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Found 228 results

  1. server

    Hi, Someone wanted a mod that gives players cash and karma for being online. Here it is. Features (v0.2): Configurable amount of cash (iron) each player gets for being online Configurable amount of karma each player gets for being online Configurable payout interval Checking for unique steam id to prevent multiple alts farming coins and karma Just drop it in and enjoy. If you encounter any problems, please open an issue on github (preferably) or reply to this post. Have fun, whisper2shade
  2. This mod was commissioned to me in early January this year, and I've gotten the express wish for it to be released as open source after some time of exclusive availability to the PVEpLands server. So far it has proven to break up the daily monotony quite well. Key features: Find treasure maps by digging (includes flattening, leveling, and general digging (clay, moss, peat, et cetera), mining (tunneling only), fishing, and/or hunting creatures. Maps have 10 configurable tiers and is represented as treasure map QL. Strongly inspired by Ultima Online treasure maps. There might be startled creatures nearby Extensive configuration options. Configuration can be changed and reloaded without restarting the server (right-click, select Treasuremap > Reload config, watch event log for orange text). Download: Treasure Hunting 1.1.3 is compiled against ModLoader version v0.26.3-e9998cf and Wurm Unlimited Changelog: I strongly advise to take your time going through the config file, it's quite extensive. There might be items (e.g. seasonal gifts, sorcery items, trader contracts) that you don't want to introduce, that's in the default config. It has been stressed to me, that the ability to reload the mod configuration during server runtime without restarting is an invaluable convenience. And I'd probably get in trouble if I don't mention it. Feel free to draw inspiration from, and improve upon it the release has been motivated by that spirit. Please let me know if any issues arise. For the not-so-adventurous, here is how it works exactly: Please don't hesitate to ask any questions you have.
  3. Spellcraft - Download (Google Drive) One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable. Compatible with Ago's modlauncher and SpellMod (including priest restriction removal). Primary Features Change Maximum Faith - Change faith to be lower than 100 or up into the thousands. This functions properly and breaks no systems in the game. Scaled Prayer Gains - Changes the formula for how prayers are calculated to match the maximum faith set above. Priest Faith Requirement Change - Allow players to become priests at 10 faith. Or 1 faith. Now you can let those spells with faith requirements less than 30 actually mean something. New Favor Regeneration - Now operates 10 times faster. Literally. You gain 1/10th of the previous favor per tick, but it ticks 1 time per second instead of once per 10 seconds. Also wonderful to use with the new maximum faith gains to ensure you don't get spikes of 20+ when below 1 favor (due to how the calculation works). Show Creature Spell Effects - Pretty simple, just shows spell effects on creatures like enchants on items. [23:45:43] Horses like this one have many uses. [23:45:43] He is very well defined. [23:45:43] This creature could use some grooming. [23:45:43] Frantic charge has been cast on it, so it has greater speed. [50] New Damage Modifier - It's really hard to explain why this is here to someone who doesn't code, but basically due to one of my custom spells I had to include it. You can find out more information about how this works here, under the "Damage Modifier" section. I highly recommend it. Improved Enchant Grouping - Improves enchant grouping to be more efficient. I plan to expand this system to allow server owners to create custom enchant groups. You'll finally be able to make that Flaming Aura + Frostbrand sword you've always wanted! Before then, however, this feature allows more detailed explanations as to why certain enchants do not stack. [21:01:38] The longsword is already enchanted with something that would negate the effect. [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of Ages. Rite Changes This gives a lot more control over the deity favor requirements for the Rites that exist in the game. Many of the rites require an MMO amount of prayers which is generally unreasonable for the lower population Wurm Unlimited servers. This also adds custom tweaks to some rites that don't really operate up to the standards I hold them. With many people running Crop Mod, making fields never wither, there is now an option to allow Holy Crop to do a "Mass Genesis" cast, removing a random trait for all bred animals on the map. Rite of Spring now has a customizable cap for the amount of players required in the vicinity. On older, more heavily populated but less dense servers, this should make casting the spell more reasonable. New Spells I have designed and implemented several new custom spells. I may expand on this concept and add more in the future. All spells have completely configurable settings: cast time, favor cost, difficulty, faith requirement, and cooldown. Harden - Enchant able to be cast on most items. It reduces damage taken by the item by up to 30% at 100 power. Phasing - Enchant able to be cast on weapons. It increases the difficulty of blocking attacks from the enchanted weapon. Configurable for how much the difficulty will increase. Summon Soul - Summons a player to the position of the caster. Has a window appear much like Locate Soul for the caster to type the target name into. After that, the target gets a window asking if they want to accept. Upon accepting, the target is teleported to the position of the caster. This spell is quite un-refined and will work to summon enemies to you, if they choose to hit accept. Default Spell Modifications Edit Spell Variables - You can edit all of the settings for existing spells in the game through the properties file. Change the cast time of Strongwall. Change the cost of Genesis. Change the difficulty of Light of Fo. With Spellcraft, you have full control over the base spells in the game. Add and remove spells from deities - You can now add and remove spells from any, or all, deities in the game. Remove the god demise spells from all the deities since they don't work. Add Willowspine to Libila. Give Rebirth to Magranon. The choice is yours, and the control is now in your hands. Support for player gods - The system also supports player deities. You can add and remove spells from player deities in the same way you remove them from non-player deities. Fine-tune that player deity that didn't quite get a good spell list. Included .properties file: Download (Google Drive)
  4. Brief disclaimer: I'm not going to lie, I'm sharing these mods in the hope that they'll be useful to you, but I can not guarantee continued support/development. I'm investing time in them because I'm admin on a friend's small private server at this time, that I play on as well. There's always the odd chance I'm up for taking requests, feel free to PM me about it. And don't hesitate to report bugs, I'm likely to address them! Development of the 1.4/1.4.1 update was kindly sponsored by! See the update post for details. The 1.4.2 update seems to have required only Pick More Sprouts to be updated. If you find some functionality broken, please post here or open an issue on Github. Ideally make sure that it really is one of these mods, a good way to find out is running the server with only one mod and confirming. Otherwise it might be a compatibility issue which requires the whole mod list (a ZIP of the mods folder for ease of access helps) to try and resolve the issue. All mods are built upon ago's server mod loader: Releases can be found here: Release 1.4.2 was built on ModLoader version v0.26.3-e9998cf Release 1.4.2 on Wurm Unlimited version Extract files into your server's mod folder. We're playing on an Epic settings, PvP enabled homeserver, and discussed some things, which I'm trying to implement. Its name is vaguely dedicated to a rubber duck, hence the name Unlimited Quacks (formerly Unlimited Tweaks). Epic mission hints Tree cut down missions will centre the tree on the tile, and set it to 69 damage (we don't want to raze our perimeters). Always shows traitor creatures like using the Locate soul spell when tracking (Note: traitor creatures seem to disappear on server restarts), not sure about performance issues with large numbers of players spamming tracking. Can customise mission generation, disable mission types (e.g. building pylons), and tweak numbers required. No holy ground Allows founding settlements, terraforming, and building structures (not even GMs can do it) near the white and black light altar (we're using them decoratively in the spawn town), also allows founding settlements despite aggressive creatures and creature dens. No mail cost Removes postage from mailing items, also removes postage from returned/rejected mails. Looking into placing 30 power enchants on newly created mailboxes. Newly created mailboxes will have a 30 power Courier enchant placed on them. Configurable (any feature can be toggled, and the power can be specified). The enchant actually works now. Well done, Ulvi, only took you forever to add that one line of code *self cynicism*. PvP surface mining slope On Epic, the slope limit for surface mining is 1.0 times your mining skill, this reverts it to 3.0 times (like on PvE). Ash produce Items that have cooling ticks can produce ash. Ash producing items are configureable now (don't want kilns to produce ash? no problem!). Chance per second is now configurable globally and per item now. Limit the number of stacks produced globally and per item now! Should no longer create ghost ash. Fire burn time Displays pretty much the exact time until a fire becomes a layer of glowing coals. Example: [17:03:54] It will burn steadily for about 72 minutes and 10 seconds. (50QL forge not inside a structure) Target temperature now configurable, see config file for further details and figures. Now displays target temperature specific messages (e.g. the fire will be a bed of glowing red coals in x minutes). Double bulk capacity Newly created BSBs and FSBs capacity is quadrupled (4x). All crates capacity is doubled. Both values can be configured. Crates trimmed their items back down to 150 and 300 respectively, because I overlooked another place that needed a change. Pick more sprouts Pick more sprouts with one action. Configurable (defaults to 5). Right now there's nothing else definitively planned, that isn't provided by other mods already. Feel free to fork the git repository, contribute, or build upon it. Always test new mods on a local test server before pushing things live, and make a backup.
  5. server

    Drake Mount Mod Allows breedable, rideable, tameable drakes to be enabled. Many Drake settings such as skills, size, offense, defense, and much more can be customized to fit your needs. Unzip this archive into the mods folder. No additional mods required on server or client side! Make sure you have a current version of the mod loader See for ID settings
  6. Any suggested event which I could proclame for 4 or 5 players who play on server from 1 month ago aprox (mostly newbies on wurm). I was thinking on summon a unique, but I think players are not enough stronger... Any suggestion is very welcome! Thanks!
  7. server

    After being asked to release wagons and other items to the public, I went ahead and compiled the mod that @nekoexmachina had made and posted to enable those to be crafted. Some items do not work such as the towers and tabards, but I made a tabard mod already and will make the towers as time permits. Add Kingdom Items Mod Enables the creation of kingdom wagons, banners, and flags not normally able to be crafted. Unzip this archive into the mods folder. No additional mods required on server or client side! See for settings
  8. Accelerated Forestry & Gardening Server Mod for Wurm Unlimited This mod allows to speed up the growth of trees, bushes, fruit (and other harvestables), hedges, grass, kelp, reed, flowers, trellises, herb planters and to refresh foraging and botanizing for tiles that allow it. Every action to start a task consumes a certain amount of a watering or fertilizing item. After the action is performed, a certain time span is required for the task to be performed. After the task has been finished, another task can be started for that tile/object. While there can exist only one task for a particular tile/object at a time, the number of simultaneous tasks for different tiles/objects is potentially infinite. The default items for watering and fertilizing are water and ash, respectively. Possible tasks are (if enabled, actions use and increase either the forestry or gardening skill; the skill governing an action is indicated in parentheses): Make trees and bushes grow by watering them. (forestry) Make hedges grow by watering them. (gardening) Have trees and bushes grow fruit (or other harvestables) out of season by fertilizing them. (forestry) Increase the grass height on grass and tree tiles by watering the ground. (gardening) Grow (random) flowers on a grass tile by watering it when at maximum height. In contrast to conventional flower growth, all flowers have the same probability. (gardening) Make kelp and reed grow by fertilizing them. Note that there is no visual indicator of height for these tiles. (gardening) Refresh the ability to forage and/or botanize tiles that allow it by fertilizing them. (gardening) Make trellises grow by watering them. (gardening) Make trellises (except ivy) harvestable out of season by fertilizing them. (gardening) Make herb planters age faster by watering them to reach the age at which they can be harvested. (gardening) Make herb planters harvestable by fertilizing them when at the right age. (gardening) Almost every aspect can be modified via the configuration file. Time required by tasks and polling interval (see below). Cost, time and item required for actions. Influence of skill, item quality and age on task time, action time and action cost. Other options are: Block certain actions or tile/object types. Show status on examine if a task is enqueued for the examined tile/object. Enforce a cool down time for an object or tile after a task has been finished. Continuous growth until some age or height limit is reached (conventional step-wise growth after that). Age limit for trees and bushes. Gain skill for performing actions. Persistent task list when shutting down the server. Obey tile protection. Active protection against conventional server poll for tracked objects. Use the original growth functions with all related effects and chances. Task time can be defined by a base time and several multipliers for task type, object/tile type, species, age, modifier (normal, enchanted, mycelium), skill and item quality. The time required to grow a tree, t, is TaskTime < t < TaskTime + PollInterval where TaskTime is the time required for a task as specified by BaseTaskTime and a collection of multipliers. TaskTime = BaseTaskTime * task_multiplier * type_multiplier * species_multiplier * age_multiplier * modifier_multiplier * skill_multiplier * quality_multiplier Multipliers can be tweaked separately for all kinds of conditions. For more information, see the mod's properties file. Other information: Accelerated tree and bush growth ignores all related effects that otherwise would be invoked when a tree or bush grows.* Accelerated fruit/harvestable growth ignores seasons. Accelerated grass growth ignores seasonal growth rates. * Such as tree death & self re-plant, mycelium decay, killing area checks for oaks and willows, sprouting to nearby tiles, mushrooms, etc. These effects still occur, but at a normal rate. Planned features: What else could need acceleration? Any suggestions? Requirements: Ago's Mod Launcher, version 0.31.1 (Wurm Forum page) Intended for Wurm Unlimited As always with modded content, I rid me of all liability. Although the mod in non-invasive and can be removed at any time without any effect on the world, make a backup. Just to be sure. Get it here GitHub page Installation: Just extract the contents of the .zip file into the mods folder in your WurmServerLauncher directory. If you don't have a mods directory, you need to install Agos's mod launcher.
  9. 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.
  10. Cavus Nostra - Wurm Unlimited Server Cavus Nostra is an Oceanic based Wurm Unlimited server hosted in Australia established on the 06/10/2017. We have adjusted the original game a little to make that skilling less like having a real job, but still a challenge so you feel the achievement when you achieve your personal milestones. You can labour alone or join others to work together and we will have server wide events open to all. We welcome players from all over the world and ask only that players respect each other and interact in a civil way. Below is a list of specifications and modifications to the server: General PvE 3x Action rate 3x Skill rate No deed costs, no upkeep costs Map The map can be viewed here Map size: 2048 x 2048 Max creatures: 17500 Aggressive creatures: 80% (server spawned, not player bred) Max players: 100 Starting Skills Mind logic: 21 Body control: 21.5 General: 10 Fighting: 10 Mods Dig to ground Dredge to ship Single rock tile mining Removal of priest restrictions Allow all light spells from any priest Moon metal (seryl, adamantine, glimmersteel) items can only be improved with steel Farming tick 4 hours No weeds Min mining on rock is 40 Hitch more animals of different ages and sizes (including champions if strong enough!) Bounty for animal kills Change your starting affinity once Increased surface mining chance of getting a shard No Holy Ground deeding restrictions Forum: Map: Website: Discord:
  11. This mod was commissioned to me earlier this year, and I've gotten the express wish for it to be released as open source after some time of exclusive availability to the PVEpLands server. To my knowledge, it has easily become one of the most appreciated convenience mods. Key features: Craft recall runes and mark a location on it, and recall to it. Several config options allow it to be an easily accessible, an end-game feature, or something inbetween. Config can be reloaded during server runtime without restarting. Download: For the not-so-adventurous, here are the mod and config details:
  12. Hey guys, Up till now, the only thing I've been using Unlimited for is to play around with the god tools so I can test out house and environment designs for WO. Playing around with the magic god wand has become so enjoyable that I decided I'd like to recreate the Ultima Online map. As mentioned in my previous thread, this is going to be a "look but don't touch" server and the whole server will be one gigantic deed. So I will not be opening it up for other people to live on as I just don't have time or energy to get into community management at this point. I just want to relax and enjoy building. For now, the server will be offline. Once it's ready though, I will make it public so all you old Ultima fans out there can come and visit as a tourist if you like. In this thread, I'll be documenting the whole process as I go along. I know there have been some previous Ultima related projects out there, and as far as I can tell, they have died off and are offline. But I just want to reassure those people that my project is not in competition even if y'all decided to restart up your servers. Again, the reason being because my server will not be a community, just a tourist attraction. The most nostalgic MMO players I know (myself included) are old Ultima Online players. So I've named the server accordingly and will do my very best to set it up, build and decorate just like good old UO. When the day comes that it's ready to be made public, I hope you'll share a little moistness in your eye, remembering back to the good old days in the lands of Sosaria!
  13. server

    Hi, I have created a simple discord relay mod that connects the kingdom chats to a discord server. Features: Sends all messages from kingdom chat to the appropriate kingdom text channel on discord Sends all messages from kingdom channels to appropriate kingdom channels in wurm Planned features: Support for villages and alliances Auto creation of village channels and proper permission management for users to read them on discord Discord user to wurm player linking Requirements: Discord server needs to have has text channels for all kingdoms with the same name as the kingdoms in game. Discord bot user ( with an auth token Ago's mod loader v29.2+ Don't forget to configure the mod in the Current version is v0.2 You can find the release here: If you encounter any problems, please use the issues tracker on github (preferably) or reply to this thread. Have fun, whisper2shade
  14. server

    Location Command Mod Find your coordinates on the map by typing /location. Unzip this archive into the mods folder. No additional mods required on server or client side!
  15. Hello everyone. Just wanted to get some feedback, what server should I play on? It's been several years since I've set foot in Wurm servers and as such I'm not up-to-date on the current state of the game and all it's servers. I've read a lot lately that PvP is "dying" or in a weird state right now. Also heard about some gigantic scandal which resulted in the loss of an entire town and a lot of money. I'm not interested in drama so perhaps I'll just stay away from PvP servers. As far as PvE goes are there any faster skill gain servers then just the normal rates? Last I recalled it would take months, or even years to acquire decent skill levels depending on the skill in question. Any help is greatly appreciated, thanks!
  16. so, about 20 minutes after it was known the wagoneers are in the traders, Xanadu crashed.. any other servers gone as well ?
  17. To add some context, I don't have much time to spend in game, and I play alone on a local server. I also like to do what I please on an open world game, without having to worry much about things like damage and whatnot. So I decided to take a shot at customizing my gaming experience by creating some mods. I'm just sharing what I created for myself, so if you think it spoils your experience, don't use it. I looked at Unlimited Stamina Mod for reference to start doing stuff. So far I've came up with (I'm still trying to test things, so if you come across any issues just post them or create a ticket): Change player items damage (Download server mod) - Applies a multiplier to the player item damage value each time the damage is set (default value = 1.0, normal damage). Multiple player modifiers (movement requires server and client mod) (Download server mod) - Multiply money to be added to player - Sets sleep bonus to always return true - Sets move restriction (slow, can't move, encumbered) to return false - Sets damage to be applied to player to 0 - Sets player stamina not to be reduced or not to be reduced under 80% (due to different methods) - Sets player thirst not to increase - Sets player hunger not to increase - Changes movement speed modifier (also requires client mod) (download client mod) Options are enabled/disabled (true/false) or set (value) on the properties files.
  18. server

    Wyvern Mods Download (Google Drive) Wyvern Mods is the source code for basically all of the modifications that currently run on Wyvern Reborn. I've tried to make a full extensive list of what it encompasses in the first post of the server thread, but it doesn't really cover all of it. This is not a single mod by itself. This is source code for a gigantic collection of mods. Some highlights: Titan System - Raid bosses that use special AoE abilities and summon minions. Supply Depots - A depot appears in a random location with a beam of red light marking it's location for all players to see, and can award custom loot to players if they manage to successfully capture it. Chaos & Enchanters Crystals - Custom items that can either greatly enhance or absolutely devastate an item they're used on. Meant as "late-game gambling" for those who don't want to settle for anything less than perfect. Custom Bounty - Bounty that rewards based on a creature strength algorithm instead of a flat amount per creature. Beyond that, you can award players based on damage dealt, participation, or simply edit what drops on the corpse of any given creature. Custom armour & weapons - Knuckles, Warhammers, and Clubs are new weapons. Spectral armour and glimmerscale for an "upgraded" version of drake and scale to make players even more powerful if they're willing to invest in it. Treasure Boxes - A custom item which rewards random treasures. Simple by design, but ultra effective in practice. Great for rewards after unique slayings and other events. So much more... The goal of posting this My goal with releasing this source code is to give a "foundation" of sorts for other modders, allowing them to learn from what I've created so far, as it's pretty easy to see the cause -> effect in the modifications here. Beyond that, I'm hoping some of it is found useful by other server owners in creating their own custom content. You can piggyback your own ideas onto the systems I've created, making your own raid bosses with the Titan system and your own randomly placed "treasure hunting" events with the Supply Depots (perhaps even a public version of rifts!). Make your own custom creatures using mine as a template. Create your own items with fun interactions with my Chaos Crystals and Enchanters Crystals as a starting point. I think with a little bit of tweaking, other modders and server owners should be able to create some extremely interesting new content with what's provided here. The final reason I'm putting this to the public is because I feel as though I don't need to "keep" my content to myself in order to maintain a playerbase. I don't see servers as a competition of who can get the most players. Once people begin playing on a server, they are most likely going to stay there for as long as it has a playerbase. I don't feel it necessary to "entice" players to come to Wyvern Reborn because it has unique custom content. I think the server stability, community, and server setup (2k PvE map and 1k Arena) are more important than that - and those are the factors that will keep people playing. My hope is that other modders and server owners will feel similar, and share some of the content they've created as well. AntiCheat and Miscellaneous Changes If you download the archive, you'll see that AntiCheat is part of WyvernMods. It has two components: Hiding hidden ores from LiveMap and XRay, and countering the advantage of ESP by hiding players, mounts, and lead creatures from local if they do not have vision of them (this component can cause sever lagg on larger servers and is currently a "beta" form of mod). The way this AntiCheat is handled is not counterable by client-side modding. The server culls information before the client receives it, meaning there's no way to adjust your client to counteract the change. I'd like to request anyone who is up for the challenge to split this out of WyvernMods and make a public anti-cheat available. I've been planning to do it myself, but the issues with the ESP counter have prevented me from going forward with it, since it could potentially destabilize a server that isn't aware of how it might affect them. I'm hoping someone can iterate on what I've done and create something truly remarkable that all servers can use to enhance the experience a bit further. Finally, there is a gigantic class called MiscChanges in WyvernMods. This is a collection of basically a year of QoL tweaks. I was planning to merge this into ServerTweaks to make it more enticing, but again, haven't had the time to do so. If anyone would like to split some of MiscChanges into a configurable mod for other server owners, it would probably go much appreciated. Usage on other servers So by now, if you're a server owner, you're probably asking yourself "can I use this on my server, and if so, how much?" - If you're asking about consent from me, I give it fully. You're welcome to use absolutely anything provided here on your server and modify it in whatever way you like. Unconditionally. I don't need to be credited for anything or have any other conditions for use. Just take whatever looks interesting and go crazy. I'm curious to see what you can do with it.
  19. Filter: Calysto or use ip port 3724 Hosted in the Eastern US 300x skill 100x action 45-50 Hits per rock tile 0.1 Glimmer 0.1 Ada 12 Hr Backups 100k creatures 50% Hostile New players spawn with a 99ql Spy Glass, Small Barrel, 50ql Hammer. Current Mods More Chests (Currently 512) Chest Claim More Chest Items ( Scale Red Dragon Eggs (Random Dragon) Sleep Powder Rods of transmutation Tomes (all but key to heavens) Supreme auxdata 7+) Stable master Announcer Better dig Big Container BAE Bounty mod (10x bounty on all creatures) Bulk Transport Creature Age Mod Creature Mod (newer Version) crop mod (30 min per tick no weeds +10 yield) Meditate mod (no cool, downs no level cap, < 1 second meditation timer) moon metal mining mod move mod no fatigue prospect mod sacrifice mod (50 percent rare item = rare bone, supreme item = supreme bone) skill mod spell mod (no priest restrictions no prayer cool down) timer fix Map Dump Live Map I probably forgot something so ill just add it when i remember it.
  20. Features Azbantium Fist enchantment that allows faster surface mining dependant on power Seafloor Mining Rig item to mine underwater Azbantium Pickaxe item alternative to Azbantium Fist (off by default) Remove surface mining restriction altogether (off by default) Don't require all corners to be uncovered (off by default) Detailed configuration Ago's Mod Loader required Information Azbantium Fist (Enchantment) Azbantium Fist works just like Wind of Ages (requires statuette, etc.) but is for the Magranon deity by default. The power directly relates to the chance you have to mine a slope down. Without the enchantment, you have a 25% chance. As the power increases, the chance goes up till you get to 100% at power 100. Seafloor Mining Rig (Item) Seafloor Mining Rig acts like a dredge but is for mining. The ingredients are: 5kg of iron lump 1kg of steel lump Continue: 2kg of lead lump 1 thick rope Azbantium Pickaxe (Item) Similar to a pickaxe, made exactly the same as one, but the ql of the pickaxe also decides the chance of lowering a rock slope. Off by default. Other features You can enable 'alwaysLowerRockSlope' in the configs and any mining will always lower rock slope. Doing so will make AF and Azbantium Pickaxe useless. You can enable 'noNeedToUnconverRock' in the configs and you will no longer need to uncover all rock tiles. This is an experimental feature and is known to convert some surrounding tiles into rock tiles. Enable at your own risk. Remember, this is an alpha, expect big changes and some bugs. Installation: Make sure you have ago's mod loader - Download here Extract contents into the mods folder Enjoy! Download:
  21. server

    Tabard Mod A mod that allows all kingdom tabards to be crafted and worn by players. Prerequisites - Server Pack mod for BOTH client and server Unzip this archive into the mods folder See for ID settings
  22. Looking for a fresh start? Looking to make new friends? New to the game, and feel overwhelmed? Experienced players looking for a new exciting challenge? Frym could be just what your looking for! We opened our doors to the new exciting world of frym a few days ago, and already have received great players! We are looking for more to play and build along with us! Currently we offer these mods that help with game play. boatmod - can lead animals on water with a boat, and they will not drown. bounty mod - set higher bounties for mobs (good for gaining coin) cropmods- crops will not spoil, and harvesting is better dig like mining- dirt is placed on ground, if on foot, and in boat if on boat. increased merchant items portals! prospect mod sacrifice mod salve mod - shows how potent a healing cover is spell mod - unrestricts priests to be able to cast all spells and craft anything, and pray as often as they like. Ada and Glimer rods - can be bought at the trader Just a handful of what we thought would be fun to play with while in the game (if you think of any we might need, please private message me about them, and ill look into getting them into the game) Currently have a discord server and a live map. Map dump is available here: We Hope to see you there!
  23. I'll start this by saying I have no idea what I'm doing. My computer skills are conversational, not fluent. So I'm trying to create an adventure server for my own use cos I feel like being a hermit for a while, but I can't get the server to load. I get the loading screen, then network error>connection timed out. I've looked at Moot's video guide and Keenan's getting started guide on Steam, and googled to find other fixes. While I have found other people with the same problem, all the solutions are completely incomprehensible to me! I'm very confused about what IP address goes where. Google tells me I have one starting with 146, my computer tells me I have one starting with 192. Currently my 192 address is in the 'server external IP address' box, and another starting with 127 is in the 'server internal IP address' box. I have been able to add an exception to my firewall (AVG) and already had one set up for Steam. I've been trying different addresses in different boxes (even, tried the dedicated server (which crashed), connecting by IP (same connection error). I'm extremely confused and in need of gin laced tea! Can anyone help?
  24. I threw together a little winform app that allows you to transfer your character skills, religion, affinities, titles, and achievements from one database to another. Export: Select DB will open a dialog box for you to select the wurmplayers.db file to act as the source database Once selected, the dropdown box will populate with the players from that server, select the one you want to backup Export button will go through the relevant tables in the selected database, creating a txt file with insert statements, for example: Import: Select DB will open a dialog box for you to select the wurmplayers.db file to act as the destination database Select Character File will open a dialog box for you to select the [charactername].txt file that was created during the export Import will Insert/Update the character in the destination database with the values from the txt file. The character needs to already exist in the destination database, so create it there before attempting to import. Import Skill Dump: Pretty straightforward, choose the database, rename the skill dump file to name.txt (e.g. vardoj.txt) and then click Import. The character needs to already exist in the destination database, so create it there before attempting to import. It will bring over all skills, and your faith/favor/alignment. Select a god from the dropdown if this character is a priest. NOTE: MAKE A BACKUP OF YOUR WURMPLAYERS.DB BEFORE YOU GO HOG WILD! I knocked this together in a couple of hours and briefly tested it against a couple of my database, so it has a "works on my machine" level of QA. This does not bring over inventory, yet. If I find some spare time I might look into inventory. Links: Latest Release (1.1.2) - make sure you download the exe, SQLite.Interop.dll, and nlog.config and put them all in a folder together. Once you start using the application it will create a "logs" folder that will help with troubleshooting issues. Source code
  25. And I really mean "anything". This mod was made for the PVEpLands server earlier this year, and I've gotten the express wish for it to be released as open source after some time of exclusive availability. I haven't heard too much about it, but you'll be able to use it to some hilarity (or serious purpose). Key features: Can plant, grow, and harvest almost anything in a pot like herbs and spices. Freely configurable. The model displayed is chosen by a seeded RNG from the existing ones, unfortunately there are no models for planted odd items. Config can be reloaded without restarting the server. Download: Not too much to spoil here so let's get to it. You can specify any item template ID in the config file, to be able to be potable. This can be iron longswords, copper lumps, or chicken eggs. Of course if you want to keep it sane, you can put tomatoes, woad, or mixed grass. Really almost anything seems to work.