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  1. Visit: http://www.sklotopolis.bplaced.net/ 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 non-continuous 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
  2. 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
  3. Wyvern Reborn (Modded PvE / PvP) [3x/5x]

    Discord | Niarja | Twin Peaks Map | Legacy Map | Arena Map Basic Server Information Action Timers: 5x Skill Gain: 3x Map Size: 2048x2048 PvE, 1024x1024 PvP Creatures: 50,000 PvE, 7,000 PvP Field Growth: 2 hours Wyvern Mods Bounty - Bounty is calculated off creature strength, not pre-set by set values. The stronger a creature is, the more money you will earn for defeating it. This is algorithmic and not pre-set. Strong creatures also have a chance to drop special Crystals, which is a subsystem within itself. Champion creatures can drop special loot, including enchanted tools, moon metal, masks, and even a bone. Currency is deposited directly into your bank. Mastercraft Achieving 90+ skill and then going further is now more worthwhile than ever. Skills over 90 affect skill checks, reducing the difficulty further as you increase skill above 90. At 99, the curve increases, up to double the effect at 100 than you would have at 99. Rarity of tools now provide a similar bonus, decreasing the difficulty of skill checks per rarity level. These changes use the player's actual skill, not epic curved skill. Custom Creatures - New and existing creatures are enabled on the server, adding variety. Typed Creatures - Creatures can spawn with random types even outside of a den. This includes bred animals. You can randomly attain a champion hell horse from 2 non-champion hell horses. Epic creatures: Sol Demons and Worgs have been enabled as natural spawns. Lava Fiends spawn naturally in sandy areas. Charger - A large, spectral hell horse. Non-aggressive, and capable of being lead without taming or dominating. It spawns frequently in steppe and rarely in sand areas. The charger is very specifically meant as an easily obtained "speed" mount. It is also a large stallion, giving the player a higher seat and providing a height advantage in combat. To offset the ease of use, there are two drawbacks: It requires 37 body control to mount, and has negative natural armour, meaning it will take more damage than even an ungeared horse would. Chargers can also be equipped with gear, so their potential speeds can be higher than Wyverns. Chargers can be bred with other chargers. There is also the possibility of dens for chargers, allowing them to be typed (fierce, greenish, even champion). These can of course also be bred into the Chargers. Large Boar - Low-Medium difficulty creature. Spawns in deserts and forests. Inflicts crushing wounds. Forest Spider - Medium difficulty creature. Spawns in the forest near grass and trees. Can inflict poison wounds. Spirit Troll - Medium-High difficulty creature. Spawns in snow. Can inflict frost wounds. Giant - High difficulty creature. Spawns near grass and trees. Can inflict acid wounds. Avenger - High difficulty creature. Spawns in tundra. Can inflict frost wounds. Horned Pony - High difficulty creature. Spawns on enchanted grass (haha good luck). Inflicts internal wounds through the magic of its horn. Can be tamed, dominated, mounted, lead, and bred. Climbs up to 80 slope as a mount, and is between horses and wyverns in speed, but can be equipped with both saddle and horse shoes. Requires 35 body control to ride. Facebreyker - A custom unique creature, dropping a unique item and blood when defeated. Wyverns - High difficulty creature. Different types spawn in different areas. Wyverns are small dragonkin creatures that serve as mounts. They are amphibious mounts, and can be ridden across water without dismounting. Wyverns are small dragonkin creatures that serve as mounts. Wyverns generally inflict elemental wounds according to their color. Wyverns can usually be tamed, dominated, mounted, lead, and bred. Climbs up 100+ slopes as a mount, and is slightly faster than Chargers without gear. Wyverns require relatively high (30-45) body control to mount, depending on type. Custom Items - Many custom items to improve quality of life, or simply give players end-game gambling to create that truly epic item they've always wanted. Affinity Orb - Grants the player a random affinity when consumed. Enchant Orb - Comes with a random enchant. Can be consumed to transfer the enchant to any item. Depth Drill - Drills a tile corner, revealing the amount of dirt until you hit rock. Beyond that, it can also locate nearby ores. Disintegration Rod - Sold at a merchant, this removes 1000 hits from any vein (no ore is provided), or instantly destroys a cave wall (like the Disintegrate spell). PMK Wagons, Banners, and Flags - Art from PMK's in Wurm Online can be crafted on Wyvern Reborn. Like the art from The Crusaders? You can make it here, then mix and match that with an Ebonaura wagon. Chaos Crystals - Dropped from powerful creatures, this is a volatile crystal that can be infused on items for a variety of outcomes. It can increase rarity, or destroy the item outright. Uses the "Artifacts" skill. Enchanters Crystals - Dropped from powerful creatures, this crystal can adjust the enchant properties of an item. Uses the "Artifacts" skill. Mass Storage Unit - A massive storage unit designed to hold multiple BSB's, FSB's, chests, and crates, all in one neat window. Crafted with over 70 Fine Carpentry. Arrow Packs - Craft 40 arrows and a quiver into an arrow pack. Improve the arrow pack, then unpack to receive a quiver with 40 arrows of the QL of the arrow pack. This also transfers any enchants from the Arrow Pack to all 40 arrows. Titans - Legendary creatures exist exclusively on Wyvern Arena, obtaining special abilities and dropping epic items. Titans are designed to cripple groups of players attempting them. If you are interested in looting easy-to-kill players, look for the messages in GL-Freedom and interrupt their attempt. Titans cause lightning in the sky from where it's being fought. A single player should be capable of killing multiple who are attempting a Titan. Titans have unique abilies and "raid mechanics" that players need to be aware of. Many are not telegraphed, but they do need to be reacted to. Mindlessly hitting the the titan until they're dead like a normal unique is not a viable strategy. Titans will drop a single "Titan Weapon" upon defeat - these weapons generally break the rules of the game and in general have higher stats than normal weaponry. They do, however, come with a downside of being un-improvable. They can be repaired. Titans do not regenerate. Keep this in mind when attempting one, as it may be wise to back off, regroup, and re-enter combat in some situations. The titans specifically move extremely slow, so outrunning them, even on foot, should be possible. All Titans spawn minions to aid them. These creatures have extremely high sight (meaning they chase very far) and move very quickly. Armoury: Weapons & Armour Rework - All the weapon and armour systems have been reworked from the ground up for Wyvern Reborn. Minimum swing timer is 2 seconds instead of 3 seconds. This opens up the opportunity for extremely fast-attacking weaponry to make its way into combat. Knives are now an acceptable weapon. Armour Damage Reduction has been reduced - No more 80% flat damage reduction. The highest available is the new Glimmerscale set at 72%, and it is extremely hard to obtain. With values now lower than before, it opens the opportunity to actually use the glance rate and damage effectiveness bonuses from the lower damage reduction armours. Dual Wield has been reworked - There is now a reason to wield two weapons. The offhand now swings at precisely 1/2 it's normal speed, and that's it. No more crazy amount of checks and balances and random numbers being thrown into the mix, just a really simple dual wield system that works and is effective to a point. Weapon Rarity - Weapon rarity matters, reducing swing timer by 0.2 seconds per rarity level. Shield Enchants - Aura of Shared Pain now functions on shields. However, you will need to cast a damage enchant as well to make it function: Rotting Touch, Flaming Aura, Frostbrand, or Venom. The damage aura determines the type and amount of damage that gets reflected on block, and Aura of Shared Pain power determines the chances the reflect will work. Phasing - Shields are absolutely required in vanilla mechanics to remain competitive in PvP. This is no longer the case (sort of). With the dual wield changes and a new spell, "Phasing", you can now penetrate the shield of a defender quite easily. The Phasing enchant competes with WoA/BotD/Nimbleness for an enchant slot. As an effect, it increases the difficulty of the defender to block with shields when attacking with that weapon. This, combined with the faster swing timer, makes shields much easier to penetrate and deal real damage to the opponent. Weapon Rebalancing - Polearms have been buffed. Axes have been improved. The whole system has undergone drastic adjustments and the weaponry meta is entirely different on Wyvern Reborn. New Weapons: Warhammer - 1 handed weapon, uses Warhammer skill. Slow attack speed, but hits extremely hard. Knuckles - 1 handed weapon, uses Weaponless Fighting skill. Extremely fast attack speed, somewhat weak damage. Club - 1 handed weapon, uses Huge Club skill. Moderate attack speed, moderate damage. Long Spears are now 1 handed weapons. New Armour: Spectral Armour - Crafted from the hide of Spectral Drakes, this armour is lighter than any other. Requires high leatherworking to create and is generally quite scarce. Glimmerscale Armour - Glimmerscales are crafted from a metallurgy between dragon scales and glimmersteel. Once created, 10kg of glimmerscale is used to create a set of glimmerscale armour, the highest damage reduction armour available. Movement speed penalty, however, is inbetween plate and dragonscale. Spellcraft: Spell System Rework - All spells have had a balance pass and been tweaked to custom server settings. Maximum faith increased to 200 - This opens up a whole new world of possibilities, including casting high-favor spells like Life Transfer without a link. Minimum Priest Faith reduced to 10 - You can now become a priest at 10 faith. You'll be able to cast spells and work on channeling earlier than ever before. Favor Gain Rework - Favor regeneration now ticks once per second, instead of once per 10 seconds, for smaller amounts. Overall favor regen has been increased. Rite Reworks - Rites now have special additional benefits to encourage casting them. Furthermore, they require less overall prayers to cast, and can be cast more frequently. Examine Creature Spell Effects - You can examine a creature and see it's spell effects. (Truehit has been cast on it, so it has combat vision and aiming. [28]) Improved Negating Effect Messages - When casting enchants, the message explaining why you cannot cast over something else is now very specific. ([21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of ages.) Spell Changes: Light of Fo has increased cast difficulty, reducing its effectiveness in combat. Scorn of Libila no longer requires enemies to be damaged, and instead heals 2 wounds on all allies on every cast. Dozens of spells have had their faith requirement, difficulty, cast times, or favor costs adjusted. New Spells: Harden - Enchantment for any item, reduces the amount of damage the item takes with use. Phasing - Enchantment for weapons. Defenders will have a harder time shield blocking attacks from a Phasing weapon. Competes with WoA/BotD/Nimbleness for enchant group. Bag of Holding - Enchantment for containers. Increases the size of the container, allowing it to store up to 4 times the initial amount based on power. Summon Soul - Allows a player to summon another player. Very useful for unique slayings. Replenish - Vynora only. Cast on a liquid container to have it automatically refill with water. Works on fountains, barrels, buckets, waterskins, etc. Libila Enabled - Libila is completely enabled across all maps on the server, as well as all features that come with her, such as mycelium and zombies. Kingdom Offices - An item called a Creature Token will drop from aggressive creatures you slay. These can be crafted into other types of tokens which can be "bid" for offices. These are the Kingdom Titles generally reserved for PvP Kingdoms/PMK's, such as Royal Priest, Royal Avenger, etc. A minimum bid of 10 is required to obtain the title. From that point forward, whoever has the highest bid obtains the title. Custom Deities - Two player gods have ascended, Breyk and Cyberhusky. These deities were hand-crafted, from their passives to their spell lists. They are not randomly generated. Breyk - White Light, Industrial, Nature-Focused. Designed to have some of the best enchants the gods have to offer. Oakshell, Excel, Truehit, and the plethora of other combat buffs in Breyk's arsenal are meant to be utilized in conjunction with their enchants. Combined with Cure Light and Scorn of Libila for a minor off-healing role, Breyk is intended as a "support" role for other players in combat. Cyberhusky - Black Light, Warrior, Combat-Focused. Starting with the "Warrior" attribute for 25% increased damage in combat, it's immediately clear what Cyberhusky is meant for. Designed with the unique combination of Dominate and Rebirth, you can bring a powerful creature into combat, then use it again after it's slain. Backed up with some of the best combat spells including Drain Health, Drain Stamina, and Light of Fo, Cyberhusky is meant to be in the fray at all times. Unique Creature Improvements Rapid Uniques - Uniques spawn very frequently, allowing uniques to be slain on a near-daily basis and making drake/scale more attainable. Treasure Boxes - Any player that deals damage to a unique is granted a treasure box. These can be opened for a cache of random loot, so players are not left with simply a blood to show for their efforts. Moon Metal Vein Blessings - When a unique is slain, it blesses the world with 20 adamantine/glimmersteel veins. This improves moon metal availability as the server progresses and makes moon metal a "renewable" resource. Reapers & Spectral Drakes - After a unique dies, in its wake spawns a special creature. Spectral Drakes for dragons/hatchlings, and Reapers for the rest. Upon defeat, they will grant an affinity orb (consumed for an affinity) and enchant orb (random enchant from 90-120 power with a 1-time transfer to any item of your choice). This allows players to get multiple affinities outside of PvP, and gives players an alternative to casting for high enchants. Increased Armour - Uniques have had their armour increased across the board. They're not as trivial as other servers, and will require effort to slay. Extra Corpse Loot - Dragons and hatchlings now have extra chunks of hide and scale on their corpse, providing more loot to give away than just a rare bone. Movement Tweaks Mounts and vehicles can now climb significantly more slope, up to 150 in some cases. Boats are much faster and generally more affected by wind speed. Vehicles have had their speed increased across the board. New mounts are available to hitch to your wagons and carts. Quality of Life - There are over 2 years of QoL changes from Wyvern. Here's a few: Fatigue Action Override - You can now make fatiguing actions from vehicles and mounts. Improve from a horse. Build from your wagon. Sow from your cart. You no longer need to "be on solid ground" to do that anymore. Leather and Logs can now be combined, allowing you to save a good enchant. Rarity system has been significantly improved. Fantastic items are now more attainable. Life Transfer no longer clashes with damage mods. Life Transfer stacks with every other enchant. Sickles and Staves can be crafted from moon metals. Statuette QL and rarity now impacts spellcasting. Shields can take less than 0.01 damage when you block. Added a "Receive all mail" button to mailboxes. It will automatically accept up to the first 100 non-CoD mails that were sent to you and place them directly into the mailbox. Added an "Unequip all armour" button when interacting with equipped items. It will... well... unequip all your armour. Eye and Face shots are redirected to head shots. This makes open helms and similar headgear viable, not a handicap. Food and drink timed affinities are now universal. If you get a Fletching affinity from a drink you make, so will everyone else. Damage taken by items over 90 have been re-scaled. An item improved to QL100 is immune to damage and will never decay. Loot Assistance messages are broadcast when a unique creature is slain, randomly ordering participants for loot distribution (if it's wanted by the slaying group). It also displays rough estimates of how much damage each player did to the creature. Creatures born on enchanted grass have a random trait removed immediately on birth (like an auto-genesis). Mailboxes, Trash Heaps, Altars, and Bell Towers can be loaded for transport. Body action to check your bank balance. Public Mods Ash Produce - Ash will be automatically generated over time from forges. Bag of Holding - A spell for all priests that enlarges the size of containers. Better Digging - Dirt is dug directly to your cart/wagon into crates, or dropped directly on the ground. Bigger Houses - Doubles the maximum size of houses you can create. Bulk Transport - Removes the limit on moving items to/from bulk storage containers. Craftable Pauldrons - All pauldrons are able to be crafted, with the right amount of skill. Creature Age - Bred creatures grow to the Mature stage faster, enabling players to ride sooner after they're born. Crop Mod - Fields do not wither. Fire Burn Time - Shows an indicator when examining a lit object of how long it's expected to last. Harvest Helper - Announce harvest seasons on player login. Inbreed Warning - Provide players with a warning if they try to breed related animals. Increase Merchant Items - Merchants can hold up to 100 items. Meditate Mod - Guaranteed meditation success, no 10 tile movement requirement, and 1/10th path delay. Spell Mod - Removes priest restrictions. Stable Master - Allow for animal transfer between islands. Starter Gear - Improved set of starting equipment for new players. Timer Fix - Improves timer actions and removes bugs related to Wurm Unlimited regarding enchants. Treasure Maps - Players can find or buy treasure maps and go treasure hunting. Once they find the marked spot, they can dig up the treasure, defeat the mobs, and unlock their loot! Wyvern Arena Wyvern Arena is our 1k by 1k PvP environment. It is meant as a hunting/roaming server, and not as a kingdom warfare server. Epic Curve. Players on Wyvern Arena enjoy the benefit of the epic curve, increasing skills to allow them to fight more in line with higher-skilled players. Kingdoms and Deeds are disabled. You're free to build if you wish, but it will not be defended by NPC guards. Bounty and Fight Skill increased. Creatures in Wyvern Arena reward 2.5x bounty and fight skill when slain. Faith and Meditation on kill. Creatures in Wyvern Arena reward a meditation tick and mild faith gain when slain. Crystal Multiplier. Creatures in Wyvern Arena drop 3x as many crystals as those on the PvE environment. Farwalker Twigs & Stones disabled. Due to the nature of the Arena, twigs and stones are disabled. Teleport and Escape. Players on the PvE server can teleport to the Arena using a 1-minute channel body action. They can then escape using a 2-minute body action from the PvP server, returning them to the PvE environment. The escape is blocked by enemies in local. Server Rules Intentional Griefing will not be tolerated. Macros are allowed under the condition the player is actively monitoring their character. Our definition of "Macro" is when the game is being impacted when the player is not there. Using mods that do multiple actions is fine. Something that automatically does those actions when you are not present is unacceptable. You must be present and playing, otherwise it may be considered a macro. Be respectful - we wont be removing anything, except seriously offensive or pornographic material. Feel free to express yourself, but common sense is key. Client modifications are allowed. I personally encourage the use of client mods that make life easier, such as LiveMap and All of Bdew's Client Modifications. WurmESP and similar are also allowed. Any client mods which negatively impact other players are advised against and will be dealt on a case-by-case basis. Flyhacks, speedhacks, and similar are forbidden and being caught using them will result in immediate ban without appeal.
  4. Server is live! Discord: https://discord.gg/kHTCMrY Twitter: https://twitter.com/WU_Conquest2 Conquest 2 is a pvp server with the emphasis on territorial conquest. 3x skill gain and 3x action speeds with epic settings. The team: Talor - Developer Awardis - Arch-GM Ausimus - Map Maker The main island is full of strategic resource points. These automatically produce bulk materials, armour and weapons. Help your kingdom control these locations by building fortifications, or raid deeds to deny access to the enemy. Reworked HOTA utilises the whole map. Pillars spawn at the strategic resource points. Capture three to win rift loot and small amounts of drake & scale for your alliance. HOTA rewards scale as your kingdom grows more territorial influence. Six dungeons are home to mobs and loot chests that respawn over time. The dungeons take 1-2 hours to fully repopulate, so you can raid them multiple times a day as a source of money and special bonus items. Or you could wait for other players and ambush them. Two trade islands spawn crates of trade goods. Load these into a knarr or larger vessel and transport them to the other trade island. Players can earn a lot of money as merchants, or as pirates preying upon these ships. Trade in star gems at the Athanor Mechanism to be rewarded with a random item enchantment. Map Server configuration: Characteristics start at 24, fight skill at 21 Spellmod (removes priest restrictions, unlimited prayers per day, faith gain every 20 minutes) Better Digging (dig straight to cart, etc.) Starter gear (start with 50ql leather and weapon) Modify gestation time (faster horse breeding) CreatureMod (adds a bunch of new mobs) Cropmod (disable weeds) Server Tweaks (Immortal traders, food affinities same for all players, more frequent unique spawns, no fatigue, action to check bank balance on body) Fire Burn Time Put Things On Tables Fog spiders replaced by fog goblin potioneers No key to the heavens No karma teleport Can build guard towers closer to enemy territory (60 tiles) Timers Fixes Serverpacks HTTP Server Servermap
  5. Permission System PVP Bugs

    EDIT: Many of the bugs in this thread are still not fixed after all these years since the introduction of the new permission system. I will post the confirmed-as-still-broken bugs immediately below. I will leave the old post as part of this thread, and will adjust the bugs reported in it by crossing out things that are fixed, changing text to red for things that are confirmed as still broken, and leaving as black text things that we are unsure of. Bugs confirmed to still exist since this thread was originally made: Leading on enemy deeds Problem: We cannot lead any untamed horses on enemy deeds, even as unlawful or without Templars, which means we can not raid horses to use for PvP or raiding homeservers How it used to work: You could lead horses on enemy deeds at any time, even if the templar was alive and the permission was not allowed, because why would you abide by an enemy's laws? A solution: Either have enemy deed laws not apply to players not of their kingdom, or require a templar to be alive to enforce the laws. In the past laws didn't take effect unless a templar was alive, which meant you could kill a deeds Templars to break laws as any kingdom, but this is no longer the case, making raiding often either much more difficult or even impossible in certain situations if you are same kingdom Note: Horses can currently be lead by using a bind to do the action, but unless you have LEAD bound to a key, there is no way to lead horses, and lead does not appear in the right-click menu. Unable to take from bsbs in houses Problem: Bsbs/fsbs in houses often will not let you take from them (even without a lock), as when you try to drag their contents to your inventory it responds "You must use steal to do that.", but there is no way to use steal on the contents of a bsb. How it used to work: You would be able to take from bsbs inside houses A solution: Allow taking from bsbs inside houses, and if the house owner wants permission control or security over their bsb, they should attach a lock, rather than having 100% secure moonmetal/drake/etc storage by default/bug. Unable to steal items from houses you lockpick into Problem: You cannot use steal inside of houses you lockpick into, even off deed. Steal is only possible if at least one of the house's walls are destroyed, so that the permissions do not take effect. Right now on PVP you get the message "Stealing is punishable by the death penalty in these lands and you decide not to." even if you are on unlawful. How it used to work: You could steal from inside of undamaged houses by right clicking and using the steal option. A solution: Allow stealing from inside of houses on PVP by going unlawful. Non-tame/non-branded horses not moving after relogging Problem: When you crash or have to relog and you are on a non-tamed/non-branded mount while in combat you can't move unless you dismount the horse. How it used to work: Never happened prior to the perm system change. When relogging on a horse it worked as usual. A solution: Allow any ridden mount to move after relogging. This is most likely a bug with the permissions system seeing you don't personally "own" that mount. Note: This often also happens if you get relogged by the game when the embark bug happens. If it happens from the embark bug, disembarking the horse will also bug you and cause you to relog, and then the next time you embark on the horse it will be unable to move. If the embark bug happens to you while on an enemy deed, it will make you momentarily leave the world, and when it reconnects you, you end up outside the enemy deed. This could easily be abused in PVP by repeatedly embarking and disembarking your horse until the embark bug happens, to get teleported outside the enemy deed, and escape your attackers. Can't drag same-kingdom locked boats Problem: You cannot drag locked boats, even if they aren't moored. How it used to work: You could drag same kingdom locked boats unless they were moored. A solution: If a boat isn't moored and doesn't have a captain, we should be able to drag it. If you want to prevent a boat from being dragged, you should have to moor it. Receive hunted status for attempting actions in lawful Problem: Now receive hunted status for attempting actions you aren't allowed to do, even though it prevents you from actually doing the action, and even though you are in lawful mode. How it used to work: If you were in lawful mode it would prevent you from doing things you weren't allowed to, and it would not penalize you since it prevented you from doing the action. A solution: Do not penalize/set players hunted for actions they attempt while in lawful mode. Note: An example of something that causes this is using a lead bind on a deed that disallows leading, while in Lawful. It will fail to lead the horse, but you will become hunted anyways, despite being in Lawful. Old post below: -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ever since the new permission system was added, many things that were normally possible on the PvP cluster Epic became impossible. Many of these problems seem to be unintended bugs, and numerous complaints have been raised about them, but for the most part they have still not been fixed. This thread is for compiling a list of all of the permissions issues that epic has experienced since the addition of the new permission system, and ways that game mechanics have changed for the worse or become impossible under the new system as opposed to the old. As you post your discovered permissions bugs and complaints, I will add them to this post. Format your replies like Problem: How it used to work: A solution: Before you get into reading these, here are the most important issues that would clear up a lot of these problems: LAWS SHOULD NOT BE UPHELD UNLESS THERE IS A LIVING TEMPLAR TO ENFORCE THEM. PERMISSIONS SHOULD NOT BE UPHELD UNLESS THERE IS A LOCK ATTACHED. THE OPTION TO BREAK THE LAW MUST BE AVAILABLE. New permission system issues: Laws are upheld without live templars Problem: Deed laws are enforced even if the deed hired no templars, or even if all of the templars are dead. This has been very abusable by unjustly making actions impossible, and has allowed enemies to use deeds on homeservers in order to prevent their boats from being picked by defenders there. How it used to work: Living templars were required for deed laws to be enforced, and to break the law you had to kill templars before doing illegal actions, or go unlawful and break the law, thus putting you on KOS. If the deed had no templars, then you could do whatever you wanted. A Solution: Make deed laws take no effect on pvp servers unless there is a living templar. Allow players the option to break the laws, with the consequence that the templars will attack them and KOS them on that deed. Leading on enemy deeds Problem: We cannot lead any untamed horses on enemy deeds, even as unlawful or without Templars, which means we can not raid horses to use for PvP or raiding homeservers How it used to work: You could lead horses on enemy deeds at any time, even if the templar was alive and the permission was not allowed, because why would you abide by an enemy's laws? A solution: Either have enemy deed laws not apply to players not of their kingdom, or require a templar to be alive to enforce the laws. In the past laws didn't take effect unless a templar was alive, which meant you could kill a deeds Templars to break laws as any kingdom, but this is no longer the case, making raiding often either much more difficult or even impossible in certain situations if you are same kingdom Note: Horses can currently be lead by using a bind to do the action, but unless you have LEAD bound to a key, there is no way to lead horses, and lead does not appear in the right-click menu. Unlocked unowned vehicles can't be boarded on deeds Problem: You cannot embark on an unlocked vehicle on a deed if it doesn't have you in its permissions, even if its unlocked, you are unlawful and the deed has no templar How it used to work: Unlocked vehicles were always usable by anyone, because a lock should be required to enforce their permissions. This allowed for picking and taking vehicles, which now became impossible. A solution: Don't enforce vehicle permissions unless it has a lock, and dont enforce deed permissions unless it has a live templar. Can't remove locks Problem: If you are not the owner of something (chest, cart, boat, bsb, etc), you cannot remove the lock with the key anymore. The detail of an object having an imaginary owner preventing you from removing a lock with the key is immersion breaking, especially when you can already access it's contents by opening it while holding the key. You are also prevented from sailing any boat you find the key to, you may only access the hold. How it used to work: If you found the keys to something you could use them to remove the lock without needing to pick it. People often held onto high ql keys they found and over time would figure out what they went to. You could also board and sail ships as long as you held the key. A solution: Enable removing locks from objects by using the key on PvP servers Unable to take from bsbs in houses Problem: Bsbs/fsbs in houses often will not let you take from them (even without a lock), as when you try to drag their contents to your inventory it responds "You must use steal to do that.", but there is no way to use steal on the contents of a bsb. How it used to work: You would be able to take from bsbs inside houses A solution: Allow taking from bsbs inside houses, and if the house owner wants permission control or security over their bsb, they should attach a lock, rather than having 100% secure moonmetal/drake/etc storage by default/bug. Unable to steal items from houses you lockpick into Problem: You cannot use steal inside of houses you lockpick into, even off deed. Steal is only possible if at least one of the house's walls are destroyed, so that the permissions do not take effect. Right now on PVP you get the message "Stealing is punishable by the death penalty in these lands and you decide not to." even if you are on unlawful. How it used to work: You could steal from inside of undamaged houses by right clicking and using the steal option. A solution: Allow stealing from inside of houses on PVP by going unlawful. Can't target same kingdom templars Problem: You can't target same kingdom templars in order to kill them and break laws. You first have to be KOS'ed somehow in order to autoretaliate to kill them, during which it won't let you change targets to a different templar, it only lets you kill the one that attacked you first, and then the next one to hit you after its dead you then autoretaliate to, etc. Not even the mayor can target his own deed's templars. How it used to work: You could go unlawful in order to target and kill same kingdom templars, in order to break same kingdom deed laws. A solution: You should be able to target same kingdom templars by going unlawful. Can't lockpick same kingdom doors Problem: You cannot lockpick doors of houses owned by a player in the same kingdom as you on elevation. How it used to work: You could lockpick any door or gate by going unlawful. A solution: Allow lockpicking same kingdom doors/gates by going unlawful. Note: Fixed Non-tame/non-branded horses not moving after relogging Problem: When you crash or have to relog and you are on a non-tamed/non-branded mount while in combat you can't move unless you dismount the horse. How it used to work: Never happened prior to the perm system change. When relogging on a horse it worked as usual. A solution: Allow any ridden mount to move after relogging. This is most likely a bug with the permissions system seeing you don't personally "own" that mount. Note: This often also happens if you get relogged by the game when the embark bug happens. If it happens from the embark bug, disembarking the horse will also bug you and cause you to relog, and then the next time you embark on the horse it will be unable to move. If the embark bug happens to you while on an enemy deed, it will make you momentarily leave the world, and when it reconnects you, you end up outside the enemy deed. This could easily be abused in PVP by repeatedly embarking and disembarking your horse until the embark bug happens, to get teleported outside the enemy deed, and escape your attackers. Can't drag same-kingdom locked boats Problem: You cannot drag locked boats, even if they aren't moored. How it used to work: You could drag same kingdom locked boats unless they were moored. A solution: If a boat isn't moored and doesn't have a captain, we should be able to drag it. If you want to prevent a boat from being dragged, you should have to moor it. Alliance/Citizen permissions on vehicles don't work off deed Problem: Added alliance Command, Passenger, Open, and Drag permissions to a sailboat. Nobody in my alliance was able to use it. Had to add them individually by name. The boat was off-deed at the time and later was able to allow Alliance/Citizens to board when the boat was on a deeded tile. How it used to work: Alliance/Citizen permissions applied to members of your alliance, allowing them to use your vehicles whether they were on deed at the time or not. A solution: Allow the Alliance/Citizen allow permissions to work off deed. We need to be able to board on our allies' boats for PvP without having to stop before a fight and manually add each individual person, wasting lots of time. Cannot load unowned planted objects Problem: Cannot load planted objects you do not own, even if you are enemy. How it used to work: You could take planted objects by loading them anytime if you were enemy, or when the laws allowed you/went unlawful as same kingdom. A solution: Allow loading of planted objects if enemy, or subject to the laws/lawfulness if same kingdom. Receive hunted status for attempting actions in lawful Problem: Now receive hunted status for attempting actions you aren't allowed to do, even though it prevents you from actually doing the action, and even though you are in lawful mode. How it used to work: If you were in lawful mode it would prevent you from doing things you weren't allowed to, and it would not penalize you since it prevented you from doing the action. A solution: Do not penalize/set players hunted for actions they attempt while in lawful mode. Alliance/Citizens of "" deed permissions don't work right on buildings Problem: If you have alliance/citizen permission to access a building, then log off until you leave the world and log back into that building, it ejects you from the building as if you don't have permission to it, and on a PvP server that means falling out of your longhouses, down off of your dirtwalls, to splat on the ground and die hundreds of slope below your deed. How it used to work: You were not ejected from buildings if you had permission on them. A solution: Do not eject players from buildings upon logging in if they have Alliance/Village enter permission. Old permissions issues (not from the new permission system) that don't belong on a PvP server: Can't sacrifice on enemy deeds (or friendly ones where you're KOS'ed) Problem: You cannot sacrifice anything (items or animals) on an enemy deed. There isn't really a reason we shouldn't be able to do this unless the templars are disallowing it. A solution: Allow sacrificing on enemy deeds as long as the templars are dead.
  6. 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: Level 20 Starting Skills Level 30 Starting Tools 6x Skill and 10x Actions Drake Mounts - very fast but rare! Good Infrastructure throughout the map with highways, portals and resting areas Battle Arena to fight waves of monsters based on skill level Building Event - Build a city with free 99ql resources for quick skill gains Vampire vs Vampire Hunter Free Deed and Upkeep Free Horse for new explorers Comprehensive Training Ground for New Players Server Stats: https://wurm-unlimited.com/server/5809/ Server Map: http://redirect.pingperfecthosting.com/199521/mapviewer/ We welcome any improvement suggestions so please get in touch if you have any ideas. Starter City All new players will enter the Training Grounds however, you have the option to skip the scenario The training grounds gives a guided tour of the game, teaching new members skills in Digging, Mining, Chopping Trees, Fighting and Crafting. The Landscape and Resting Areas: Volantis has a smooth terrain and rock can be found 20-40 digs below any surface. The sandy coastlines make for a perfect harbour but beware of the scorpions! The map has good infrastructure with roads and portals around the map. Travellers will find places to rest and trade throughout the map: Mods Installed Include: 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: 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: 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
  7. 1x - new player friendly - RPvEvP Custom Map https://discord.gg/cEpkSug Community rules: https://docs.google.com/document/d/1UO5p5zmR3ZwTzGyjCafR5dmTF9jz7AgH1CLIw16fwI0/edit?usp=sharing PvE/New Player Guide: https://drive.google.com/open?id=0B2gdj9WBx-8IbnVvZHVZZWJxVFU RP, PvP, PvE, new player friendly, mature community, all are welcome! Community Events (KvK Chart) https://docs.google.com/spreadsheets/d/1PQ9WWlnxSA7UmjWaySEJvLJ-Iyy0gfmUn_asHnY0YhE/edit?usp=sharing PvE Boundary example, the red oval on our custom map indicates where all these colossus statues are. Inside the ring of statues you are safe from pvp/theft and so on. The backs of the gods indicate they are not protecting you, as you have crossed into the PvP lands. Come and go anytime you like, abuse of the boundary is explained in our rules. Ask any questions you have on our discord, as someone is usually available all timezones.
  8. Cthulhu 4K PVP Map

    Got bored decided to make a 4K PVP themed map. This map has a terraced low level terrain with a stratum layering. It offers strategy and dynamics for those that wish to use them as well as plenty of flat areas for ease of travel/deeding. There are large steppes and deserts positioned evenly throughout the map and one ginormous HoTA steppe in the center of more than sufficient size to encompass a 400x400 HoTA zone. There is also a desert of approximately the same size as the central steppe just SW. Mountains on the map are tall, but they are not super steep and most can be traversed via horse. The central landmass has no singular choke-points to one area, land based choke-points still exist but there are multiple to most areas. Version with 0.1 Moon Metal distribution https://drive.google.com/file/d/0B7V9tsVFLw9kTERKOGtLUnhtWXc/view?usp=sharing No Moon Metal version https://drive.google.com/file/d/0B7V9tsVFLw9kMWlnSmluYXcxLUE/view?usp=sharing
  9. Light of Fo OP

    One of the things mentioned in the update today is : "Special wounds of same type and position will now stack, similar to normal wounds." And then they proceed to explain this to us. Frostbrand / Flaming aura / Venom or whatever will now stack. So you'll have a total of 2 wounds on the same part of your body? They also made it so that certain weapon types like lead "Deal extra poison wounds at 75%% of damage after 50% reduction" This means that you will deal 87.5 % of the damage you would deal with an iron weapon but split into a 50% and a 37.5%. OK so you have 3 wounds, one normal , one poison and one frostbrand...compared to the 10 wounds you would put on a Champion player . What does this mean? Well ,what is LoF? "Light of Fo is an area of effect spell given to priests of Tosiek and Fo at 33 faith. It heals 5 random wounds for a total of 1/5th of the spell's power. A minimum of 6-7 damage per wound will be healed." It means that Light of Fo has been buffed because for the most part, wounds will now be fewer and bigger. It's the most overpowered spell in the game and it got buffed. What do you think?
  10. [PVP] Sklotopolis Dungeon - Round #1

    Dungeon - A PVP Challenge by Sklotopolis - Round #1 Sklotopolis is going to the next level and introduces a PVP Challenge based server. What's Challenge? Challenge is an old concept in Wurm which was a big success in the first rounds but has been discarded by the Wurm Online developers before Wurm Unlimited was released. We are now trying to take the concept and improve it further. On challenge we will have two kingdoms Horde of the Summoned and Jenn-Kellon fighting against each other on a PVP Map sized 2048x2048 tiles. Dungeon will be the ultimative PVP experience without anyone who has to fear a loss or a long time bad influence on a character. The Dungeon rounds will be limited to exactly one calendar month, which means that each round will start on the first of every month and end on the last of every month. Maybe this doesn't make too much sense for someone who hasn't played on a PVP server, but it fixes PVP in this game in various ways. PVP in Wurm has been broken for almost 6 years now and DEVs have been unable to fix it since then. We have also seen it on different Wurm Unlimited server that there is interest in PVP but the victory of the world is decided within one month and players quit playing on the server. The major problem of PVP is the late game experience which is more than just boring, but with challenge we will never experience a late game PVP experience. The server will run for one calendar month and provides a clean and fresh start for every player. The reset happens every second month and is an automated process which doesn't need any developer interaction. Of course this server will not be grindy at all because of the limited time, action timers will be 20 times faster and skill timers will be 10 times faster compared to the EPIC server of Wurm Online. The Dungeon also has the Epic curve enabled, which provides a huge advantage in skill gain and makes the game much more enjoyable. For example bringing digging to an effective skill of 90 should take no longer than one hour. We also hope that the limited time will make this world about playing, enjoying and having fun in the game instead of PVP drama as we have seen it on Wurm Online. In the first rounds we will collect a lot feedback about the map, all the mods and some other PVP related stuff. We will use almost all mods we also have on our PVE cluster, to make the game more like it was meant to be played in the first place. There will be no real rewards in the first few rounds, but a live score list will be available from beginning, so the competition is real and there will be winners for sure. The world will also have various ressource points deployed all around the map, which will spawn very fancy and valueable stuff. This is where the most PVP interaction will take place, but also a HOTA and some other mechanics to force people into PVP will be given. Dungeon will also be 100% seperated from our PVE cluster, you will only keep the coins on your bank account between the resets. As I have mentioned above this is a try to make PVP more attractive to all players, without ending up with a dead world. We are planning to run at least 6 rounds, depending on the interest we will put more or less development power into the world. If the interest is high enough we will improve the PVP experience in the game , create a pool of maps which will be chosen randomly each month and much more. First round will already start on the 1st March, 2018 around 8 PM UTC and will run until 31st of March, 2018, you need a new character to join and can enter the adventure via a portal on our login server. Round #2 will start on 1st May, 2018. There is always a month break between the rounds to improve the world and dig through the collected feedback. The break will also help to keep the concept interesting hopefully as it is not something which is there all the time. Furthermore I can already proudly present the map of our Dungeon server: This map is inspired by the map Orion created by the awesome map creator @ausimus, which is available for the public in the Wurm Unlimited forums. Who are we? Sklotopolis is one of the most successful and most stable Wurm Unlimited servers out there, we have been up and running since 1st November 2015 and we are still growing and working on this project. Read all about Sklotopolis in our Wurm Unlimited forum thread right here: More information http://www.sklotopolis.bplaced.net/ Steam Group Forum Discord Disclaimer: We are aware that there are multiple client modifications which can make PVP very unfair, but in the first place this server should be about the fun. If the interest is high enough, there is a good custom client protection concept we have planned, which could go live in the future.
  11. Starting bid 5s Increments 1s Buyout 9s No sniper No reserve ~~~ GOOD LUCK EVERYONE ~~~~
  12. I am far from the oldest person to play this game. Maybe been around for half the life of Wurm now. But over those years, I've noticed so much conflict between what works for PvP and what works for PvE. I really think the game would benefit from a complete split. No more connections between PvE and PvP servers. Now that Epic has been given a chance to migrate to Freedom, we can all pretty much choose where we want to be with our current characters. Give everyone a grace period to make the decision and move to their Pv? of choice, then rip out all the network cables between PvE and PvP servers for good. Allow a single subscription to create both a PvE and a PvP character, but never a character that moves between. Split the forums (pretty much like the Epic section now). Forum accounts can subscribe to PvE, PvP or both, giving people a chance to better filter out the stuff that doesn't matter to them. I've probably Fd up a ton of Epic auctions by bidding on something that was listed as a new post on the right side of forums main page, even though I have the epic section hidden. In DevBlog posts, or Retro's weekly news, there is always a big controversy over every PvP change and quite a few PvE changes, but if it were separated, it would be so much easier to filter through the things that mattered to the right player base. People that PvP and PvE are often very different game players and trying to lump the game mechanics into one big pool is never going to work effectively. One camp is very much "there is honor among thieves" and the other is "there is nothing honorable about being a thief". How can you have two different philosophies and ever expect to have an agreeable outcome? I may not ever PvP myself, but I understand how others find it much more entertaining and meaningful, so I'm not bashing PvP, just suggesting that PvP and PvE are never going to be compatible play styles. I see it all the time in games that do combine it. In guilds or alliances that contain both types of players, there is always heated conflict. Rarely do PvP and PvE players see eye to eye, but it does happen. I do have a few friends that do both and are great people, but I'm writing this for the majority of PvP and PvE interactions. I see how PvE, being the stronger player base right now is having a highly detrimental effect on the PvP experience. It feels like we are slowly taking over the future development of the game. Good for me and most of my fellow PvE players, but bad for the PvP crowd. Build that border wall and allow a full code split, to give devs the freedom to make PvP more exciting. I am a huge fan of conflict elimination as a way to improve overall player experience and think this would go a long way towards that goal.
  13. 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.
  14. PVP account [Freedom]

    Hey guys looking to buy a good PVP account. Account must have. 50+ Body SOTG 70 archery 80+ Weapon and shield skill. If u have any good toon around that mark, lemme know. Also please mention what you are loooking to get out of it. Will be selecting the best offer. Thanks
  15. Murkham [Chaos]

    Dear lost soul, The Army of Murkham is looking for extra volunteers to man the forlorn hope while the Navy is looking for fresh vikings to man the oars. The outpost of Murkham wears the tabard of Ebonaura and every volunteer gets one for free. Potential recruits need to be able to resist the smells of the sewers, have a strong and rather small stomache, have a sense of discipline and be able and willing to learn and sacrifice themselves for the great cause. Out of the box thinking is encouraged. Murkham is easily reachable for goodwilling people. Murkham guarantees replacement of combat equipment for the fallen. Utilities and facilities for the newcomers are provided and it is discouraged to bring anything you do not want to lose from Freedom Isles to Chaos. Interested? Contact Maurizio. (All recruits need to be approved by Ebonaura) Signed, Offices of the Duke of Murkem, Ebonaura.
  16. [Closed] Dutchland PvP

    Hello Everyone, This week we have have been busy with setting up a PvP server on Wurm Unlimited. We would like to invite you all to come play on this server. Server Information: Installed mods: All the information input is welcome. So we can keep up updating the server and make it even better! Map:
  17. ______________________________________________________________________________________________________________________________________________________________ 1070AD; In the day of Awakening whispers have spread from the south... the Horde has risen once again. The Horde of the Summoned has returned With the new exciting changes bringing life back to Wurm PvP and more specifically the Epic Cluster, BL has taken on a new form and become active once again. Have any questions? Just PM Cyberhusky / Mondain / Oscarius / Northstar / Sphygmo / Eddiekey or those listed below! We are recruiting on Elevation: Active Elevation Deeds Deed ---------------------- Mayor Carlsborg - Oscarius (CAPITAL) Asgard - Northstar Oblivion - Touchmee W O R T H - Henslayer Ascalon - Erinyesthegreat Please note that "W O R T H" only recruits veteran and active PvP players. ______________________________________________________________________________________________________________________________________________________________
  18. Valrei International. 040

    "Teach a man to fish and he can feed himself for a lifetime. Yeah, well, try it! I am so sick of fish! Fish for breakfast. Fish for lunch. Fish for supper. Day after day, meal after meal, fish, fish, FISH! I am thinking of taking up mountain climbing just to get as far away from fish as humanly possible!” - Sir Witwicky on board ship in the middle of the ocean HI Everyone! Well, a big week with some big announcements, I've been keen to share them all with you, for a brief overview check out this link But first... Patch Notes An Epic plan Starting with the upcoming large update, we’ll be changing how transfers from Freedom to Epic work. Instead of how it works now with your Epic and Freedom characters being completely separated, when using an epic portal to transfer from Freedom to Epic your skills and characteristics will follow with you, overwriting anything on your Epic character where the values are lower. This will only be a one way type deal, so any transfers back from Epic to Freedom will act as they do now where you’ll be back on your Freedom character with their skills. For an example of how this works, if you have 60 carpentry on Freedom and 30 carpentry on Epic, the next time you transfer to Epic your carpentry will copy across and be set to 60. Any skilling up done on Epic will stay on Epic and when transferring back to Freedom you’ll be back to your 60 skill on Freedom. Transferring from Epic to Freedom is a little more difficult, and we'll continue to discuss our options with this prior to the launch. We are hoping this will make the option of playing on Epic much more viable for most people that spend the majority of their time on Freedom since the dreaded skill regrind will not be necessary. In addition to the above, we will be changing how skilling works on the Epic cluster in a few ways. First is switching the skillgain system over to the ‘new’ system that is mostly used by Wurm Unlimited servers where using your skill is all that is needed to gain in it instead of the current system that relies on timer length and successful skill rolls between 0 and 40. In addition to this, the experience rate on Epic will be set to 2x as well as the action timer rate being increased to 2x. This will make most actions take half the time and give twice the skill gain, making things a bit easier for new players to get into the game on Epic. The curve will still be in effect. With PvP being the endgame focus on epic, we want to ensure that getting to that stage is not too long for players starting out. Not only that, but hopefully these changes make regearing and preparing tools, weapons and other aspects of the PvP system a lot easier to recuperate after a loss. This coupled with the ability to drop in and out via epic portals straight to Freedom means it's a lot easier to get into the action faster, and hopefully encourages more activity. Meditation Meditation has long been an issue raised and we've already mentioned plans for an overhaul in the future works, but we'll be making some small changes to it in this update on epic as well. As has been stated in many areas, meditation on epic is somewhat different to how it works on Freedom. Given the curve hinders rather than helps in this case, (requiring 70 actual skill meaning 91 effective) it actually makes it harder to raise. In this update we'll be changing this from requiring actual skills to effective skills. This means high path levels in meditating are much faster to gain, with level 11 requiring roughly 47 meditation instead of 70, but that's not all. We'll also be halving the time it takes between each path up, meaning the maximum length of time between path increases is 12 days instead of 24. This of course is aimed at both new players and existing players crossing from freedom to get pvp ready and in on the action, and we'll continue to monitor it once implemented to see how it pans out. Sleep bonus We'll also be making changes to how transferring between clusters affects players, and that will be by granting sleep bonus to the opposing cluster (going from freedom to epic will give sleep bonus on freedom and vice versa) This is aimed at encouraging travel between the two clusters, and also gives a nice little bonus. As you can see these are major changes focused on improving flow and feasibility of getting into PvP on epic. Valrei Changes There are a fair few changes going on with the Valrei system on Epic and Freedom so we’ll just touch on a few of the main points for now and may expand upon these at a later date. First up, and one of the larger changes to how Valrei works, if that player gods will no longer roam the board on Valrei. Players that use the key to the heavens will still exist on the Valrei board while they are demigods, but once they fully ascend to godhood they will be removed from the board to live out their days as gods. Existing player gods will also be removed from the board when this update goes out, however they will still provide missions and all other benefits of being a god to players. Missions for player gods will act as other missions, but will not affect the Valrei board in any meaningful way - instead they will just provide bonuses and rewards to the players completing the missions as normal. We’ve also revisited all mission types, difficulties and rewards to hopefully be a bit better than currently. Each mission type will have its own related difficulty levels and rewards scaling with difficulty. More info will be available in game for these missions than currently available, showing what needs doing and what the player (and god) will receive when the mission is completed. Successfully completing a mission for a god will cause the next mission to spawn at a higher difficulty (and higher reward for completion), where failing a mission will cause the next mission to be at a lower difficulty. Related to this is a rework of how end of scenario rewards work, where the rewards have been split up into different tiers based on scenario participation by the player. More participation in missions across the scenario will mean a higher chance to get a reward at the end of the scenario, and also a higher chance to get a better reward than those with less participation. The god that wins a scenario will also have a reworked reward system over what it currently used. Lastly for today, we’ve changed how the entities on Valrei fight each other when they move. Currently the entities on Valrei have two stats for their attack and vitality - these stats are used in fights when one entity tries to leave a tile that contains an enemy. These stats will be completely changed and reset in this update to instead be related to the 7 characteristic skills that are in game - Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Strength and Soul Depth. All of these stats will be used in a more complex fight system where the entities can move around a smaller game board with various actions available to them - such as ranged attacks, casting spells, and melee attacks. Once a fight occurs, a history of it is then saved on the server and will be available to players in game where you will be able to watch a replay of the battle and see exactly how your favourite god lost (or won!) Other Epic changes There are other planned changes for Epic as well, some of these will be Epic specific changes to PvP mechanics and other game mechanics aimed at eliminating some of the less desirable meta and also systems that haven't worked as intended over time. More info on those will be available later. Highway rules changes As we advised with the launch of the new highway system, we’ll be phasing out the existing highway rules in exchange for a new ruleset with the next update too. The focus will be on returning the majority of control of the highways to players, but still allowing for accountability and control by the GM team when necessary. This is subject to change prior to launch, so please do keep an eye on the GM rules in the city hall on our forums. Wurm Unlimited on Humble Bundle! This week saw the launch of a special Humble Bundle, one with Wurm! We’ve seen a LOT of new players on the servers and I’d like to say welcome to them all, we hope you enjoy your stay, and only get eaten by like, five spiders. If you haven't checked out the bundle yet, here it is! https://www.humblebundle.com/endless-rpg-lands-bundle Community Content. This weeks community content is a beautiful screenshot by kasumi, who routinely travels the lands and takes some of the best pictures of wurm I’ve seen, it’s just amazing! That’s it for this week, I’ll be back next week with some more news, and some might say we’re saving the best for last.. That’s me, I’m the one saying it, next week will blow your woolen socks off! Until then though, keep on Wurming! Retrograde & the Wurm team
  19. 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!
  20. 3 Accounts: 1. Crafter that has one of the highest WS skills, plus many key craft masters. 2. Fighter/Nahjo priest with 99.99 FS and 85 channel. SOLD 3. Vyn Priest with 93 channel and 99.99 HFC SOLD Send me a PM for details if you are serious. These accounts aren't cheap. I've decided to cut back to my own original main accounts and use these to raise funds for my new gaming laptop, so it's for a very good cause! I've been running Wurm in low detail for a while and I'd really like to have some smooth FPS and pretty scenery, while managing 4-6 accounts at once. Looking forward to sending them off to good homes where they can thrive as they should.
  21. 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 when you die your banned, Survival Mod is also added in along with Treasure Maps and Recall Runes No Local Mod is on for this too so watch your back =) Survival Mod requires you to stay warm and drink clean water Recall Runes will allow you to make items, mark a spot then be able to teleport to said spot at will Treasure Maps is another mod recently released that adds treasure maps from random actions. Pretty sweet mod Priests are normal - Fast Prays, No Cooldown on faith ticks, but you can't cast all spells. Meditation is disabled Another Awesome Map Made by Ausimus Mods Ash Produce Mod Better Combat log Better Digging Big Container Mod - Not currently enabled Bounty Mod Clay+Shards for Concrete Craftable Pauldrons Creature Age Mod Crop Mod Double Bulk Capacity - Applies to crates, Currently 5x Fire Burn Time Forage Sprouts 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 and Increased Slope you can go up on Horse/Cart 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 Treasure Maps Recall Runes Perma Death ofc
  22. AlwaysOnline

    AlwaysOnline - When you leave the world your character stays logged in like Rust or Ark
  23. 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:
  24. Andath [RP]

    Server Name: Andath [RP] Modifiers: 1x XP & 2x Action Timer Discord: https://discord.gg/6fyYfH9 Map: http://andath.com Launched: August 25th, 2017 Server Listing: https://wurm-unlimited.com/server/4143/ Notable Server Info: Role Playing & Consensual PvP Role Playing Primer and PvP Rules in Discord. No Offline PvP & No Stealing Traders Disabled to Promote Player Trade Diety-specific Priest Restrictions on Custom 4k Map (Diverse Biomes and Heightmap) HoTS Disabled Balanced Bounty & Deed costs Economy NPC Spawn: Low Aggression Mods: See Discord
  25. PVP Guide for newbies

    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