616457 Pickaxe: 19.886158 Repairing: 22.678005 Sickle: 5.3732924 Scythe: 1.9405606 Hammer: 32.356083 Stone chisel: 6.7079782 Alchemy: 6.2445574 Natural substances: 14.195165 Shields: 14.534426 Medium metal shield: 1.0 Small wooden shield: 1.0 Small metal shield: 1.0 Large metal shield: 24.786077 Medium wooden shield: 1.0 Large wooden shield: 1.0 Axes: 17.212555 Hatchet: 19.178736 Small Axe: 1.0 Large axe: 1.0 Huge axe: 4.7756286 Swords: 33.251884 Longsword: 56.72522 Shortsword: 2.2241297 Two handed sword: 1.0 Knives: 25.09389 Carving knife: 8.683352 Butchering knife: 36.442696 Woodcutting: 27.174265 Mauls: 1.0163786 Medium maul: 1.0 Small maul: 1.0 Large maul: 1.0 Carpentry: 38.552803 Bowyery: 1.0 Fletching: 1.773759 Fine carpentry: 12.896887 Toy making: 1.8762589 Ship building: 1.1424783 Characteristics: 0.0 Mind: 27.541542 Mind logic: 31.871954 Mind speed: 21.776358 Soul: 28.929073 Soul depth: 32.48613 Soul strength: 23.287071 Body: 21.146437 Body strength: 21.429716 Body stamina: 20.704733 Body control: 23.37526 Religion: 0.0 Faith: 87.716125 Favor: 87.716125 Alignment: 89.20663
  25. howdy again boys and girls! more questions for yall! where is a good point to stop delaying and go ahead and priest? only skill i want to improve on is ropemaking, still only like 18 before priesting. like to get to at least 40 before priesting up. thanks to Wargasm for the ropemaking thread he started recently. but what should i be aiming at for mind logic, body stats, and soul stats before making the change? is there one skill (any skill not just characteristics) that needs to be x level before changing? thanks in advance!