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  1. Exiled [PvP] 1x 1x | Custom Map | Starter Towns | Discord Server Chat Server Specific Settings 1x skill gains 1x action timer Crop Cycle = 8 - 12 hours Breeding Cycle = 8 - 10 RL days One Character Per Player (No Alts) Characteristics Skills Set at 20.00 Fighting Skill Set at 10.0 All Other Skills at 1.0 Priest Restrictions ON Epic Settings OFF Traders OFF Personal Merchant Contracts ON Kingdom Titles ON UpKeep / Deeding Cost ON Player Made Kingdoms (PMK) OFF Kingdom Starter Towns Mol Rehan (MR), Jenn Kellon (JK), and Horde of the Summoned (HoTs) have starting spawn towns. These locations were created to offer a safe zone to new players joining the server. Feel free to utilize the limited resources offered within the towns. Want to join a kingdom with a higher population? Join the server discord text chat to find out more information on real-time game events and player involvement. Discord Text Channel - GM Assistance & Community Chat Steam Page Group - Come check us out on steam! Custom Map - Generated & customized by server owners
  2. Visit: http://sklotopolis.co.nf We are LIVE! Livemap: http://andistyr.github.io/wu-map/ We will be hosting a modded Wurm Unlimited PVE server. This server will have many features which will remove most of the hard grinding and make Wurm even more fun to play. On this server there will be an Wurm style economy with one big market place where people can sell there items to other people. There also will be many events (we try to make them weekly) where you can earn items and coins. With this server we hope to give you and us a fun experience playing and surviving together in the big world of Wurm Unlimited. Down below we have listed a bunch of the features our server will have: PVE: Server specs: -1 Server -200 Slots -4096x4096 map - http://andistyr.github.io/wu-map/ -40k mobs The Team The Team is playing Wurm Online since now more than 8 years and this mostly excessively. Furthermore it also happens that both Dominikk and myself are versed in programming and specially Dominikk has already impressively shown some great features. Combined we have a service record that pretty much covers every server and gameplay aspect, we slayed Dragons on snowy peaks, fought great battles on land and see, laid siege to impressive fortresses, made a living as merchants, worked as a low level staff member for some time, hosted events and constructed dozen of villages. This experience gives us a really good understanding of how this game works, not just mechanically, but also how it can excite you every time again. Dominikk, Sklo, Engineer Everyone is dedicated to make this work and guarantee the best wurming experience. Dominikk is working as Linux and Windows server admin for a living and is determined to keep your progress save. He put down a backup plan so you can see how serious we take it. Data Safety Backups will happen every 3 hours daily and every Monday there will be a weekly backup. They will be stored local on the server in Germany and all backups are transferred to a server in Austria about 800km away too. Further more we keep daily backups up to one month and weekly backups up to 6 months. So if something goes wrong we likely can restore ingame items up to 6 months. Below you will find a feature list of implemented features, new features will be added time by time. If you got ideas and recommendations visit our Forum a give us a though there. Features: START WITH: 20 in all skills & 21 BC to ride horses 30ql Leather Armor, Long Sword & Shield Pelt, 4 ropes, waterskin, pendulum, compass, sickle, +Normal starting tools and equipment SKILLS & CRAFTING: NO skill loss on death. 5x Faster Skill Gain 4x faster Actions (including all actions) Decreased weapon smiting difficulty. Action Timer cap during imping has been lowered. ECONOMY: Free Premium Free Starter Deeds. (4s worth of deed is free) Free upkeep for all villages. Free Mail Bounty for burying corpses. Bounty for killing monsters. Bounty just for being online. People receive coins for highway building. (1s per 20 tiles) People receive coins for building a guard tower. (5s per tower) Payer made events (will be supported with coins and GM help) No Cooldown to change Bank locations. Receive voting bounties for voting at https://wurm-unlimited.com/server/28/vote PRIESTS: No priest penalties. No spell cooldowns. Unlimited prayers per day. (every 20 minutes for faith gain) Doubled faith gain, Triple favor gain. Rite of spring fixed MEDITATION: Unlimited Meditations per day. (every 30 minutes for skill tic) No more "You fail to relax" messages during meditation. You no longer need to move for meditation skill gain. Cooldown between meditation path levels has been decreased by 80% from WO standards. Meditating is now also part of the skill multiplier. TRANSPORTATION & STORAGE: You will be able to run faster with heavier weight in inventory (max speed will stay at 17kmh) Faster movement on animals, carts, boats and ships Forges will fit 100 ores. Forges work when loaded. All the different forges will produce ash now. 19 Body Strenght to load items. (crates, forges, ovens, etc.) Decreased loading timer. Increased loading radius. Crates now hold a lot more items. Moving of bulk goods is no longer limited to inventory capacity. (drag more than 100 items) Meat, Fish and filets fit into Fsb and Crates. Mushrooms Fit into Fsb and Crates. You can drop Hot items into the bsb and fsb. Hitch animals to ships to transport them Items put in Crates or Bulks will be sorted by QL level (base 10) automatically. FARMING: Crops only take 1 day to grow and NEVER rot. Decreased Sowing timer. Harvest from Cart or Mount. TERRAFORMING: ~45 mining hits per wall Digging and leveling works like mining. Surface Mining will lower the rock on every hit. FUNCTIONALITY: Added /seasons command which shows when the next fruits etc get ripe. Added a season MOTD. Added an inbreed warning message. Drowning is now completely disabled. NEWS: One week bridge cooldown due to a WU bug has been removed. Now a welcome message for new players appears in Event. CA Help is now enabled for newbies by default. Fix for characteristics skill multiplier. Fixed a dredging bug. Donation System is live. Tools can improve themselves now (hammer on hammer etc.) Dragon loot has been increased. Drake loot has been increased. GMs and DEVs no can use the powers of Zeus Action timers are fixed Receive karma for being online Animal creature ratio on deeds is tripled Lightning on player death Creature spawn bug is fixed. All kind of creatures will spawn everywhere Lowered amount of crabs KOS has been disabled Steamid bans can be issued more properly now Bulks can be loaded even if they are not empty Bulk can be used when loaded Wagon volume has been more than doubled Sheep Shearing cooldown is now 50% lower A bug where corpses fit into food storage bins was fixed Some GM commands have been improved You will now be able to obtain glimmersteel, adamantine, seryll like gems during mining Fog spiders have been disabled due to lag, they are replaced by spawning lots of horses all over the server. Thanks to nekoexmachina! A few other possible lag issues have been addressed and fixed Wooden house parts only need 10 planks instead of 20 to be more newbie friendly Buying premium from tokens has been disabled because people purchased premium by accident Move to center and move to nearest corner have been added to the moving options. Thanks to Bdew! All gods share an alchemy affinity now, which means the same double favor items as Libila Added voting bounties. You will now receive a small bounty for voting at https://wurm-unlimited.com/server/28/vote use the commando /voted to receive the money to your bank. Treasure chests should no longer spawn with locks. Creature slaying bounties will now go directly to bank. The different pauldron types are now craftable with a high difficulty. We added the Fireburntime Mod, which shows the remaining fire time. Changelog (Warning long list) If you want to keep track on updates and announcements join our: Steam Group Forum
  3. We welcome you to.... Statera Unlimited www.stateraunlimited.com Your one stop shop for a full Wurm experience! Statera is a PvE/PvP server for Wurm Unlimited based out of the U.S. We hope to be your one stop, everything experience to feed your Wurmian needs! Statera is the Latin word for "balance". And that will be our daily goal as admins for you, our players. We know it is hard to please everyone, but we can sure as hell try! Please take a look around the site and lets get ready to have a ton of fun! Weekly News for week 1 is up and we are releasing Lux on July 9th! Click here for website Click here for official Discord Server Info & Rolandts custom content Server Settings Custom Additions * Ancient Ruins system Traditional Skill System (No spam creation) 5x Skill 3x Actions * Foreign Caravans and Travelers 3x Breeding 3x Farming 17k Creatures 30% Aggro * Skill Scrolls 3x Combat Start with 20 Skill Custom Content/Mods Click here for more info on custom additions and our Mods Seperate Gms for PvP/PvE Shop with limits preventing pay to win Server Crossing enabled Diety Spells Only No Priest restrictions Standard Deed Upkeep/purchase And here are our custom Maps we are very proud of! Click Here! Grand Opening for Lux (PvE) aimed for July 9th at 11am EST Vex(PvP) will open 1 week following! Please post below if you plan to be there, or PM me for any questions!
  4. Wurm University is a training Player Made Kingdom (PMK) in Wurm Online that exists to train new players in the basics of life on the Chaos PvP server. The University will build a strong PvP reputation in HOTA, roaming PvP and raiding when required. It will have robust management with Chaos veteran players to help build knowledgeable lecturers (instructors) and quality students. The heart of the kingdom resides in teamwork through PvP, kingdom events and cooperative help in the alliance chat channel. Wurm University’s objective is to teach players how to play Wurm Online on Chaos and create more content for all players on Chaos. In order to accomplish this mission we will constantly adapt, evolve and change as Wurm changes. Players are welcome to join us to learn what they can and either strive for a higher position within the Kingdom to help with the newer players, or join another PMK that they are interested in. Wurm University can provide guidance and knowledge on how to survive and thrive on the Chaos server. Our experienced players known as Dean's, can help newer or older players to establish themselves and gain know-how to play as a successful Chaos player. The Kingdom can currently provide: an escort from freedom servers to Chaos established deed (currently the capital) - with room for player built housing. horses kingdom armour sets kingdom weapons basic tools food (nutrition and CCFP) Other kingdom provided wares can be added as the kingdom grows and we have more players to share the load. Wurm University wants newer or older players that are willing to give the Chaos server a try. We want keen and enthusiastic students to learn all there is about Wurm Online and we want the experienced freedom players to shorten the newer players learning curve; and possibly learn a thing or two about the different game mechanics that the Chaos server provides. Our only requirements for player involvement in the kingdom are simply that you: have a premium active account; can ride a horse (21 Body Control); and have a minimum of 70 fight skill. On specific request, we will accept very new players without the two skill requirements if the person is requiring the knowledge or assistance to grind these two specific skills. However, these skill levels will be mandatory before a player can receive Kingdom armour or weapons. If you are new to the game or a veteran freedom player that would like to experience the rush of full loot drop PvP, then consider joining Wurm University. You can apply to join on our forums at: http://www.wurmuniversity.com/f2-applications
  5. Hi. I wrote this guide thinking that most people never get the chance to read something like this. Wurmpedia doesn't tell everything it should as you might already know. Most people on freedom do not know these things , and sometimes even people on chaos. Keep in mind that this is my own opinion, i'm by no means an all knowing wizard and there's far more experienced people at PVP than myself. Guide starts up at freedom level 1FS toon and gets more complex as pages go on. Note that you should have a basic understanding of the wurm mechanics to be able to follow it. Basicly i want you to know what "body strength" is or how to create basic tools and so on and so forth. Have fun. https://docs.google.com/document/d/1vleppxC7I-qIZ3IXKBzRLoENsm9YT5cAf0JoAVsyu0I/edit?usp=sharing
  6. Discord: v5k3apk Teamspeak: ts3.hyper-core.net Website: http://hyper-core.net IP for those who have issues with it- 204.12.250.202 Port: 3724 This time around on the server, Mobs will drop loot (Thanks to Friya's Awesome Mod) Low Skill Gain Rate is meant to encourage people to go find gear versus making it but still requires people to level up there skills to keep there awesome gear repaired or to get more control over the kind of gear your getting. No Local Mod is on for this too so watch your back =) Priests are normal - Fast Prays, No Cooldown on faith ticks, but you can't cast all spells. Meditation is disabled Its going to be a pretty different play style so will need feedback on changes opposed to just crying about it then quitting. (Before you ask, No, Blinksy) Another Awesome Map Made by Ausimus Mods Ash Produce Mod Better Combat log Better Digging Big Container Mod - Not currently enabled Bounty Mod Careful Harvest Mod Clay+Shards for Concrete Craftable Pauldrons Creature Age Mod Crop Mod Double Bulk Capacity - Applies to crates, Currently 4x Fire Burn Time Forage Sprouts Forever in Season - Fruit Trees Harvest Helper Hitching Post Inbred Warning Max Skills - Body Stats capped at 36 Meditate Mod Mod Tree Farm - Grow trees faster by watering them Moonmetal mining Mod Move Mod - Increased Carry Weight Move to Center/Corner No Fatigue No Fog Spiders - Anti Lag No Local Tab players - Won't see enemies sneaking up on you Pick More Sprouts - 5x Sprouts Picked Prospect Mod Quality damage Tool Tips - Disabled Currently getting some crash errors Remove Animal Hording Limits Sacrifice Mod Salve Power Mod Sever Packs Mod Server Play Counter - Does not count alts but does reflect offline steam accounts Server Tweaks Skillmod Spell Mod Starter Gear Mod - You start with only a flint and steel Survival Mod - Alot of changes to survival in WU, Recommend reading Talor's Page on it - Only Setting disabled currently is no crops during winter months Timer Fix Tweak Range Weapons - Bows/Siege Weapons can not be fired more then 20 tiles away
  7. I am building a PvP server and have all the kingdoms (except Freedom) on the server, but when I go to do a test, a "none" kingdom shows up as an option and spawns ppl as Freedom. How do I get rid of the "none" kingdom option on spawn in? I just want MR, JK, and Hots on the server. I have home server off, with the kingdom set at 3 (It was at 0, then 4, but still "none" showed up). I am using the creative DB. PvP is on. I am not sure what is making the "none" option show up Here is an image of what I am talking about
  8. VOLANTIS A custom map which offers a mixture of PVE and PVP playing styles with missions and events anyone can participate in. The Server Offers: A mixed PVE / PVP Map Battle Arena to fight waves of monsters based on skill level Vampire vs Vampire Hunter 6x Skill and 10x Actions Free Deed but Paid Upkeep Free Horse for new explorers Comprehensive Training Ground for New Players We welcome any improvement suggestions and would appreciate any glitches to be reported. If you would like to get in touch, please use the following link: Survey Volantis - Starter City Nighttime: The Server Map and Stats: https://wurm-unlimited.com/server/3656/ http://195.154.183.171:83/8573/mapvieweroutput/ Mods Installed Include: Training Grounds for New Players: All new players will enter the Training Grounds however, you have the option to skip the scenario by using the portal to the North which will transport you to the Docks on Volantis. The training grounds gives a guided tour of the game, teaching new members skills in Digging, Mining, Chopping Trees, Fighting and Crafting. Please note: once you leave the training grounds it is not possible to return! Free Horse: Receive a Free Horse by examining the sign near the stables on the docks of Volantis: Free Deed but Paid Upkeep An Introductory Offer until 13/08/2017, where all new players will be entitled to create their first deed for free. Normal deed upkeep costs will still apply, so be mindful of the amount of guards you hire and the initial starting size. Money can be earned through the Battle Arena, Hunting or utilising the Volantis Trader. Battle Arena: The battle arena offers 5 levels, each of increasing difficulty, which summons waves of monsters for you to battle. There are currently two arenas: Basic: Hell Horse Intermediate: (1) Brown Bear, (2) Scorpion, (3) Crocodile, (4) Fire Fiend and (5) Troll. To activate a battle, examine either the Basic or Intermediate level signs. The Battle Arenas can be found in Volantis near the castle: PVP and HOTA Portals: Portals are located throughout the map, allowing easy exploration for new settlers. Those seeking to play PVP / HOTA may jump through one of these portals in Volantis: The Crypt of Vampires: Ever fancied becoming a Vampire or Vampire Hunter? You will benefit from increased skill gains in exchange for the risk of being bitten / staked! This is essentially PVP but without the risk of your buildings being destroyed (if built in the PVE zone). The full instructions on this mini-game can be found below: Choose a Religion in the Gardens of Eden: Explore the Volantis Zoo: We welcome new event and server update suggestions so feel free to get in touch and we will try our best to accommodate requests Happy Playing, R
  9. Going back quite a few years there was a period when kingdoms could ally. Restore the ability for kings to forge alliances with other kings. Allying(or vasaling) with a Default kingdom should give you access to use their home server. In the event of a breaking of alliance, the deed holder can convert immediately or disband for a full refund. (I recommend 1-2 week cool down between creation and breaking of alliances). (Fleeting thought) Land held by a kingdom should have some effect on alliance to "limit" big kingdoms allying everyone. Instead they can vassalise. Why it was removed It was originally a BL and MR alliance, I know this because I negotiated the alliance. It was the found to be to strong due to 2 factors. 1. Bl and Wl priests working together. This is no longer an issue as all spells are spread out via player made god's. 2. There was only 3 kingdoms, even though at the time JK where beyond on top with their set up. The alliance immediately turned the fight around due to sheer volume of player and as such they had no one else to ally. PMK changed this by allowing potentially near limitless number of kingdoms. Other good reasons why: -Reinventing diplomacy in wurm, add in a mechanic to allow players to straight up band together against stronger or weaker foes. We have all had and heard of kingdoms working together or calling in a back door etc. This can offer a diverse and shifting landscape of alliances. -insentive to make a pmk as you are not alone, you can forge alliances (added bonus of the money sink/gold purchase increases). The biggest weaknesses to a pmk is you have no home server, you are alone and can be destroy. This offers more opportunities to survive. -wider use of the PvP maps via creation of new PMKs. -A better community. With alliance in place strong friends can form, diplomatic relations become something to consider. The effect of action may be more than words but the end of your kingdom. Discuss and scrutinize.
  10. This post is in regards to : Spying and infiltration is and has always been a huge part of any warfare. The more rules you place for gm's to manage the less of a sandbox and more of a document people need to read before they can even play the game. You have all the deed permission and can allow the players to govern themselves. Loyalty is built through trust and cooperation not GM rules! This is all part of the grander problem with pvp. There is nothing to fight for, no value or achievement to gain. At least back when permachamps where a thing the wl and bl held value. Now they serve as nothing more than a point of reference in travel, or top up points. Giving faith, some Dr or recharge the little used and over valued artifacts. You need to stop making PvP a hand holding contest, repair the economy of wurm. Especially in PvP in relation to deeds and kingdoms. Beyond that you require a huge overhaul of objective based war. With meaningful gains beyond a few numbers (land,rank) and a few lumps of metal that had once been rare. Beyond this everyone is see a thread of PvP ban, warning. The GM team are quickly becoming more prominent and invasive on PvP servers, often. Making quick irrational calls with little thought or regards to the long term effects it will have. I myself and many people I have played with directly refuse to build a pmk due to how a situation had been handled. When you(Enki) yourself took a banned item(crown) and handed it to a player with no deed, no title or any really claim to have out any long term monitery value in to the kingdom. This is a perfect example of how harsh and incomprehensive decisions can allenate players, many of them have not and will not return from this single event alone. I myself had been burnt out and hardly played wurm online, everyone I look to return I see another failing moment of judgement with the community of the remains players out crying against the decision. This can only be reflected in the slowly reducing premium membership. I have a special place for wurm and really hope it succeeds in the ever growing and competitive market it is in but things need to change and more rules enforced by GM rulling, taking up valuable time that the few good ones have to deal with these senarios such as infiltration that already have game mechanics to prevent. Stop going beyond the required intervention unless absolutely necessary and if you do, make sure all players are equally compensated. Update: General agreements/over arching and repeated comments.
  11. A little over a year ago I bought Wurm and joined some friends on a server called Redneck Solutions, we had fun in the beginning learning the game, crafting, competition and comraderie all in one, I looked forward to playing. Then it turned kinddah ugly, you find out on private servers thaty the people who have the server have clicks and they can pretty much do whatever they want, like spawning 15 Nogumps and a gazillion trolls around your property because they want your group to go away...so we did..(And we all did the happy dance when they imploded and disappearred) to move on......So then you get your own server and it is a headache, especially PVE and dealing with new folks and keeping everything friendly.....in lies an oxymoron....friendly game.......well I come and go at this quite steady, really feeling underappreciated for dealing with new people and it is a struggle to have an independent open to the public server and cover all bases. Finally this chapter closes, alittle under duress and some friendships may never be the same. part of the group stayed with Redneck, but the majority left, some went on to the new map in the PVE after a bigh ole fat wipe, and some moved on.....So now we try server hopping, man there are alot out there that have good and bad points, same with some of the people. Tamureil, Mythmoor, Skotopolis, Highborne, and a few other I am sure I lost count...Its almost like feast or famine with this game. Finally settle into Fields of Conquest PVP, play for a while meet some folks, but never a steady stream, never the same....always feel like your just playing to beat boredom......so maybe to go try something new....Well if you are a noob, do not go to a very active PVP server, more lessons learned over the next couple of days.....then I think did I really buy into this to be this frustrated.....I mean the level of tedium in the game is fierce even on the modded servers, and thats another thing, this server has this mod and that one has this and generally there is no where to find out and the maps are all different does anyone have a link?, It is completely maddening and its not fun anymore....well I guess some people were right PVE is to quiet and PVP if its an active server might not be your cup of tea, for there are surely days when you feel like you have been jumped by the mob. All in all it was great and it was depressing at times...I just can not find a happy medium I guess....any suggestions? there are aspects of the game I like but there are some that are not so nice....
  12. Hello! Have settings: Freedom, PVP On. If someone try to do illigal action (with enabled Lawful) -- Instead of a message "It would be illigal here" -- player get status "Hunted" and some error in server log: Tested on server with mods and clean server.
  13. For a long time myself and many others on the wild/chaos server have suffered with a lot of misinformation, assumptions and general misunderstandings about our fair server. So i've decided to put this little FAQ thread together in the hopes of improving numbers on the server by generating some interest in the different features and exciting prospects the pvp server on the freedom cluster can offer. I'll try my best to cover the basics in the OP and i'm sure there will be plenty of people to point out whatever i have missed and i'll be happy to answer any questions put forward. What is different about Chaos compared to the rest of the Freedom Cluster? Simply put, Chaos is a pvp server, allowing combat between players. But it features many other differences that i will go into detail about later. What we have that other servers do not is : Player vs Player Combat Deed raiding Valrei Creatures Player Made Kingdoms Special kingdom titles and offices. Horde of the Summoned kingdom and the dark goddess Libila Territory control using guard towers Battle rank and the titles that can be gained from it. The ability to kill others for their affinities, up to 5 in each skill can be earned. The Hunt of the Ancients tournament Powerful Artifacts of the Gods The Altar of Three (White Light) and Bone Altar (Black Light) Players can become Champions of the Gods What do you mean by rumours and misinformation about Chaos? I'll paste in what my good friend Reasons once said on our private forum, he summed this up very well. If you're curious about the PVP server that many have heard (mostly bad) rumours about, it's not all true: · You DON'T need to have 70+ Fight Skill to live here · It's NOT all out war here · It IS safe to leave the deed area solo, there aren't uber high level players hiding in the trees waiting to kill you · You DON'T have to be interested in the PVP game to enjoy the Chaos server · It IS fun to play here without the restrictions many complain about on the PVE servers How does PvP work? Pvp in wurm is surprisingly complex and i won't take the time to try and describe it all here, i highly reccomend giving Postes introduction to wurm pvp a read though - http://forum.wurmonline.com/index.php?/topic/73186-an-introduction-to-wurm-onlines-pvp-pdf-format-version-i0/ The basic idea is that you can fight and kill anyone you choose to on Chaos. The only limiting factor in this is that killing members of your own kingdom will cause you to lose reputation and eventually turn outlaw. Becoming an outlaw makes you possible to be killed by other members of your kingdom causing you to lose 5x the normal skill penalties. This rule does not apply to Horde of the Summoned. Reputation also affects deed raiding and because of this as a general rule you are pretty safe among members of your own kingdom. What happens when a player dies in pvp? If you die in pvp you will lose an affinity, assuming you have one and are over 20 fighting skill, to your killer and your items will be on your corpse. Your name will also appear in "Deaths tab" e.g. - Player1 slain by Player2. If you have allies near to your corpse then the enemy will not be able to loot it until your allies have either died or moved 15 tiles away from it. This removes the old "grab corpses as fast as you can" issue that used to exist on wild and now requires one side to win the battle in order to collect the spoils. Unlike with normal deaths in wurm, you would not lose skill in 5 random skills, pvp deaths only cause the loss of 0.25 overall fighting skill. There is code in place that prevents players from gaining fighting skill, affinities or rank from kills on players with less than 20 fighting skill. This is, in theory, a measure to make killing newer players not worth the effort. What's an affinity? Every player has one affinity, though if you lose yours it can take 2 weeks to spawn a new one, in a random skill. One affinity is worth a 10% boost to skillgain in that skill (this excludes overall fighting skill). It is possible to gain affinities by killing enemy kingdom players with over 20fighting skill and it is possible to have up to 5 affinities in each skill. Many skilled pvpers will have a large number of affinities boosting their skillgains. Where will i start and what kingdom will i be? A newly created player on the server will spawn at Hunter's Lodge as a member of the freedom kingdom. This is roughly in the centre of the server right next to the Hunt of the Ancients area. Upon death you will also find yourself able to respawn at Gold Coast on the west coast of the server or The Landing on the North East coast. These are the former starting deeds of the original White Light kingdoms on Wild, Jenn Kellon and Mol Rehan. Due to this fact you will find that these deeds have only a small area that is safe for Freedom Kingdom members as they are surrounded by MR/JK territories. If you are coming from another freedom server to Chaos then you can sail over the west border of your server (excludes celebration) arriving on the east border of Chaos as freedom kingdom. As a new player, won't i get relentlessly killed by older players right away!? This is honestly rather unlikely to happen, most players on chaos leave freedom kingdom members alone, particularly at the starter villages. It's generally considered bad form to harass newbies as we all know we need more blood on the server. I can't say it won't ever happen but it's not too likely and any strong fighter isn't likely to have much of a need to loot your items. Loot my items? Is there any way to keep things safe on Chaos? I don't want to lose everything! It's true that any items you own can be looted upon your death or taken from your home during a raid, that risk always exists. There are numerous methods used to protect ones most prized possessions and never forget, persist and become strong and you too can enjoy the spoils of war! For example, stone or metal mine doors are very strong and hard to bash on deed, keeping items within your deed inside a mine and within locked chests can render them very difficult to get to. Other options exist such as keeping items on another account (aka Storage Alt) or on a merchant in your deed with high prices set. Always remember that most players out there are not looking to grief and destroy your home unless you've given them a reason to dislike you. Your best bet is always to join an established village/kingdom that can offer you some security before you try venturing out on your own. There are numerous deeds on the server that have not been broken into for months or years. For 5 silver from a trader you can purchase a resurrection stone to give you a chance of keeping your items on death. Magranon priests of over 70 faith get a passive ability similar to a resurrection stone. What happens to a deed that is raided? In any deed raid there are two main objectives for the attacking side. The first is the token, which can be drained for upkeep in an attempt to simply make money out of the deed or to try and force it to disband. For this reason most deeds on Chaos will have strong defences and buildings around the token. The drain amount is always 15% of the monthly upkeep amount removed, half of this goes to the player who drains and the other half will go into the kingdom coffers (trader economy). Once drained a deed cannot be drained again for another 24 hours, if it does get drained within 48 hours of the last time it was drained then the drain amount will increase by 50% (up to a maximum of 6 drains in a row, at which point the amount will not increase). The second is to loot whatever valuables you can, this happens generally when a raid force is overwhelmingly powerful or the defenders simply are not present. Giving the attacking side ample time to catapult into each house and try to lockpick chests. Generally speaking any defended deed will present too much risk to attempt this due to the time and effort it takes to catapult into a deeds numerous houses that someone is repairing and fighting for. What is raiding actually like? There are some key points to keep in mind about raiding, i'll try to outline the essential points. Wooden houses are hilariously weak, using a carving knife any raider can make short work of wooden house walls. Use stone whenever possible!Tall walls are weaker than house walls, most deeds are protected by rings of "longhouses"Catapults destroy everything on the tile they hit, for this reason 1 tile wide houses tend to be inadvisabble due to catapults being able to damage more walls at once.Defenders should keep stocks of bricks for repairing their defensive houses as catapult fire comes in. But be careful! Those Cata shots will hurt if they hit you standing on the tile Guards are a good deterrent but never rely on them to always keep enemies out, the nature of them being AI controlled means they can be herded and wittled down slowly even in vast numbers. This of course will slow down your enemies and make their raid take far longer. But it will not prevent the raid if they really want in and you're not there to defend your home.Guard towers play an important role in adding more guards to your area, that additional assistance could be what you need to kill an attacker!Catapults are draggable, fire 1 tile per winch (changes somewhat with land elevation) and fire a maximum shot of 80kg. The usual ammo is 80kg packs of ore. Rock shards are inadvisable as enemies will use them for making bricks to repair with. Some wall types will take less heavy ammo to shoot, such as low stone walls, trial and error will teach you which to use your heaviest ammo on.Damage is affected by catapult QL slightly (this QL affects accuracy more), player skill and ammo QL. Remember that a catapult will never do more than 20 damage per shot to any given target (this does not apply to shooting players )Mine doors are your friend, gatehouses will unlock with enemies in local when built off deed. Mine doors will not and will provide you with ammunition and a place to back up to.Dirtwalls! Nothing says "this isn't worth your effort" to a raider like a giant wall they have to get through. The use of the level option for diggers has made walls of dirt far easier to create. See the wiki for instructions on how to flatraise a section up to start levelling from. http://www.wurmpedia.com/index.php/Flatraising.Never forget that the biggest deterrent to a raid force is a player seeing them and informing their allies. Most raiders will attack in the hope that they will not be caught in the act. What are these Valrei creatures? Valrei creatures started out as an epic cluster only feature and have recently been allowed on Chaos as well. Whenever a mission is completed there is a 5% chance that the god the mission was completed for will take control of one of these creature types. For example Libila curretly controls the Sons of Nogump and as such, members of the Horde of the Summoned will find these creatures to be friendly and neutral, others will see them as aggressive. These creatures spawn periodically, with event messages such as "Libila sends forth the Sons of Nogump" At which point the creature stated will spawn in random locations around the server with a mighty crack of lighting. It can be quite an impressive sight to see 10 sol demons ride lighting down and appear near you. Some, such as Deathcrawler Minions, Spawn of Uttacha and Sol Demons are reasonable strength and not too much of a challenge. Others like Eagle Spirits, Sons of Nogump and Drake Spirits are impressive powerful foes that should not be fought alone. When killed these creatures can be butchered to produce valrei items which you can sacrifice to give your deed 0.2% increase in enchanting bonus. Using this method it is very possible for villages to maintain the 10% maximum enchanting bonus. Just be careful fighting them, it hurts! Player made Kingdoms, how do i make one and why should i? On chaos it is possible to found and rule over your own kingdom rather than just staying freedom or joining the horde. You can do so by buying a Declaration of Independence from any trader. This is a special item and it costs 1gold (100 silver) coin to purchase. To use it you must be standing inside of a deed that you are the mayor of, with at least 15 other premium players nearby. You will be able to choose a name for your kingdom and decide if you wish it to be based off of Mol Rehan or Jenn Kellon template. these templates affect the model of your guard towers, the titles your kingdom offices have, your kingdom animal and which gods will allow your people to become champions of their religion. NEW - As of March 2014 you can now make Blacklight PMKs as well. You can find a list of the titles here - http://www.wurmpedia.com/index.php/Titles - Note that all PMK leaders have the title [Chief] Not Chancellor or Grand Prince sadly. Mol Rehan template kingdoms become followers of Magranon, allowing them to create champions of Magranon. Within their territory will spawn friendly Mountain Gorillas. Jenn Kellon follow Fo and Vynora, with the Wild Boar and (rarely) Anacondas. These dictate which missions your kingdom should complete as well. As a chief of a kingdom you will have the power to select a capital city, a deed which will recieve half the normal upkeep costs, a trader contract will appear in your inventory along with three special royal items. These are the Crown, Robe/Cape (chest armour) and sceptre/staff. The Crown and Robe/Cape are both non-drop, dragon scale strength, undamagable armours that come with an inbuilt 100 power Web Armour cast. They spawn between 70-99QL and additionally the crown can be used to check kingdoms/kingdom history and the robe/cape functions as an infinite supply of cotton for healing. As if this isn't enough, Chiefs recieve a huge combat rating boost of +3, similar to having an additional 15 overall fighting skill. PMKs can change their leader by simply trading the crown to the desired player and having that player put it on. The other items will then transfer over. The staff allows you to select your kingdom officers (listed in the wiki titles link above) and to hand out decorative titles and orders to your people. These officer titles will only function once your kingdom has at least 2% control of territory on the server. Any mayor of any village can be converted by a PMK and this will cause their deed and all its members to convert to your kingdom. As default your kingdom will be at war with all others, but you will have the option to extend an offer of an alliance to any other kingdom that is not a follower of Libila. Your kingdom will only ever disband if all of the deeds within it are disbanded or if you have less than 15 premium players (this causes a 24 hour timer to begin which will warn you that your kingdom needs more premium players). I hear that PMKs can have their own banners and tabards. This is true and we thank the art devs for making it so. You can design and banner, flag and tabard and submit it to an art developer such as Wox or Saroman to be implemented into the game. The templates for these can be found inside your wurm graphics packs. Whats so special about the Horde of the Summoned? The Horde (often reffered to as Blacklighters or HotS) are followers of Libila, a powerful dark goddess that cannot be followed on other freedom servers. You can join them by visiting the Bone Altar or by being invited by an existing member. All members of HotS gain the benefits of Mycelium, a fungus that grows over their lands infecting the trees and grass. Mycelium can be used to heal small wounds and when stood on will slowly increase food and nutrition. The downside is that Mycelium cannot be grazed on and animals such as cows do not spawn on it. These can of course be found elsewhere on the server however. Mycelium is also the terrain type required to follow the path of hate for meditation. With bonuses such as doube structure damage, double attack damage, fear effect that causes even deed guards to become neutral to you and immunity to directly casted spells. All members of HotS are followers of Libila and gain these benefits along with the ability to butcher human bodies for meat and access her special spell list as a priest - http://www.wurmpedia.com/index.php/Libila The Horde is a template kingdom, which means that it can never disband and it's leader is chosen by the King Cobra. This is a random number generator test which can be attempted once per 2 weeks (or server restart). Your combat rating affects the chance, so players with decent fighting skill will be more likely to succeed. There has been recent talk from Rolf suggesting that he will soon be allowing Player Made Kingdoms that follow Libila as well. What if i want to go back to freedom, do i lose my faith? Unfortunately it is currently coded into the game that any player who is a follower of libila/member of HotS will lose their faith if they leave the server to go to freedom. How does territory control work? On Chaos, guard towers have the additional use of creating 60 tiles of territory for your kingdom. The amount of control you have can be checked with /kingdoms. You cannot plant a deed outside of your territory. It is not possible to build a tower within 150 tiles of any enemy kingdom influence, you would have to capture or destroy the enemy tower or deed that is blocking you. Capturing towers is a dangerous 10 minute timer that causes the tower to spawn waves of guards that vary in strength. Unlike normal tower guards these do not target horses however and can be outrun on horseback if things get too dicey. Towers cannot be captured within 100 tiles of a deed, the only option for these towers is to remove the deed or bash the tower down using large mauls. This can take a long time without a large group of allies to help you. The advantage is that unlike tower capturing it does not announce to the entire server that it is happening. Only the enemy kingdoms Defence Advisor/Earl Marshall/Chief of the Cabal can spot what you're up to. This means that Chaos has far more guard towers than the freedom servers as they are a necessity for our kingdoms to flourish. What is battle rank? Some of you may have noticed the /rank or /ranks commands that show your rank and the highest ranked players on your server. All players havea default amount of 1000. Rank can be gained in a number of ways, by killing enemy players (more is gained from higher ranked players dying), by being involved in a tower capture, by capturing a battle camp or by capturing a pillar in the Hunt of the Ancients. Gaining battle rank is mostly for the sake of being able to say that you have more than other people, but it does also offer special titles. 1100 = [Warrior] or [Warmaid] . 1500 = [battlemaster] or [battlemaiden] and finally 1900 = [Warlord] (it is unknown what the female 1900 rank title is) Battle rank will decay slowly back down to 1000 if not increased for over a week. Not sure of the specifics on this, perhaps someone can help me out there. What is the Hunt of the Ancients? The HotA is a tournament that happens once every 36 hours in a location near the centre of the server, this area is 400x400 in size and gives a clear event message when entered. Deeds cannot be planted here, towers cannot be built and mine doors cannot be placed. Any buildings placed can be knocked down almost always with a single bash of a maul. It is meant to be a full pvp zone that cannot be controlled. When the hunt begins a number of "pillars" will spawn, these pillars glow in various colours and must be conquered. Every time a pillar is conquered 1-3 more will spawn around the HotA area. The first alliance or deed to capture 4 of the total 10 pillars will win. It is possible to recapture a pillar that has been captured by another deed/alliance. This means that even players of the same kingdom can compete against each other for the HotA. The winning side will find a HotA statue will spawn at the token of the capital deed of their alliance (or simply at their deed) and will contain 2kg each of Adamantine and Glimmersteel. These lumps start at 50QL and each time the HotA is won the QL will increase by 1. Once a deed/alliance has won 49 times they will always recieve 99QL lumps. The statues are 150kg, glowing representations of creatures in various poses and are very popular decorative items which also function as containers. They should never be held in inventory for any period of time more than a few seconds as they decay every 20 seconds that they spend in inventory by 1QL. Use Large carts to transport and place them. Once planted (not just dropped) it is impossible for anyone to steal them, even an enemy raid force. Glimmersteel can be used to create weapons that swing faster than normal and chain or plate armour that is roughly 30% stronger than iron/steel counterparts. All items made from Glimmersteel damage at a slower rate than iron, roughly 3x less. Helmets and weapons made from it will glow faintly yellow. Adamantine can be used to create weapons that do more damage than normal iron or steel ones and has the same properties as glimmersteel for making armour. Some claim that glimmersteel armour is stronger however. Helmets and weapons made from Adamantine glow faintly blue. What are the artifacts and what do they do? There are 3 artifacts of each god, totalling 12 that exist in the server. When the arrive to the server they are buried underground and must be found using the locate artifact spell, then dug up. Currently all 12 are unburied and controlled. The artifacts all have about 3 months worth of charge in them and must be recharged at the corresponding great altar at specific recharge times. The recharges take a number of minutes per artifact and announce to the entire server in event and with a drastic change in the sky, either turning dark or bright depending on the light being used. This puts the owners of the artifacts at great risk each time they must recharge their artifacts. If an artifact runs out of charge then it will return to being buried somewhere in the server. Using their special powers will also drain a small amount of power each use. The recharge times are always on the 1st and 3rd week of each starfall, during either Wrath or Awakening day. Meaning each recharge chance is 3 hours long. The artifacts and their powers can be found here - http://www.wurmpedia.com/index.php/Category:Artifact What are the great altars? Chaos is home to the Bone Altar of Libila (the black light) and the Altar of Three of Fo, Magranon and Vynora (the white light). These are visible from almost anywhere on the server as a mighty beam of light from the earth to the heavens. The altars themselves can be used as a normal 90QL altar (The WL gives fo influence but works for all three) and as a place to become a priest or champion. They are also used to recharge the corresponding gods artifacts. It is impossible to make buildings, mine doors or deeds within 100 tiles of the great altars. During the recharge days on the 1st and 3rd week of each starfall, Wrath or Awakening day. The lights are vulnerable to attack by the break altar spell and players mauls. When destroyed three key things will happen, starting with the spawning of the mighty Avenger of the Light unique creature. The altar will then disappear and reappear at a different location on the server and cause a medium internal head wound to followers of its god/s and will choose a random artifact to rebury. What is a champion? In the past champions were numerous and had a very different system to the way they work now, so old players may find this information surprising if they have not pvp'd in a long time. Becoming a champion has a number of bonuses and downsides, which are covered quite well by the wiki article located here - http://www.wurmpedia.com/index.php/Champion_player Remember that kingdoms based on Mol Rehan can only make Magranon champions, while Jenn Kellon based ones can make Fo and Vynora only. HotS ofc is the only kingdom able to have Libila champions. What are Farwalker Amulets? Farwalker Amulets are items that were given out as a christmas gift some years ago that have caused controversy over their power to give a player the "unstoppable" double movement speed and no fall damage effect for 30 seconds. It costs 1QL of the amulet meaning each one when spawned was worth 99 uses. Many players, including myself, would like to see Rolf make them un-usable in enemy local to prevent their use in escaping death in pvp as only a certain number of players posess them and they are non-drop items. How do griefing rules differ from freedom? A key difference between Chaos and the rest of the servers are the griefing rules. The only griefing on Chaos is of a personal abuse nature, be that though chat, leaving signs directly insulting someone etc. Anything else like terraforming, property destruction etc is fair game. However, that also means you can retaliate. None of the having to worry about highway and enclosure rules. If you can see it, you can destroy it [skills allowing]! This is a refreshing idea to those people who just want to deal with a situation themselves without having to bother a GM. If your part of a community on Chaos, you're also less likely to be 'griefed' (I'm not counting standard raiding as griefing) due to the likely hood of that person being hunted down by your group. Does Chaos have a different economy and community from the rest of Freedom? There is a market and trade but its much less compared to the rest of Freedom. There is a lot of collaboration and sharing and activities done "for the kingdom". The team is not within a village but across the whole kingdom and once someone is established then they share in the group effort and resources. As an example, its in the kingdoms interest to have a player geared up for PvP. Ok they may die a few times but those that learn and participate are given good armour and weapons, horses and enchants. The more a player gives to the kingdom, the more it gives back. If you want to be a rich crafter then Chaos may not be the place for you, it is not impossible but it isn't as easy to do as in the rest of the Freedom cluster. How does Chaos differ from Epic? The Epic servers are a separate cluster of servers that are all at least in some form pvp based. They have a seperate skill tree and as such joining the freedom of the epic servers is a big choice and commitment to building a character on either cluster. generally speaking it is rare for players to choose to build characters on both. Faster skillgain on Epic allows you to get into pvp sooner, the tradeoff is a far greater sense of achievement for ones skillgrind on chaos. However this does often cause people to fear starting on the server against older accounts.Older server and playerbase, Epic has been around a far shorter timespan giving Chaos a far richer history but also a larger skillgap between newer and older players.Server size: all 4 of the Epic servers are 1/4 the size of Chaos. The server is massive, identical in size to only the Independence server.Focused on one server: On freedom cluster there are 4 linked servers to Chaos that have no pvp, allowing complete safety to train your skills up before trying out pvp with your account. Epic has 3 home servers that are "less" pvp but there is no server where you are 100% safe as you are on freedom. These home servers do not apply to PMKs on epic, members of PMKs live only on the main elevation pvp server.Epic has the full scenario system based around completing missions, Chaos has the missions only.Epic has a skillgain curve, meaning that many skills are "effectively" higher than they appear in the skill window. This includes skills like channelingFor the above reason channeling on epic cannot be trained using vesseling on gems, this is the fastest and most preffered method on the freedom cluster.For reasons known only to Rolf, body stamina gains far slower on the epic cluster. ----------------------------------- Thats the most my mind can think of at one time, i'm sure there will be more questions or edits needed and i'll be happy to answer them, add them to this OP and edit any mistakes. I'll also try to sort out a more up to date and useful map of Chaos to help newer players as the one on the wiki is in need of some love.
  14. This is a mod request based on this thread: All the code needed is within : CombatEngine.class Sadly programming is not my strength, i do well enough reading it and plan to learn when i have more time and motivation to do so. Lines of code to be changed i don't know how hard this will be but i have done everything i can to help. flavour text suggestions:
  15. sold
  16. Alot of thought has gone in to this over years of playing. What made pvp so fun on wild and why did it do so well for how small the community was? Purpose for MR and JK was control over the WL, deeds upon deeds where built to push and capture the WL. This created long term and lasting pvp not just skirmishs that epic had with hota but real kingdom building stuff. Why did this work? Champions where powerful and had a permadeath so every single life mattered, the only issue came from the lack of balls to let a massive amount of champions fight it out until they where all dead. 14 people? Champed up all at once, i personally seen this as a huge stimulation to pvp but people where concerned with the inability to compete. What non champs had over champs was infinite time, several champions did permadie. Most in very memorable ways, one for me was the blunderful death of spider's Maincorpse champion of libila. Had all those people died it would have lead the way for new champions or players to fill their place on the battlefield. However, it may have been a bit much and a new system was placed to limit champion numbers. This should have increased the worth of lives for champions but instead they removed lives. This made champions no longer valued becomming little more than a gimic something to play with nothing more. The WL became a thing only to recharge artifacts that even now most have little use or are deemed to valuable to use in open combat. 1. Restore champions to a permadeath system will create better communites and more pvp. Why? With PMK's ready to be built quickly and rather cheaply you can have more than a v k battle for ownership over the ability to create champions without fear of dying. War deeds would become a thing again with kingdoms having a goal to work on and a defence to mount. Rather than some ticking numbers that ultimatly hold little value(rank). It would breed new life in to elevation with the need to secure you respective light from the enemy. Not only to deny access to others but to remove a life from a valuable component. 3.. Make champion limits tied to land ownership. You want more champ slots claim more land. At 5% ownership per champion that would give 20 champions possible. 4. Buff champions (yes buff) as of current i personally see that champions are no long a big thing on the field of battle they require a greater value to risk permadeath. Faith above 100 or cast cost reduced Channeling difficulty made easier Bonus damage delt Higher crit chance (doubled for artifact weapons). These are just a few quick ideas. 5. (Some may not like) Disable the ability for default kingdoms to be able to create new gods. Allowing only pmks to establish gods while the kingdom is active, god that are no longer worshiped will fade away. Removing the flood and abundance of gods. This may require a system to reward current gods to remove them or enable them to create a pmk/following for their religion. Perhaps a new defaul bl kingdom could be added and some gods be divided up among them. Sadly either way pvp and godhood needs changed. This is but a few ideas to bring back some of the value that once existed on pvp. Edit: Question what a out restoring lives and people who just never leave deed after 1 life left. I think 3 respawns (4 deaths) was a good system before and should be the start and max limit of storable lives. Maybe when a champ perma kills another gods champion their god restores all their lives. It would make taking champ lives more valuable as time goes on for someone to try reset their lives. Something of that accord might work. It is also good idea to remeber with a fixed spot allocation your own kingdom may turn on you if you hold it for 1 life. However for added safety, add in requirement to be on a rank giving kill every 6 months or loose a life.
  17. Crossed into chaos and kingdom didnt auto change, logged off for /lotime and even crossed back, still didnt rejoin my kingdom, still getting freedom chat tabs and trade chat and self examine shows im still freedom. Checked with Kingdom and i wasnt kicked and did /converts and [02:48:34] You may change kingdom in 13 days, 16 hours and 12 minutes. Update: Enki assisted with the issue, but still had to get reinvited to the deed.
  18. 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.
  19. The Beginning Mission Our mission is to create a fast, reliable, and stable wurm unlimited server that all players can enjoy. We pride ourselves in finding solutions to problems quickly and utilizing a 'hands-on' approach to server management, PVP situations are not included, of course. Our primary goal is fast response, whether it be for crashes, in game tickets, bugs or toxic players, response will be prompt. No more absent administration. Our secondary intention is to create a enjoyable server for players of most play types. Utilizing mods, we are able to reduce the mundane tasks usually associated with wurm. And our final goal is to make something unique. What we have to offer Currently we have one PVE server well as a linked PVP server. The PVE server launched September 7, 2016. Read on the server configuration Here or check out the quick look below. The PVP server launched September 29, 2016 and you can read on the server configuration Here. The server is hosted on a dedicated box in Montreal, Canada, providing ample uplink to both Europe and USA which gives the most even playing field between the US and EU in terms of ping. Quick look for the Reign of Man PVE server: Quick look At the PVP server: Zenath’s PvP Kingdom System So... Are you in? Join the official Discord Check out our website Take a peek at the PVE map
  20. Welcome to the Grats Me Village Market, we are located on Northern Xanadu providing tools, weapons, armor, and much more! [This is currently reserved for the Grats Me Village Market, classifieds to be posted soon] PM Rolandt or theBigpingvin for more information
  21. As the title says I am looking to purchase a high end PvP ready toon. Minimum requirements are as follows: 70+ Meditation - Preferrably already full SoTG 50+ Body Stats (Or close to it) 50+ Archery 70+ Fight Skill with decent combat stats (Weapon skills/fighting stance ect) Atleast 70+ in most gathering skills (Mining/Woodcutting/Digging) Note: The above requirements are not NEEDED but preferred! Please PM me with a skill dump, Name of the toon and a price range! -Cheers -=Jakeii=-
  22. Ages Of Urath Closed to the public: Must apply for access. Apply on the website to get access. Live Maps: Irata Laoks (Advanced PVE) Featured on MMORPG Stat Perk System (unique) Boosted Starting skills http://forums.mmorpg.com/discussion/430193/razors-edge-online-urath-online-saga Home City No pay-to-win In game Live map HUD. Mount Ticketing system: ADDED Dungeon Exploration, Adventure Maps Huge 4096 Maps Multiple Cluster servers. Hunt of the Ancients(HotA) Reduced Priest restrictions. In PVE priests can cast any spell. 5x Exp 5x Action Timers 5x combat In game map, New ships. Running Ago modloader Support for Ago Client modloader Event Timer Mod No crop decay Horse Names, ages, breeding MOD spawned random Boss encounters, with multiple stages (event timers) New sound effects (complete overhaul) Only map displayed on PVE Main Cluster: Live Map: Long time WO players. Very newbie friendly and helpful. Search "Urath" on the server list and it'll come up every time [in response to servers disappearing randomly from list]. Vote for us at: http://wurm-unlimited.com/server/1004/ : Trade Packs: (Archeage Style) A simple explanation of the trade system breaks it down into three steps. A player first crafts a trade pack using raw materials or goods harvested from the game world, then carries that pack across the game world before depositing it for a profit at a target destination. The transportation process is not without its dangers, however, as trade packs reduce a player's movement speed and make him vulnerable to other players who may steal his goods. If a player is killed by a bandit or pirate, the trade pack is dropped and may be captured by the criminal, who may then deposit it themselves and usurp the profits. These would be interactive boards (much like the village recruitment boards) where players can choose the pact runs they wish to carry out. AI Pirate Ships: I have sloop models completed but need the AI behind it. The goal of the encounters is to create more of a PVE and PVP fear at sea. Pirates would also tap into the routes frequently used by Trade Pacts. Named captains. Bounties (see below) Bounties: ADDED As pirates sink player ships the fleets of the Captain grow. Bounty boards would also be created much like the village recruitment boards and the reward would be based on the strength of the fleet as it grows. Mount Ticketing system: ADDED Player made Harbormasters that can exchange a mount for a ticket which can be loaded into a cargo hold of a ship. The weight of the ticket would reflect the weight of the animal. Tickets can then be unloaded and activated to spawn the original animal without the use of the harbormaster. No more Lead ropes on ships! Revamp Player Economy Money system. Foreign currency for reach realm. Web based currency exchange rate. Investments in business. Stock market. Kingdom and Realm Hierarchy Titles & Nobility Voting & political system (PVE areas only) Realm vs Realm System The map is broken into 16 4096 maps with 36 fortresses. Keep defenses are rebuilt / repaired / NPC defended based on the success or failures of pact runs for each of those Realms. This encourages Realm owners to promote pact runs. Realm perks for capture of each keep. Complete MOD list Annoucer MOD Server greeting for each player which displays on the screen in and in the event log as they join the server Event MOD Custom Boss and minion generator for re spawning events. This will soon incorporate NPC movement, schedules, quest offerings in the future. Bagofholding MOD A spell a priest can cast to increase the storage capacity on a container. Betterdig MOD Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Biggerhouses MOD Allows larger floor plans by increasing carpenter skill when laying out a floor plan for a building beyond the limit of 99 skill level. (only temporary math calculation change to skill level) Chestclaim MOD Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma CreatureAge MOD Slows down the aging process of bred animals. Creature MOD New types of creatures and various new types and looks to some creatures in the game. Crop MOD Prevents crops from turning to weeds. FixGuards MOD Fixes villages spawning infinite number of templars due to a database error HarvestHelper MOD The command /season tells you what is in season and time to other seasons in real days. Hitching Post MOD Allows you to hitch mounts to a post to prevent them from roaming off. InBreedWarning MOD Meditation MOD Enables guaranteed skill success (no more "You fail to relax" or not getting a path question you qualify for) No delay between first 5 skill gains of the day No difference in delay requirements after the first 5 meditations (if the above setting is on, there's no delay requirements for meditation skill gain at all, if it's off, always 30 minutes between meditation skill gains, never 3 hours) Disable distance requirements for meditation skill gains (No more need to move 11 tiles for skillgain) A configurable multiplier for path question cooldowns. This can be set to half to cut these delays in half, set to 0 to disable them entirely, the choice is yours. Specify custom action duration for meditation (NEW) Configure the delay before joining a new path after leaving an old one (NEW) Now imposes a configurable maximum level a player may reach in any path Movement MOD Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Prospct MOD Prospecting cave floors provides the same information as prospecting a rock tile on the surface above (i.e. detect nearby ore veins) QualityDamageToolTip MOD Gives you a hover ability to see Ql and damage, from a distance, to any object in the game without doing an inspect command Sacrifice MOD Adds a configurable chance for a rare item to award a bone of the same rarity, instead of the usual benefits Salve MOD Adds "power - " to the beginning of newly made healing cover names, so you no longer have to figure it out in your head. Spell MOD SpellMod: a mod that makes all spells available and removes many priest restrictions to make playing a priest with only one character more enjoyable. Allows all spells to be cast by any priest on PVE cluster only. increase spell timers, removes penalties for offending actions by your deity. Settings: removePriestRestrictions=true allowAllSpells=true unlimitedPrayers=true noPrayerDelay=true favorLimit=99 StableMaster MOD Any animal that can be led can be exchanged into a ticket to load into a cargo ship or cart for easier travel, especially to other cluster maps within the world of Urath. See patch notes and video tutorial on using this NPC. TimerFix MOD fixes action timers in the game for various functions. LiveMap MOD An in game mini map that shows objects, terrain, around you as you move about the map. Menu / Live map toggles this feature on an off. Better Sound FX MOD Over 100 new types of the sound FX have been done by me to give you a better submersion experience in the game. More updates to the sound file as i get time. ClusterTalk MOD Better communication between cluster servers and login server. RMITool MOD Custom tool for Server wrapper to check server health, and reboot the server during maintenance windows. Ago Server Modlauncher v.20 This allows the mods to work and communicate with each other. Bulk Items Separated MOD Mod that allows you to use one BSB for any quality material. It separates items stored based on items QL, so you would have e.g. 10 stacks of iron lumps in ranges 0-10, 10-20, 20-30, etc up to 90QL. After 90QL each QL unit gets its own stack. There is an option to revert the mod functionality, by simply blessing BSB. Don't forget to rename your blessed BSB, however, since blessing is not visible on "Examine"! Bounty MOD You recieve bounties for killed creatures, when you bury them. Harder the creature, better the bounty! Decay tick MOD This is one of several bandaids mods that we run. Wood scraps, rock shards, dirts and logs left on ground off-deed would be rmoved on first damage increase. Tweaks MOD Sets number of sleeping powders on every trader to 9. Domestics replacement MOD This is one of several bandaids mods that we run. Most of domestic spawns are replaced by hostile creatures, so it is harder to find a horse or a ram, but easier to find an adventure. Kingdom stuff MOD Mod that adds every single kingdom item available to list of craftable items. Tabards and towers are not craftable yet! Event & Loot MOD Adds various non-craftable loot items to creatures killed. During events,adds higher chance of dropping specific items from specific kills. Nofogspiders MOD This is one of several bandaids mods that we run. Removes fog spider event from game, because said event drastically affects server performance. Dead Shoulders MOD Adds rift shoulderpads to riftcreatures loot table. You can even get rare,supreme or fantastic shoulderpad if you're lucky! Dead critters MOD Adds progressively increasing chance for every creature to die, starting from "Old" age. Cared, bred, unique and champion creatures are not affected.
  23. Hi! I run and manage, along with a couple other dedicated GM's a fairly new Wurm Unlimited server called Dreamlands! We want to invite any & all to come play on our server. Its a Custom map with a lot of Custom Content, and GM ran events, Best & Highly wanted Mods, Great Dedicated Server Hardware, Low Ping compared to most servers!, Teamspeak, Friendly Community! Come Check Us Out! :Some Server Features & Highlights: * Custom 4k Map! * Custom(non-vanilla) Mobs! * Free Deeds & Upkeep(upkeep may change at a later date)! * Dedicated GM's to handle any issues! * 3 Starting Kingdoms with prebuilt Starting Citys! * 30+ of the most wanted and best Mods! * 3x Skill gain(not too fast, not too slow)! * MORE CRAFTABLE ITEMS! * Server runs on great hardware! * Dedicated TeamSpeak server! * 25k+ Mobs! * GM hand placed hidden Treasure chests throughout the Map! * Custom Dungeons with Mobs, Boss's and Treasure Await! * PVP!!! * Grid-Map available for not getting lost! * Improved Combat Dialogue Output! * Better Cave-Dwelling Building Options! * Stable Masters! * No Priest Limitations and multi faction spell Sharing! * and More! Come check out the server Dreamlands, Lots of great places to build on the custom map, and we would love to have you! Thanks for reading and we hope to see you soon! I try to personally welcome new joiners when I have the time. - Adan.
  24. Hello there! I've come to the decision, that it's time to sell these wonderfull characters. I'd like to know their value; I'll sell for the right price. _________________________________________________________________________________ PvP Crafter: Name: Jotz Premium time: "[22:30:45] You now have premier playing time until 30 Mar 2017" Med. path: Hate Med. level: Infection (9) https://niarja.com/skill_compare/Joe _________________________________________________________________________________ Vynora Priest: Name: Bathor Premium time: "[17:14:45] You have premium time until 7 Mar 2017" Med. path: Love Med. level: Goodhearted (5) https://niarja.com/skill_compare/Thenamewastaken _________________________________________________________________________________ Secondary items will be added later. You can expect; rare tools, knarr, 40 (ish) sleep powder, several thousand stone bricks, deed, (Blackrock Mountain - C21, Xanadu) rare forge, silver (in-game money), and much more! All items will be put up for sale individually. Feel free to ask any question you might have, below! Best regards Jones
  25. The Happening is a fresh Alliance/Village based Free-for-All PvP Server with a custom map and custom mods. There is only one kingdom, Freedom. Server Map: The War of the Ancients, or just WotA, is the servers custom mingame replacing the default HotA game. Every village is fighting against each other, even alliances. The system is simple: 3 capture towers will spawn in the WotA area at the map center. Standing near a tower will capture it for your village, but only if there are no enemies around. Towers can be captured back by other villages. The first village that owns all 3 towers wins and gets a reward statue wich will appear at the settlement token. This mode is still a bit experimental, so report any bugs if you find them. If everything works as expected, more features like temporary buffs will be added to it. Server IP: 185.101.92.240 Some features: - Free for All, anyone can attack anyone (villages can form alliances) - No hunted status - No fatigue system - No champions - Reduced local range - Custom supply depots - Increased timer speeds (many instant actions) - Many actions possible from carts - Custom affinity stealing system on death - Custom ranking system (use /rank, /ranks) - Faster carts and horses - Characteristics limited to 60 - Palisades built with logs - Adjusted bashing damage against structures (and disabled carving knife for bashing) - Higher BSB capacity - Guard Towers only spawn guards on deeds - Modified trap system - HotA is replaced with a custom minigame, called War of the Ancients (WotA) One of the goals is to change the classical Wurm PvP experience into something unique. To achieve this, more stuff will be customized and new features will be added. If you have any suggestions feel free to post them here. Rules: - Think twice before you name your character, any item, house, boat or your deed - Don't abuse bugs and report them using /support - Don't use any kind of cheats or hacks (all public client mods are allowed) - Insults and direct provocations are not allowed in global chat channels (CA HELP, Trade, Freedom and GL-Freedom are moderated) Staff Policy: All staff members are bound to strict rules to prevent giving them any kind of unfair advantage. If you have a problem with any staff member, please contact Army via PM on the WO Forums or contact the 'Army' account on the server using /tell Army. Just don't discuss such problems in public please.