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Found 42 results

  1. This is a chance to tell everyone what skill you're good at, what you want to get good at, and what you enjoy doing. Out of the 138 skills, it doesn't have to be your highest skill, but maybe the one you enjoy the most even if that's completely different. This could also be a chance to imagine what kind of skills Wurm could have in the future. My suggestions of Morris Dancing, Yoga and Tiddly-Winks have all been thrown out already unfortunately, so have your say! So..what's your favourite skill?
  2. ToolAdvice

    Hi, Made a little tool to suggest what tool QL you should use for skilling. Tool ql is calculated from this formula: QL=(difficulty+20)*2-skill Click the SoT checkbox to toggle Stay on Top https://drive.google.com/drive/folders/0B7HBjJ040pYiamhPbjJoeGVfaVU
  3. Hey all, I've migrated my server from one provider to another but on migration I had issues loading the SQL Databases. I've fixed most of the issues but the only issue remaining is for existing players whereby their skills do not load. If they login and start building their skills any progression is also lost which is really frustrating for them. The error which appears is: [11:03:39 AM] WARNING com.wurmonline.server.creatures.Creature: Failed to load and create skills for creature with name Dummy:null java.lang.NullPointerException at com.wurmonline.server.skills.SkillSystem.getTypeFor(SkillSystem.java:453) at com.wurmonline.server.skills.Skill.<init>(Skill.java:181) at com.wurmonline.server.skills.DbSkill.<init>(DbSkill.java:66) at com.wurmonline.server.skills.DbSkills.load(DbSkills.java:122) at com.wurmonline.server.creatures.Creature.loadSkills(Creature.java:12289) at com.wurmonline.server.LoginHandler.handleLogin(LoginHandler.java:1690) at com.wurmonline.server.LoginHandler.login(LoginHandler.java:446) at com.wurmonline.server.LoginHandler.reallyHandle(LoginHandler.java:313) at com.wurmonline.communication.SocketConnection.tick(SocketConnection.java:615) at com.wurmonline.communication.SocketServer.tick(SocketServer.java:172) at com.wurmonline.server.Server.run(Server.java:2462) at java.util.TimerThread.mainLoop(Timer.java:555) at java.util.TimerThread.run(Timer.java:505) Any thoughts how to fix this? Many Thanks R
  4. Quick question (checked the Affinities wurmpedia article but it didn't say): If a character has an affinity in a skill that has subskills (for example, Smithing), does the skillgain boost also apply to the subskills beneath it (for example, Weapon smithing)? Thank you in advance!
  5. As a RL archer I'm trying to be purely an archer in-game but it seems very hard (too hard TBH) and brings some questions that aren't answered by the wiki and quite a few searches here. What exactly is the shot difficulty? E.g. "willow bow decreases shot difficulty by 5" - what does it mean? Why are there restrictions on minimal bow shooting distance (instead of e.g. required BS which would be more accurate)? Is it a part of grievers prevention? Will it change with the skill increase? I'm 42 Archery / 31 Long Bow on vanilla server, have 50ql rare willow long bow, using 30-35ql hunting arrows and killing anything above a cat feels like a chore and takes at least 2 quivers when in RL it should take a novice archer one, maybe two arrows in most cases... How do I increase effectiveness (accuracy/damage)? will it somehow noticeably increase with my skill? How exactly? Are there some kind of steps, e.g. will some extra power kick in on 50 Archery? what's the difference between Archery and its subskills like Long Bow - which one is responsible for what exactly? does quiver quality matter at all? Any other ways to increase shooting speed? I noticed increasing the skill helps but I'm looking for a more now solution. I know there's a spell but I hate magic and would gladly avoid it if possible. What is Quick Shot? It seems to be exactly the same as normal shot. Why is there a Shoot but no Quick Shot icon in the Select bar? Is that a bug? Any way to just keep shooting? I tried both, Ranged fighting option and Autofight quickbar's icon (in any combination) but it doesn't work. Is that a bug? Are there any not obvious skills I should train to be a better archer? Other member kindly asked about Fighting for me and according to the answer it's not related. Shooting increases BC but does BC change archer's effectiveness in any way? Does archery increase BS at all? It does in real life, that's how you progress from light bows to the ones with heavier draw weight but it doesn't seem to in-game. Does BS influence archery at all? Higher damage maybe? Every point in BS increases damage by 1%, got it. How do I use Focus when shooting a bow? The game says I'm not attacking anyone. Is that a bug? Am I doing something wrong? Can't use focus with long bow, got it. Do fighting options have any influence on Archery? I have Aggressive selected because wiki says it increases attack to 130% and I don't really need defense as an archer. It's been said on the forums elevation is important. Does it influence anything other than range? How accurate is the model? Do gravity and arrow weight play a role? Elevation affects only damage, got it. Does the wind have any influence on shooting? a. does my character somehow take it into account for better accuracy with higher skill? b. is my range / arrow speed / damage dealt in any way better when shooting with the wind and nurfed when shooting against it? Wind doesn't influence shooting, got it. Shouldn't I hear a buzz of a released bowstring cutting through the air and a whistle of a flying arrow instead of the sound of a draw? Is that a bug? When I want to use Shoot keybinding it requires me to point the mouse cursor at my target (even though the target is active in Target window and in Select bar). Is that a bug? Do I have to / should I / does it change anything at all to actually attack the target when shooting at it? I mean to put it in Target window, e.g. by clicking the Attack icon in the Select bar. "height can affect damage by up to 20%, with every 10 dirt difference being 1%" - does that work both ways, i.e. is that -20% when 200 or more dirt below the target? Can't use focus with long bow, need to be in melee range, can e.g. punch my horse to get it to work. Come on, it has to be a bug, no? Fighting skill influences Combat Rating. Does the Combat Rating influence archery? If you can answer only some questions or direct me to a thread in the forum discussing similar matters it would still be helpful. Thanks to anyone willing to clear these uncertainties for me.
  6. Tracking UI weirdness

    Tracking key binding doesn't work on floors of buildings. It is possible to track on floor tiles if the tile is selected and no item is active. If the tile is selected but any item is active, there's no Tracking icon. Tested on vanilla server.
  7. will be nice if there will be possibility to use "float" optionn at "skill tab", the same way as in "friends tab" i like to observer when my skills grow by 0,000008, but when i'm doing that, sometimes i realise i have in event tab tons of useless logs like "you are too busy" the same with combat tab...
  8. So I went GM mode, Skills -> learn and raised a skill to 99. Then after my test, I lowered it back to what it was. Unfortunately it now has the x3 multiplier, like when you get skill loss from death. How do I get rid of the x3 multiplier? Thank you!
  9. Alright, I so while playing I got to thinking, that it'd be neat to have more than one skill tracker window open at a time... Honestly, wish I could have the skill window open all the time instead... But due to the way it's presently setup, that isn't very practical, so then I had the idea... What if the "Skill Window" had a swap mode on it for players that wanted to keep it open all the time, to swap the text style of the window, over to "Skill Icons" instead, that they could mouse over for info about that skill, such as it's name, current level, and level progress of this current session. Original idea stems from how "Runescape" does their skill interface (I know this is from "Old School Runescape", but the point still stands this is still how they do their skill interface ) Just wanted to get this suggestion out there before we have a UI Overhaul, so that if others like it... There may be a chance for such a thing to be incorperated into it Btw, will be more than happy to undertake making skill icons for it, but would have to wait till said UI Overhaul happens to know how they'd have to appear on it and all, and if they'd have to scale and such
  10. The game should provide us ways to live out of any skill. Who wants to be a Fisherman for a living? Well I'd want, if only I could sell fishes or retrieve valuable stuff from a fish. My point is, there are tons of skills but while some are highly profitable and/or have high demand, there are some with almost zero demand. We should be able to choose a skill, any skill, grind it up and really make a living out of it, otherwise there's little to no reason to have such a vast skill list.
  11. As I mentioned in a previous topic me and Slinky were working on a Wurm skills dump to SQL tool. While working on getting the dump to SQL we had to find an easy way to parse the data and put it in to an easy form for making SQL queries... so we made a skills2CSV converter. Since then the tool(s) have evolved and they do a bit more than just convert the raw skill dump to an SQL file. The online tool: http://vwtfoundation.co.uk/wurmimport/ Forum post about our Wurm Database Spreadsheet: http://forum.wurmonline.com/index.php?/topic/132940-wurm-skills-spreadsheet/ Download the Tool To download the tool for further development or testing locally we have now decided to release the tool: http://www.vwtfoundation.co.uk/Wurm/WUChar.zip temporary URL https://www.dropbox.com/s/a2yiv4l988agdrz/WUChar.zip?dl=0 Neither of us are pros at PHP/Javascript/SQLite so please excuse the quality of scripting. Most of it is commented so you should be able to understand what is doing what from where, etc. If you have any advice or input it would be greatly appreciated. The tool is provided as is and neither me nor Slinky will take any responsibility for you using the files. To use the tool simply upload to a PHP 5 enabled web site/server and extract the WUChar.zip contents. You can name the WUChar directory to anything you like. All the rest is pretty self explanatory for people who understand PHP. It would be nice if someone could improve the security and/or convert this to Java so a portable version is available. If you know Java and understand PHP/Javascript/HTML forms and fancy having a crack at making a Java application out of this tool - please do! PLEASE NOTE: Do NOT use the SQL queries on a live server yet. If you do - you do so at your own discretion. There are warnings on the tools but I thought I'd just warn you beforehand. It's still a work in progress but I need people to test it. So far we've had no problem importing our own skills and adding attributes on to our test server and the skills work/update/degrade when you die just fine. To import the SQL file created: Shut down the server to avoid conflicts. If you are hosting the server yourself (or single player) then navigate to "DirectoryForWurmOrServer\<Mapname>\sqlite" e.g. C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmServerLauncher\Adventure\sqlite Copy the UpdateSkills.sql file created with these tools in to this directory. Within this directory is an application called sqlite3.exe. Just double click this application and a command prompt-like window will open with sqlite> displayed. Type in the following, pressing return after each line: .open wurmplayers.db .read Update_Yourplayername_.sql The application will seem unresponsive for a second or two, then return back to the sqlite> prompt. Type the following then press Return: .exit (Thanks to epel for making this point) It should now have now completed the SQL queries and you should now be able to start the server or game again DONE: Insert affinities Insert Faith, Favor, Alignment, Karma and Priest/Follower status along with deity Add to inventory SQL queries (someone is going to have to help with item IDs /rarity/material/etc) - The inventories are kept in a different database, however should you develop a tool that connects to the wurmitems.db file, item ids can be found here on the item_data sheet. Set other character attributes Added so far: Kingdom GM status Bank balance Priest/Follower and Deity status Sleep bonus Karma Grant titles Only grants titles that are given by skills. Gives titles based on gender (which you must specify). Does not add Epic titles. Meditation path. Tested this with changing the server system time, adding time to the server time, and it gives questions dependant on level correctly for all paths, lets you advance properly, special abilities all work, server leaders show up for the paths, everything works as far as we can see... We would like some feedback on this as we've never been really high level on the paths before. We made it so that it generates the SQL file with an "update_", "max_" or "reset_" prefix so you can tell at a glance what the SQL file will do. Just in case you generated a few files. Credit for the inspiration and starting code for the CSV generator (first part of the tool) goes to http://wurmkit.com/.
  12. Hello there! By default skill effective is x2 from skill. If I mine shards its look like a mining * effectives.. Any ideas hwo to disable this for all skills?
  13. Can't increase some skills

    Hi, I had trouble last week with my toon Garlock, I only had 2 ticks for faith in a 24 hour period (once). Now I haven't been able to increase my meditation skill since I've been to chaos (about 3 days). I never had this problem with my main toon Kijani. [23:20:19] You drop a beautiful meditation rug. [23:20:22] You start meditating. [23:20:26] You fail to relax. [23:20:34] You get a beautiful meditation rug. [23:20:37] You drop a beautiful meditation rug. [23:20:39] You start meditating. [23:20:43] You fail to relax. [23:20:49] The server has been up 3 hours and 21 minutes. [23:21:03] You start meditating. [23:21:07] You fail to relax. [23:21:11] You start meditating. [23:21:15] You fall into a trance. The sky lifts your heart. [23:23:05] You finish your meditation. [23:23:13] You get a beautiful meditation rug. [23:24:01] You wear a quiver. [23:24:19] You start to pray at the altar of Vynora. [23:24:47] You finish your prayer to Vynora. [23:24:47] You are relying on Vynora to help you. [23:26:08] The water is refreshing and it cools you down. [23:27:13] You hold a short bow in your two hands.
  14. I understand that speed is king in Wurm Unlimited, and that difficulty doesn't seem to matter, when it comes to grinding your skill as efficient as possible. However, I've heard that HFC is an exception? Can anyone confirm this to be true or not? Currently I've pan filled about 1000 pans with 1 garlic + 1 onion for stews. On my particular server, this took me from 20 to 50 skill using SB. I'm wondering if it would make any difference if I now switch over to a more difficult meal in each pan or just continue with whatever materials I have on hand?
  15. My fiancee and I play together on our own locally hosted adventure server, and we decided to set up in our kingdom. Some areas of the kingdom have some abandoned houses in them we'd like to use and such, but with the lockpicking skill timer it's taking SOOOO long to be able to increase my lockpicking in order to get some of these things. Thanks
  16. Skills not fully showing

    [13:35:43] Body increased by 0.000 to 58.434 is a curious tick that doesnt seem to be affecting just me and seems harmless. Skilltracker is still lighting up when a tick is gained. Edit: my ticks are set to all so it should show [13:35:43] Body increased by 0.000??? to 58.434???.
  17. Niarja Issue

    I think this skill dump is wrong. https://niarja.com/skill_compare/Zulutribesman People are easily editing and destroying the purpose of a good thing.
  18. WTB Affinity's

    Closed
  19. more priest questions

    howdy again boys and girls! more questions for yall! where is a good point to stop delaying and go ahead and priest? only skill i want to improve on is ropemaking, still only like 18 before priesting. like to get to at least 40 before priesting up. thanks to Wargasm for the ropemaking thread he started recently. but what should i be aiming at for mind logic, body stats, and soul stats before making the change? is there one skill (any skill not just characteristics) that needs to be x level before changing? thanks in advance!
  20. Sold

    I can keep you grinding longer!!!! I currently have 62 Sleep powders for sale! 1s/1 Pick up at T12 on Indy, Delivery available for a fee! PM or post below!
  21. I made a little software tool that I'd like to share with you. It is called "WurmSkills" and can be used to create nice diagrams from your skill dumps. Here is a short description, taken from the help file: This is an example: The program will make use of your skill dumps, so it is necessary that you have skill dumping enabled. While you are able to create a single skill dump using a console command, the best way of enabling regular skill dumps is: - Start Wurm client - Click "Settings" - Change to the "Text" tab - Find the line saying "Dump skills at exit" - Tick the check box. You will then get a skill dump every time you exit the client. (To obtain useful charts you should have dump files for a larger period of time - at least a couple of weeks.) WurmSkills has been successfully tested with Windows Vista and Windows 7, but will probably also run with Windows XP. (You need .NET Framework 4.5) To install and use the program, just download this zip file: https://dl.dropbox.com/s/0k5137m2k1hfiu6/WurmSkills102.ZIP Unzip the contents (WurmSkills.exe and WurmSkills.chm) to any folder you like and run the executable. (I found that some antivirus products may classify the program as "suspicious" - I have no idea why! Ask Microsoft... Be assured that this is not malware!) I hope you like this little tool - have fun using it. --------------------------------------------------------------------------------------------------------------------- Please check my other tools: Wurmclock, WurmDate, WurmStatus, DPMapAssist -------------------------------------------------------------------------------------------------------------------- EDIT: Update 1.02 (see below)
  22. Make titles matter

    As the game currently stands, the only title that actually matters is Armor Smith. With the Armor Smith title, you have a slight bonus to imping armor items, to help you in your craft as long as you have the title on. With that the only exception, no other skill title exists for any purpose other than bragging rights. I could never understand why the developers would choose to give a bonus to imping armor, and nothing else. I'm sure most players would really enjoy having some sort of advantage to their craft of choice upon reaching a title, but right now, the only people who get any bonus from their titles are armor smiths. I'm proposing that some sort of slight bonus is implemented for each title, so players can have a greater sense of accomplishment and benefit from their titles, because right now you pretty much just pick the title that sounds the coolest at the end of your name, regardless of what kind of craft or trade you are most known for. For example: People have suggested making arrows easier to imp, or come out at a greater creation QL. Why not have this be a benefit of wearing a fletching title? Weapon smiths and blacksmiths could have imp benefits similar to the armor smith title; I don't see why they shouldnt, because weapon smithing is actually quite a bit more difficult than armor smithing. Woodcutting titles could increase the damage you do to the tree with each swing, allowing you to cut down those difficult trees more quickly. Hot food cooking titles could increase the rate at which you cook at your quality cap. In general, I believe that most players would like to see some sort of benefits from their titles similar to what armor smiths already enjoy. What say you?
  23. Some of my ideas

    If you disagree with any of these ideas then just assume it would be a full conversion or different game entirely that code club could develop if they wanted too. So to start off I think it would fun to have threshold skills and what I mean by threshold skills would be a Current skill value that starts at zero and is limited by, a Threshold skill value which would be where your skill increases from, up to... and a Maximum for each specific skill so like a cap say thousand. So when your in a house for example(safe) your loot skill's (a skill that allows you to hold onto some(Current less then thousand) or all of your items(Current equals thousand) on death which is skilled by dieing in battle) Current decreases if above zero to zero. Now your saying what if you purposely die a lot well you could also have like announcements like player1 looted player2 and people would see that player2 keeps dieing so they could try to prevent that because it was announced. This next idea has a lot of ideas tied up into the main idea of the start of the game (can be tweaked) and trys to simply describe the basics. If you enjoy my ideas I can try to get more specific just send me a pm. Another idea would be a newtown that is a castle on the king's island and you are tasked with talking with each tradesman to learn the specific trade sort of to fill in your knowledge(gui) or have the ability to skip but get warned that you wont beable to use the help channel but every so often or risk being attacked or something to promote learning the trades. Then once you've learned all the trades you go to the king and he gives you a small boat that will be located at the docks. Docks would be one of two ways to access an island being the supposed safer way the other being mooring offshore(random position) and risking your boat drifting away or crashing into the rocks after a time depending on weather(if you were an enemy kingdom or kos to this island or don't want to be logged possibly). Now you can travel to a public server or click Search for a new land which would be like trying to find a random pocket universe. By pocket universe I mean players can go to the docks and buy faster and or bigger boats or go to the king and charter a new island for real money. So you would always have an option to leave and return to open water and search again. Basically a pocket server would house npc and players alike at the choosing of the lord(owner). Now there could be like houses for npc families that could grow up to become guards (barracks building) that would provide cheaper or free guards or just craftsman, merchants, wizards etc. This would all be in first person perspective not an rts. So essentially you start off with some of the kings people and you can always request more and you pay them to do jobs but you charge them to live there. There's also a weather wizard tower that can be built that would ofc control the weather pry on a cool down. Fields would need rain or watering. So basically you have your own island which you are lord and may complete missions like send X number of guards to assist the kings campaign etc. The rewards might be cheaper rent prices etc. Also you can choose the public server which is kingdom controlled so there is more frequent raids and events these would be like hubs for what a kingdom controls. You could build a house to live in or you can commission a village from the lord then plant it with your own rules if there's room.
  24. It always seemed off having separate skills for shields of different materials. Not to mention it limits by concept having shields made from other materials. Having it separated by size does make sense, especially for smaller shields or bucklers. Tortoise shields and so on. Shields and the skills for them should be sorted into three main groups: Large, Medium, and Small. The materials they are made from can still play a role: wood is lighter, faster, easier to make, and takes dmg easier. Metal by comparison heavier, slower, takes dmg better. The current shield skills... unsure how they could be dealt with. One could just go with the higher of the two wood and metal skills and discard the lower. It could be calced how the skill progression could have gone for one skill from the two. In the area of shield attacks, shield bash can stay along with another skill/attack Rim Strike, Shield Strike, or whatever one wants to call driving the rim of a shield into someone. Whether automatic attacks with a shield or bound to keys?