Oblivionnreaver

grindin everything

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  some random guide i wrote up because the actual info around for grinding is laughable at best outside of like 2 good guides and some newbies might actually think thats correct

 

This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it.

 

Types of grinding

 

Imping - Use high ql tools and imp one item to the sweet spot (skill x .77 +23), this will give double sized ticks when you are imping above it. If you can get someone with higher skill to give you something imped this high OR can create it high ql by default, it's a huge help. If you're imping it by yourself, you'll get about 60% ticks or so double sized when imping at this point, if you have a friend with much higher skill (or a single imbued tool) keep it slightly higher than this point 100% of ticks will be double sized. Do not let timer length go over 15 seconds when sweet spot imping as this will ruin gains.

 

You either want to imp something you'd like rare/is valuable when rare, or whatever uses the least materials, or whatever you can create high ql without skill for sweet spot imping.
CoC skillgain only effects thing being used, not parent skill. So if like you're doing fine carp vs carp, imping mallet you'd get 100% carp, but imping rope tool you'd get 100% fine carp 100% carp normally, with 100 coc it'd be mallet 200% carp vs rope tools 100% carp 200% fine carp.

 

Sweet spot changes this to 400% vs 100%/400%. It's anywhere from 25-100% more overall skill to grind with the sub-skills than the parent skills, so if you're planning to grind both to a certain point it's more efficient to grind the sub-skill first.

 

If you cannot make the materials required to sweet spot imp, you want to imp things that are around 15-0 under your skill, depnding on your tool ql. Tool ql equal to skill you'd want 10ql under. Use the grinder to find out the perfect spot.

 

Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain.

 

Some skills have CoC tools avaliable, some don't, some might be a little more hidden(for example, coalmaking you can grind with coc kindling+log by spamming unfinished log piles, but if you were making the actual log piles you wouldn't be using coc for the 24 or whatever logs you have to attach).

 

By default these grind much slower than other skills due to the 33% skillgain on creation/continiung.

 

Best skillgain is around 75% attach chance for continuing, same as creation, if you use equal ql mats to what you used to create it then that's the continue chance. Alcohol increases diff but is too much actions for little benefit here imho

 

Creating houses is fine skillgain for masonry/carp but doesn't come close to sweet spot imping.

 

Random skills that might not be obvious/don't deserve their own paragraph


Nat subs - the potency of the cover (part 1 x part 2's potency) is the diff of the item. 


Coalmaking - CoC kindling + logs is best, making actual piles is worse.


Firemaking - unfinished torches with CoC Tar.


Milling - Anything till like 70, corn after that


Paving - imp catseye


Prospecting - prospect with 1ql, tap w each time you queue up actions, if you don't you occasionally set off old anti-macro thing that stops skillgain. if you think skillgain stopped walk to another tile coz you might have set it off.


Prayer - Faith gives a bonus to skillgain so want 100 faith.


Exorcism - Low ql altars, a priest to heal you coz you will get wounds that can kill you. Ql of item you have activated is used as the tool.
 

Ropemaking - imp fish keep net/net trap. fish one is easier to make, both use .5kg string to imp.
 

Meditating - Start with like a 40ql rug and drop it over time to 1ql at 60 skill, don't meditate on special tiles as they'll mess with skillgain. you can get 11 at least a month before the timer for it if you're meditating 9x a day.
 

Shipbuilding - small tackles are impable, 6.5kg, fit in inventory and can be bsb'd if you need to save logs, but a rare ship is a valuable thing you can sell for a sleep bonus fund so either are good.
 

Cooking/baking/beverages/whatever uses cooking system - you want diff of thing being made to be as close as possible to 10 under your skill. Alcohol increases diff.

 

Best way to grind is to get lots of forges/ovens/whatever, fill hundreds/thousands of items to be made, light them all at once and if using alcohol get yourself to good spot. turn on sleep bonus right as the ticks start flowing in. 30+ diff meals give the biggest skill tick size, anything less than that is smaller ( 1 toast which is 10 diff, has 1/3 the tick size of a 30 diff meal). Meat+veg for HFC, fruit bread for baking, spearmint tea for beverages.
 

Shield bashing - you have to hit the shield bash for skillgain, if the bash does damage you chance to get another tick that's double sized until 50 skill. Low body control and starving mobs are easier to shield bash (most passive mobs, trolls have really low BC, can combine shield bashing training with pen shield training),

 

So best way to grind in pve would be to pen a troll in a cave and keep it starving but not dead, as are enemy kingdom alts with no armor. PVP has a super bonus to skillgain iirc so bashing alts is the fastest way, but probably frowned upon by pvp purists.
 

First aid - Bigger wounds - higher diff healing. should be 75% of bandages to actually heal for best skillgain, haven't tested in a while. Wounds on your hands lower your effective first aid skill which means you can use lower diff to grind.
 

Repairing - Mallet to 50, Ring to 70, Large saddle seat to 85, chain jacket to 100 ( beaut med rugs are better 90+ but dont form piles, chain jackets are much easier to manage but you need a lot more of them). Lava is your best way of damaging to grind, 24 hours on lava gives 96 dmg so its a daily grind thing.
 

Fishing - you want to balance fish diff vs skill+rod ql+ things on rod. Huge tick for hooking fish, small ticks every few seconds while it's hooked. When you get message that it's hooked, turn on sleep bonus then click to hook it, then turn off sleep bonus after it's caught/swims away.

 

Balance rod ql vs fish caught so that you get around a minute of fighting on the line before it's caught/gets away. If you're catching 100% of them its too easy.

 

Fish nets work until like 40 or so then gains drop off hard. Spear fishing is very good for grinding, but requires you to be watching the game, compared to using a fishing rod which you can set up a wurmassistant notification for when a fish is hooked.
 

Farming - 1ql rake, potato/cotton/wemp/rye from 1-70, oats/pumpkin/cucumber/reed/barley/carrots 60-100. wheat from 70, cabbage/corn from 85. Garlic with 80+ skill 90+ql rake is good gains too but you need more land to make up for fast rake times.

 

Anything harvested with scythe uses coc/woa for harvesting, all other plants dont coz they use hand to harvest. seed ql+farming skill = plant speed.
 

Forestry - Harvest is best, pick sprouts if nothing is season
 

Gardening - imp trellis
 

Animal taming - (assuming venerable no traits) pig till 40, black bear till 65, cave bug till 75, unicorn till 95, hell horse till 100.
 

Animal husbandry - shearing sheep is great gains if you have lots of sheep, otherwise groom everything.
 

Metallurgy - Brass/bronze till 60ish then electrum. Low ql lumps are a necessity.
 

Jewelry smithing - imp iron bowls, if they go rare you can try for a rare altar vs ball which makes nothing
 

Plate armor smithing - can imp scale which uses leather, or iron plate.
 

Lockpicking - lock ql = diff, assuming you're using 80+ql lockpicks lock ql near lockpicking skill will do well for everything past 50, otherwise calc it in the grinder. You can coc/botd the lockpicks but you'll break hundreds of them grinding. Lib basically gets free favor so if you have a good channeling lib botd all the picks
 

Treb/catapault - Put treb/cata at base of dirtwall, wall on top of dirtwall, shoot 0.1kg lumps, lump lands on dirt wall next to you or inside building, pick it up. Winches is diff for cata, counterweight in treb is diff (25 rock shards = 25 diff)
 

Thatching - imp thatch roof
 

Climbing - make a drop shaft in a mine, climb up it until you run out of stam and fall down, climb up again (no fall damage in caves). Chest wounds reduce effective climbing skill which can make it easier to grind.
 

Archaeology - diff depends on how many disbanded deeds are in the area, you'll need to test it out yourself, it can vary greatly.

Each time you get a message in the middle of an investigate action that gives a chance for skill same as finding a fragment so much faster to skill up on disbanded deeds

 

Restoration - "Unidentified Fragment" is 1 diff action, the fragments have various difficulties based on the group that they belong to, wood being low and statues being highest. <80 skill low ql chisel and brush, >80 skill High ql woa chisel fragments until they show their group and seperate those into a grinding section. weapon/armour/tool/statue fragments are higher diff, rest are low diff

 

Weapon skills - Weapon skill is based on damage dealt, and is capped at around 50% of the enemies health dealt in a single blow, so tanky mobs that you glance a lot against aren't good for skillgain whereas squishy mobs are.

 

You want to avoid fighting trolls scorps anacondas etc *unless* you have a venom weapon and are reasonably strong *or* they're the only thing in the area, but they won't be good skill.

 

Venom is the superior grinding enchant as it removes glance entirely means you hit more often which means more skill more characteristics more affinity chances.

 

BT increases damage+skillgain but often takes you well over the 50% cap on skillgain,

 

FB/FA do not increase skillgain and their damage takes away possible skillgain you could have gotten, RT increases skillgain but also increases damage dealt to the weapon itself so not good for skilling,

 

ED is just bad and people make fun of you for having ED.

 

LT is a contender for best skilling weapon if you're not that strong or there is a lot of mobs in the area that your natural health regeneration can not keep up with.

 

A good skiller would be WoA (nimb if it's a 3 second swing weapon) - Venom/LT - CoC - MS. Good ql armor and weapons, a fast horse+geared up and high Web armor casts on your armor are all massive boosts to how much skill/hour you can get hunting, if anyone tells you WA doesn't work in pve or that you should use aosp in any form inside wurm online thats not a horse barding /ignore them.

 

Shield skills - Shield skill gained is based on damage blocked, so blocking stronger mobs = more skill.

 

Pen training you're limited to 15 minutes per mob until skillgain stops, this resets after 4 hours of not fighting the mob. Your CR vs theirs is chance for skill tick, so there's lots of variables so you'll have to play around with it yourself to find the best way.

 

 Ideally you want something you can tank for the full 15 minutes without healing, and if you're pen training, catch some angry/greenish trolls or hell scorps for high level. Use around a 80ql shield starting out, and once you get to 90ish skill drop it down to 40ql.

 

For grinding mobs, you want things with strong slow attacks, as you can only get shield skill ticks so often. Ideally you want to just get to 60-70ish by hunting in normal fighting and not worry about shield training until you can tank trolls/scorps for extended periods. 

 

If you get in a fight and target something else you won't attack but you can still shield bash, you can also repair your shield and cotton yourself, as long as you don't queue actions, if you do you have to leave combat to fix it.

 

Make sure you're not in the influence of your god, this will absolutely trash the skillgain calculations by putting your shield blocking difficulties into the negatives, build another gods altar at your shield training pit if needed.

 

Sindusk goes into depth about shield blocking if you want to calculate gains properly https://docs.google.com/document/d/1DcmhFgG98O6H2tteBtDehhRcn9cdWAD0lQvIdFA69iU/edit#heading=h.rhkeoj4xtjhx

 

Make sure you're half a tile away from the mob, if you're too close you won't get skill for blocking. You have to face the mob to block. If you need to drop your CR you can either ride a horse and have the horse face away from the mob but you face it (cr uses horses rotation, blocking uses yours) or make a nice dropshaft into the ocean to sit in.

 

Gathering skills - using a 1ql
 

Mining - rock(can flatten cave roof for up to 100 mines per click if you have stamina)/iron to 70, copper/slate/lead from 60- 100. you can start with silver at 80, gold at 90, sandstone 99, lower if you use above 1ql pick but since grinding mining at this point is so slow you might need to take a few pickaxes in the mine with you to keep your idea ql level, easier to just use 1ql the whole way. You'll most likely be balancing around your characteristics instead of your mining level anyway.
 

Digging - Digging is special in the fact that 5 slope - 1 diff so you can grind to 100 digging on moss clay even dirt if you're digging at the base of dirtwalls but for this we'll assume it's flat ground coz its easier.

 

 Leveling is 33% skillgain compared to digging, dig to pile if you're dropping it into a bsb after can trigger an old anti-macro thing that stops skillgain so i'd recommend digging to inventory.

 

Dirt/sand/moss from 1-70, clay from 50-100, tar from 85-100. Again you'll most likely be balancing around characteristics not digging and can make dirtwalls to change diff.
 

Woodcutting - Chopping down diff is based on tree age, cutting up is based on tree type. Most common tree types are 2-10 diff, walnut 15 willow 18 oak 20, so 1-80 you can either cut down+chop up everything with a 1ql hatchet, or cut down with a high ql hatchet, load like 60 felled trees into a wagon/have dedicated storage boats for felled trees, turn on sleep bonus and go to town with a 1ql hatchet and crates nearby to chuck all the low ql logs into for coalmaking grinds or fuel or whatever.

 

After 80 You either want to grow a huge walnut forest (takes irl months to grow to overaged) or have a fo priest wild growth oaks trees (if you're wild growth-ing you can have them all packed together, they only kill nearby trees when they age up naturally), takes like 15 casts or so to take an area to overgrown trees, chop em all down, chuck into a wagon, turn on sleep bonus and go to town with 1ql hatchet.

 

I'd recommend getting yourself a nice wound to grind with, as getting trees to grind with is pretty hard at this point. You can also go around deforesting everything still, but skillgain for WC drops hard after 80 skill if you're cutting down birch/pine/whatever.

 

Channelling

Best way to grind at high levels is to give yourself a neck bruise wound and freeze it with a 6 healing cover, easy to get in a spar. neck wound lowers your effective channelling so you can grind with lower difficulty spells indefinitely, just get a 50-60 wound (each 7.6 damage reduces effective channeling by 10%, so a 50 wound is 65% skill reduction) frozen on neck and cast light token/opulence/morning fog until you hit your desired skill.

 

 If you're using this way you need to either sacc on a link or only sacc 49 favor at a time because saccing 50+ favor full heals you. If you don't want to grind with the wound the normal way is in the spoiler.

 

Spoiler

You want diff to be 10-25 under your skill. You want alignment to be LOW (especially at 30-70 skill, past 90 skill alignment doesn't mean anything, in the 30-70 range high alignment will mess with skilling and force you to use much harder spells than you would with low alignment+altar), you can put on a single plate glove to get the casting penalty to lower the bonus that alignment gives you. You want another gods influence to be overpowering your own gods altar.

 

 Ideally you want linked accounts, 2 is max before skillgain drops off, alts are good but you can probably get 2 people to link to you at a public sermon ring. Each link adds +3 to diff, and therefore increases the range of skill that you can grind with a certain spell.

 

You can have 1+channeling/10 links in total, which gives you 10 max links at 90 skill, but don't use over 2 for skilling. Libilia is the best to grind with as she gets +15% skillgain as well as 10% more favor regenerated, vynora is also good as she gets +10% skillgain and can cast wisdom of vynora on herself for sleep bonus. 


If you're using 2 links add 5 to max (ie morning fog to 40 instead of 35)

 

Fo - Morning fog to 35 (50 if low alignment), acid protection to 50, dirt to 70 (can cast dirt till 80ish if you'd rather the dirt than a bit more skillgain), lurker in woods to 100
 

Mag - Light token to 35 (50 if low alignment), frost protection to 55 (can go to 65 with it, blaze is better skill/hour but uses more favor/skill), blaze to 70 (if linking only use to 80, lurker better favor to skillgain ratio), lurker in dark/woods to 100
 

Lib - Bless to 35 (50 if low alignment), Poison protect to 50, dark messenger to 70, lurker in the dark to 100
 

Vyn - Opulence to 35 (50 if low alignment), Fire protection to 55 (can go to 65 with it, glacial is better skill/hour but uses more favor/skill), glacial to 70, lurker to 100 ( can cast coc/woa/aosp and sell that instead for a more casual grind)

Butchering For butchering the animal, diff for meat is parts already butchered x 3, so the first one butchered is 0 diff, the next is 3 diff, one after that 6 diff, and so forth.

 

Around a 15 diff mark is where you'd want to balance your knife ql for. Use CoC+WoA/BOTD and be full health+stam as the butcher/filet time does not effect skillgain, only how many things you butcher.

 

For fileting, diff = damage, so ideally you want to lava the meat to high damage and counter that with a high ql knife for really fast butcher actions.

 

From 1-60 kill+butcher+filet everything with your lowish ql knife, past 60, butcher with a high ql rare+ knife to get the most meat, gather up thousands of it, lava it all at the same time then when you get the right diff turn on sleep bonus and go to town fileting.

 

 Pre-fsb meat can be 0.6-1.2kg whereas fsb'd meat is 0.3kg so you'll get way more use out of your time fileting meat before you fsb it ( a 1.2kg meat gives 4 butchering tick chances, a 0.3kg meat gives 1).

 

Characteristics
Characteristics work similar to channeling, you want the diff to be 10-25 under your characteristics, say you were mining rock (2 diff), you had 90 str, 50 mind logic, 20 stamina.

 

You'd get a str tick on 1.55% of mines, a mind logic on 34% of mines, and a stamina on 53% of mines. Each characteristic does its check seperately so having super high str won't impact your stamina gain for example, but if they were that far apart you wouldn't be able to grind both at the same time effectively.

 

For imping, the diff is equal to the ql of the thing being imped ( imping 90ql tool = 90 diff = no characteristic gain for pretty much anyone).

 

For Melee weapons, its equal to the weapon skill (90 huge axe skill = 90 diff str check = barely any characteristic gain again). CoC does not effect characteristics, i dont care if you heard in ca help that it does because it doesn't.

 

Best way to grind each characteristic, other ways are almost always slower/require too much input

 

Body Strength - Woodcutting to 40(will give 2x strength 1x stam ticks when using a hatchet, but hard to use this effectively past 40), mining/digging from there
 

Body Stamina - mining/digging always, woodcutting is equal with them up to 40


Body Control - Archery or Longsword+shield shield training in pen(requires your attention but great gains), Archaeology(afkable)

 

Mind logic - Panfilling, Mining/digging
 

Mind speed - Shield training

 

Soul strength - Mining
 

Soul Depth - Panfilling, Farming

 

Grinding wounds

You can freeze wounds so that they never improve/worsen  might have to examine wound if you dont have high first aid

 

its around 6-10 depending on fat layers to freeze a bad or severe, depending on your fat layers and if you're fo or not you might have to do some trial and error. Frozen wound = stamina doesn't go up past that point = longer timers = less materials used, good for things like restoration, metallurgy or anything really if you're a path of power boi.

 

Lava gives pretty consistent wounds as does jumping off a dirt wall, so they're a good place to start one. when you're finished and want the wound gone just sacc a rare/like 50 favor worth of things and the wound will instantly heal.

 

Wounds in certain spots reduce your effective skill, so for example, if you're 70 body strength, and have a 60 wound on your lower back you can mine rock/cut down trees for great body strength/hour. Lower back or top of back = body strength, crotch = body control, face = mind speed

 

Rare spamming/Imping rare

For rare spamming, you want as many alts as you can handle, ideally premium to get supremes as well (Premium has 0 effect on rare rolls but 4x as likely to get a supreme roll). Personally when i did it i'd run 9, as 9 64kg lumps fit in a size runed forge.

 

Mine heaps of ore, smelt and combine it and chuck the 64kg lumps into a wagon so you can just drop new combined lumps into the forge as you use them instead of having to mess around with backpacks etc.

 

Once you've got that set up, light your forge and heat up the lumps, while they're heating up set up your accounts in an organised fashion so you don't have to mess around with alt tabbing or anything like that to see the create button in the craft window.

 

Set up a Wurmassistant notification for "Action Queue" With a 25 second notification delay on your first account in the lineup, with a 30 second rare window (20s default, sacrifice 5 valrei items or a bunch of decent ql cordage to get +10 on village bonus) this will make sure you hit the majority of windows while not being wasteful with materials once you factor in the craft timer.

 

 During the craft, try not to mess around ingame with your inventory, right clicking things etc as that can use rare windows,

 

https://forum.wurmonline.com/index.php?/topic/183756-rarity-windows-get-consumed-by-actions-that-dont-go-through

 

You can expect about 1 rare per 2 hours, and 1 supreme per 24 hours, per account, assuming you have 100% create chance (takes about 30-35 skill with a 90ql tool for most tools you'd want to spam). 9 Accounts would get about 4.5 rares an hour and a supreme every 3 hours on average, for example.

 

 

For imping rare, put a tin vyn rune on it and imp with super high ql tools every 25 seconds, same wurmassistant thing as before. Because the imp needs to be successful, lower skill will make this easier (imping 20ql with 20 skill 90ql tool is like 75-80% success rate depending on parent skills etc, 90 for all is 51% chance).

 

If you only want a rare and don't care about supreme, a non-premium account is best for this due to them being capped at 20 skill, therefore never leaving the perfect spot for imping rare. Otherwise, on an alt, give them high ql no enchant tools, freeze a wound at like 60 dmg for longer timers and imp away.

 

On a successful imp with a rare window, it's 1/5 chance to go rare and 1/25 chance to go supreme (so for a 50% successful imp rate, would be 1/10 and 1/50 for example), compared to creations 100% for rare and 1/12 for supreme. Again, don't mess around with the client while imping or before imping as per that post above.

Edited by Oblivionnreaver
formatting so it isnt awful to look at
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Do you have the difficulties to cut down based on age? I’m up to 62 by having good woodcutters wagon up (65 overaged fit in wagon) felled trees so I got a decent amount of high ql logs (last log always = felled tree ql).
 

Note: You can use saw or hatchet for woodcutting grind. I chose saw since I’m going to swap back to Fo priest and won’t be able to use a hatchet for anything. 
 

Seryll tools are great for low ql skillers. Can be reenchanted easily as it decays. (Might need some sundering/mends if you want to push its QL down). 
 

Excellent guide, thanks!

Edited by LionIX
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2 minutes ago, LionIX said:

Do you have the difficulties to cut down based on age?

goes down as they age, 15 at young, 1 for shriveled.

for that saw vs hatchet, saw is 1 str 1 stam 1 logic, vs hatchets 2 str 1 stam, personal preference but i prefer str vs ml

Edited by Oblivionnreaver
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Great guide Oblivion will be very useful for people starting out on the Steam release. Good timing.

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3 hours ago, Oblivionnreaver said:

Body Control - Archery or Longsword+shield(requires your attention but great gains), Archaeology(afkable)

 

I would add 2 handed sword, no coc, no sleep. mega BC gains until the sword skill goes up, so you want to slow it down as much as you can

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Nice guide, this would be a super helpful for all the new players on steam.

 

Also, when you grind repair, you can use a clay amphoras instead of chain jackets if more easy to be made for you

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is tailoring/leatherworking missing or am i blind?

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On 7/10/2020 at 4:08 PM, Oblivionnreaver said:

Ropemaking - imp fish keep net/net trap. fish one is easier to make, both use .5kg string to imp.

If I may, I have an addendum to this. Keep string uncombined in a satchel/backpack in the "string slot" on your toolbelt. Saves on resources

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9 hours ago, Zucian said:

is tailoring/leatherworking missing or am i blind?

Just uses the general "imping" section, nothing special for leatherworking. Leather gloves don't take much leather, saddles/drake are probably the most valuable things to imp rare so they're good if you dont care about wasting leather.

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For nat subs the transmutation stuff for changing tiles seems to give the most skill by far. Just use one item in barrel at a time while doing it.

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For fighting/weapon grinding, might be best to choose 1 weapon when starting a character and focus on that. Grind the skill up till you can survive well enough. The other weapons, you might want to save till you work on other skills and get your characteristics up. Then you can have a larger window of characteristic gains as you train up the other low skilled weapons (do not use CoC). Maybe go across all weapon types until wep skill is close to desired characteristic(s) and maybe come back to them later.

 

It seems that characteristics scale with damage done. I was fighting a sheep with a copper (reduced damage), low ql, venom 25 shortsword. I got body control ticks from about 0.000027 to 0.000040. I then switched to high ql 2-h sword which I'm well skilled with and got a 0.000800 skill tick. So it seems like if you're shooting for characteristics, then just go as high ql as you can but skip CoC to keep weapon skill lower for longer.

 

But you can probably just grind stats with mining/woodcutting/digging, so maybe it's not a big deal to try to min/max this way. Did I miss anything, or anything wrong with above?

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On 7/10/2020 at 3:08 PM, Oblivionnreaver said:

Channeling

You want diff to be 10-25 under your skill. You want alignment to be LOW

What is the best way for a WL priest to keep alignment low?

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Toymaking is just regular imping tips with the puppets.

 

Yoyos and puppeteering is special though. 

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should post this and other guides in the steam community thingy. so steam players find it easy

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1 hour ago, validate said:

should post this and other guides in the steam community thingy. so steam players find it easy

Maybe give them a few days. I think being met with a face full of "this is how you grind" is going to be more discouraging than encouraging to new players.

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1 minute ago, Razorblade said:

Maybe give them a few days. I think being met with a face full of "this is how you grind" is going to be more discouraging than encouraging to new players.

true .   if they hit the game manual on the steam page. lol they will see the wiki.  thats one of the biggest game manuals i've ever used. 

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Hey man its a great updated guide compared to everything out there but i find a lot of it difficult to understand as a non wurm vet. "This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it." Dont really understand the skill grinder, or what you mean by the rolls. Also what do you mean by diff? Difficulty? Difference? Also how does imping go? What if your imping mats are 1ql (new to WO came from unlimited) so all my skills are trash. Why is it you want 1ql tools? The wood chopping section made no sense to me, why use a lower ql hatchet? Thanks for any help, id like the guide to be clarified to help other new members because the last proper guide that comes up on google is from 2012.

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4 hours ago, Scythe said:

Hey man its a great updated guide compared to everything out there but i find a lot of it difficult to understand as a non wurm vet. "This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it." Dont really understand the skill grinder, or what you mean by the rolls. Also what do you mean by diff? Difficulty? Difference? Also how does imping go? What if your imping mats are 1ql (new to WO came from unlimited) so all my skills are trash. Why is it you want 1ql tools? The wood chopping section made no sense to me, why use a lower ql hatchet? Thanks for any help, id like the guide to be clarified to help other new members because the last proper guide that comes up on google is from 2012.

 

Hi @Scythe I'm relatively new but I think I can answer this for you. The skill grinder is a tool / site that I believe is commonly used by those who know about it, as with the affinity cooking site / calculator. The rolls referred here

Quote

Most actions give skill in a specific pattern: Each action has a chance of giving skill. The chance is determined by the character's skill level, the difficulty of theaction and, usually, the quality of the tool being used. The amount depends on the length of the action timer. If the action timer takes twice as long the gain is twice as high too. The amount is also affected by sleep bonus and tool enchantments like Circle of Cunning. (see more at https://www.wurmpedia.com/index.php/Skills:Basics#Skill_gain)

If I'm not mistaken, is part of the fixed formula (therefore the random integers are picked from 1.01 to 39.99?) that determines how much skill you get. Sometimes there are no skill ticks due to the rolled integer resulting in the formula producing a number thats 0, less than 0, or so minute it isnt recognised, and therefore skill is not gained in that particular instance. (I could be wrong on this, so someone please correct me if I am.)  

 

Diff here is Difficulty: You want lower or 1QL tools as time taken to complete actions go down as QL goes up. Less Ql = More time = more experience, since exp is based on the time each action takes ( same reasoning as to why you want to have lower stamina for longer timers, but not less than 10% stam as there is a penalty to your exp past that point). Difficulty, however, is denoted in the chance to succeed at something. For example, if I make a wagon at 50 Fine carpentry (minimum is 40 Fine carpentry) with 50ish QL small wheel axles and a 20QL plank, my chance of making the initial unfinished object is only 6%. This is because the difficulty is very high comparing the material QL to my skill level, and so my chances are success are much lower.

 

Quote

Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain.

 

From this, we can see that because the wagon is too difficult for me to make, if I'm skilling using creation, I would not want to use the wagon at all, but instead something closer to this range of success. Of course, higher or lower QL materials will also affect the creation chance, hence you may need to play around with different qualities and find what's best to suit your skill for the item you want to create. The same applies for tools, their QL will affect the difficulty level of creating an item, as well as, I believe, improving it. (The latter I'm not too sure, so someone please correct me if I'm wrong). 

 

I'm not familiar with the exact formulas myself, but generally you want to improve or create items at a difficulty that is not too easy but not too hard, of which is easier seen in creation windows/ However, as I dont usually look at the formula or use the tab myself, a quickfire way to estimate a good QL to imp to would simply be your skill level + 10 (for the sake of simplifying the need to calculate an appropriate Ql every time your skill goes up). This will probably not work as well at higher grinding levels, but it does work until the 70s or 80s as far as I have seen for myself.

Hope this helps! >.<

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14 hours ago, Eirwengale said:

Hi @Scythe I'm relatively new but I think I can answer this for you. The skill grinder is a tool / site that I believe is commonly used by those who know about it, as with the affinity cooking site / calculator. The rolls referred here

  Quote

Thank you Eirwengale! i truly had no idea the longer an action takes the more skill it gives, that seems like an odd mechanic but its excellent to know! Im still not sure if i quite understand the website but with a little fenagaling im sure ill get it. My take away from this is you want to create things that are at a 75% chance (idealy) or imp things. My question would still remain for imping, what is the appropriate quality imping tools you would want in this circumstance? High or low? I guess for example you would want a 1ql file for longer actions?

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19 hours ago, Scythe said:

Hey man its a great updated guide compared to everything out there but i find a lot of it difficult to understand as a non wurm vet.

Yeah this guides more written more towards people who have the basics down, if you're a newer player just playing the game and getting skills as you go along will probably be more enjoyable than supergrinding. 

 

 

21 minutes ago, Scythe said:

My question would still remain for imping, what is the appropriate quality imping tools you would want in this circumstance? High or low? I guess for example you would want a 1ql file for longer actions?

Imping timer is always 12 seconds regardless of ql, only stamina remaining and Wind of Ages effect it. If you're doing sweet spot imping or you're imping at/above your skill level you want your tools to be as high ql as possible, if you're imping things slightly under your skill you want to have tool ql approximately equal to your skill, and if you're imping things more than 30 points under your skill, usually if you're interested in body control gains, you'll probably want 1ql tools.

The grinder thing is a bit tricky starting out but once you've used it a bit it's really easy, basically higher difficulty lowers the mean, and skill and tool ql raise it, 

Edited by Oblivionnreaver
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No problem, glad I got it right and could help a little ^^ seconding what OblivionReaver noted too, 

 

If you're imping things more than 30 points under your skill, usually if you're interested in body control gains, you'll probably want 1ql tools.

 

You'll gain extra body control for failure to imp, which is the main reason to use lower QL tools, in addition to higher control gains from successes too; to me the logic is you get more body control because you're using a worse tool that's making am easy task hard, therefore you gain more Body Control experience haha

 

It's an interesting mechanic indeed, that said, it's also why we find the easier gamemodes in other games much easier after playing the same game on hard mode. Handicapping oneself seems to teach you to do better at it :D

 

I myself don't look into grinding techniques that kill the joy too much, but do use this guide to figure out when to turn on my sleep bonus to make the most out of beneficial skillgains xD in addition to determining projects to work on, which is how I easily have 70 carp, 50 fine carp within my first 2 months of playing even though I moved from Indy to Exo within that timeframe. The more you work on projects, the more skill you gain without feeling the grind! Hehe but of course, sometimes a little grind here and there is wonderful to take advantage of exp events, hence the usefulness of such a guide existing. (Thank you OP xD)

Edited by Eirwengale

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On 7/10/2020 at 3:08 PM, Oblivionnreaver said:

Gathering skills - using a 1ql
Mining - rock(can flatten cave roof for up to 100 mines per click if you have stamina)/iron to 70, copper/slate/lead from 60- 100. you can start with silver at 80, gold at 90, sandstone 99, lower if you use above 1ql pick but since grinding mining at this point is so slow you might need to take a few pickaxes in the mine with you to keep your idea ql level, easier to just use 1ql the whole way. You'll most likely be balancing around your characteristics instead of your mining level anyway.

I used a mining calculator. At 50 mining, i'd need a -6QL tool to mine rock with for optimal skillgain, whereas mining tin with a 10ql pick seems to be the best, and switching to copper with a 20ql pick at 60

 

Is the damage on a 1ql pick calculated in game as the tool QL going into minus? Or how is mining rock/iron to 70 the best for skilling mining? 

 

EDIT:

 

Also no cloth tailoring?:S 

Edited by atazs

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Trying to understand what to input for tool skill level, if you're imping and using several different tools what should be put here?

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8 hours ago, Erowynn said:

Trying to understand what to input for tool skill level, if you're imping and using several different tools what should be put here?

whatever tool is being used at the time, for example if you're imping metal, imping with the hammer would use your "hammer" skill, whereas the other 4 imps wouldn't use a tool skill, so you just leave it at 0.

 

On 8/3/2020 at 2:58 AM, atazs said:

I used a mining calculator. At 50 mining, i'd need a -6QL tool to mine rock with for optimal skillgain, whereas mining tin with a 10ql pick seems to be the best, and switching to copper with a 20ql pick at 60

 

Is the damage on a 1ql pick calculated in game as the tool QL going into minus? Or how is mining rock/iron to 70 the best for skilling mining? 

That tool ql formula is just a general estimate you don't need to be exactly the right ql, as long as you're within like 20 points away, you should be getting good gains. dunno if you can have the tool act as if its under 1ql haven't really tested.

 

0e4cb6c25def89c41544137bd8deb974.png 60 mining you're still getting 52% tick rates, so slightly over half of your mines will be getting skillgain with rock at this point.

b06ed7705be86ce4a6d609f55fab7eaf.png65ish mining is when it drops under 50% and continues dropping, if you compare rock and copper at 70 mining you'd see copper is about 10% more skill per hour at this point, and this difference only increases the higher you go.

9bb5c29435167d5ee56a34d6917d7f1e.png 80 mining is lower again, copper/slate/lead at this point is about 25% more skill per hour than rock.

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