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Muse

Wurm Online Progression - unlock your potential

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I watched with interest a recent Twitch video from the Factional Fight Brothers.  @McGarnicle @Faeran Gryph and Faeran were discussing their belief that some (otherwise keen) players might be losing interest after a few months of play.  Faeran believed this was because although players had lots of in game rewards and achievements in the first few months, subsequently these milestones became too spread out and far apart to hold the interest of some.

 

I too think this might be happening because in game milestones tend to be linked to each skill level reached, rather than the amount of time played, and skill-gain slows down considerably as skills rise, thus these milestones move further apart.  Rewards come thick and fast in the beginning from 1-30, and are slowing down yet still keeping folk interested perhaps into the 30s and 40s skills, but after that, milestones and rewards tend to slow down to the point where paying premium for another month or year might seem like less value to some, because there can seem to be fewer visible goals on the player's horizon during that time.

 

I want to use this space to draw up a list of the existing milestones for each skill (and I will need your help here!).  I am hoping for a list of potentially game-changing features you can currently unlock, especially those for which it's worth staying or going premium, rather than just a list of all spells or items.  I am also not recording the gradual improvement to the chance of successful actions with increased skill.  Goals are a personal thing, but I've put in a few of my own favourites to start.  I can't determine how long it will take a player to reach these milestones, because it varies between players, but the aim is to spot any gaps or desert zones where no big goal is imminently available in any given skill - so that the Devs could come along and maybe provide content to fill those gaps.    If we can particularly look at giving people some juicy goals to reach in the 40-60 skill range zone, maybe this may help some players who may be dropping out due to inadequate milestones.

 

Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Body Join faith                    
Body Strength Rope Bridge Sag 11-12 Rope Bridge Sag 10 Load, Destroy Pavement, Bash, Dig Roads, Rope Bridge Sag 9 Rope Bridge Sag 8 Rope Bridge Sag 7 Rope Bridge Sag 6 Rope Bridge Sag 5 Rope Bridge Sag 4 Rope Bridge Sag 3    
Body Stamina                      
Body Control Ride Donkey   Ride Horse Ride Hell Horse              
Mind                      
Mind Logic     Drive cart, Drive wagon, Sail Knarr Action Queue++ Action Queue++ Action Queue++ Action Queue++ Action Queue++ Action Queue++ Action Queue++  
Mind Speed                    
Soul                      
Soul Depth                      
Soul Strength                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Religion                      
Favor                      
Faith   Sacrifice, Desecrate Deity-specific bonuses Priest Identify bless auras Can be champion   Cast at Impalongs     Summon Soul Solo
Alignment                      
Swords                      
Longsword                      
Shortsword                      
Two Handed Sword                      
Knives                      
Carving Knife                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Butchering K                      
Shields                      
Medium M                      
Small W                      
Medium W                      
Large W                      
Small M                      
Large M                      
Axes                      
Small Axe                      
Hatchet                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Large Axe                      
Huge Axe                      
Mauls                      
Large Maul                      
Medium Maul                      
Small Maul                      
Carpentry Build House, Minimum Size Wooden Bridge Small Crate         Large Crate, Creature Cage Large Planter      
Bowyery                      
Fletching                      
F Carp   Ship Transporter Creature Transporter, Low Bookshelf High Bookshelf Wagon, Strange Device Bulk Container Unit, Archery Tower, Chicken Coop, Wardrobe   Royal Lounge Chaise, Royal Throne, Trebuchet      
Toymaking                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Shipbuilding                      
Woodcutting                      
Mining                      
Digging   Dig roads (20 Body Strength)                  
Firemaking                      
Pottery                      
Tailoring                      
Cloth Tailoring                      
Leatherworking                      
Masonry     Minimum Size Brick Bridge or Brick Arched Bridge Stone House, Minimum Size Marble Bridge or Marble Arched Bridge              
Stone cutting                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Ropemaking Minimum Size Rope Bridge                    
Smithing                      
Weapon Smithing                      
Blades Smith                      
Weapon Heads Smith                      
Armour Smith                      
Chain Armour S                      
Plate Armour S                      
Shield S                      
Blacksmithing                      
Locksmithing                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Metallurgy                      
Jewelry Smithing                      
Cooking                      
Dairy Food                      
Hot Food                      
Baking                      
Butchering                      
Beverages                      
Nature                      
Fishing                      
Gardening                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Forestry   See age of trees 2 items yield See age 1 tile away See age 2 tiles away 3 items See age 3 tiles away See age 4 tiles away 4 items See age 5 tiles away  
Farming   See tend state and type of crops See growth stage See tend state 2 tiles away, ripe stage 1 tile away   See approx. no. items to harvest          
Milking      2x yield     3x     4x    
Foraging NOTE: New Nodes system in place   OLD: 2 items yield (medium+ grass)     OLD: 3 items (tall+ grass)     OLD: 4 items (wild grass)    
Botanizing NOTE: New Nodes system in place   OLD: 2 items yield (medium+ grass)     OLD: 3 items (tall+ grass)     OLD: 4 items (wild grass)    
Animal Taming Can Tame: Pigs, Dogs, Rats, Deer, Mountain Lion, Wildcats, Wolves, Cows, Bulls, Horses Brown Bears, Young Champ Wolves Black Bears Cave Bugs, Unicorns Crocodiles, Champ Black Bears Hell Hounds   Hell Horses   Champion Unicorns  
Animal Husbandry   Care For (CF) Slot CF Slot CF Slot CF Slot, All negative traits visible CF Slot CF Slot CF Slot CF Slot CF Slot  
Meditating Nothing(!) Join Path Refresh PoL Enchant grass PoL, Refill PoI, SoTG PoI   No skill loss PoK   Skillgain PoK      
Papyrusmaking     Create wax sealing kits at 21                
Miscellaneous Items                      
Shovel                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Rake                      
Saw                      
Pickaxe                      
Hammer                      
Stone Chisel                      
Repairing                      
Sickle                      
Scythe                      
Alchemy                      
Nat Substances                      
Toys                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Yo-Yo                      
Puppeteering                      
Fighting   Special moves (SMs) at 19 SMs at 25 SMs at 30 SMs at 40 SMs at 50 SMs at 60 Fight at unique fight      
Weaponless                      
Aggressive                      
Defensive                      
Normal                      
Taunting                      
Shieldbashing                      
Healing                      
First Aid                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Clubs                      
Huge Club                      
Religion                      
Preaching                      
Prayer                      
Channelling                      
Exorcism                      
Hammers                      
Warhammer                      
Thievery                      
Stealing                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Lockpicking                      
Traps                      
Warmachines                      
Catapults                      
Ballistae                      
Trebuchets                      
Archery                      
Short Bow                      
Medium Bow                      
Long Bow                      
Polearms                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
Long Spear                      
Halberd                      
Staff                      
Tracking                      
Paving     Stone brick floor, stone, sandstone pottery slab floors Slate slab floor Marble slab floor Can create cats eyes at 10ql+          
Prospecting     Estimate QL   Detect Salt   Estimate ore left   Exact QL Exact ore left  
Coal-Making                      
Milling   Grind Salt                  
Archaeology     Can use shovel See settlement name See mayor See deed founder   See deeds further afield See length of occupation    
Restoration                      
Climbing                      
Thatching                      
Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100
                       
Notes:                      
Major milestones / goals not just skillgain/titles                     Skill locked

 

It appears that there is plenty of incentive to 'go premium' at the 20+ skills range, but there needs to be a similar 'stay premium' drive with a good number of equally worthwhile goals at the 30 40 50 and 60 skill stages, to aid player retention and keep the momentum going.  It could be argued that because skill gain slows down as we go up in skill and goals move further apart - there really need to be *more* (rather than less) goals the higher the skill.

 

Goals can be social / community driven as well as in game mechanics - the ability to join in the fight at unique dragon slayings or cast spells on items at Impalongs are community-set skill levels, rather than hard-coded, but which I feel are important.

Edited by Muse
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I also think there should be more incentive to go that medium stretch to 40-50-60. I know that the care for slots is a huge reason for me grinding animal husbandry, for example.

 

Heres a few other things that came to mind that already has somethings that unlock:

Forestry - yield and range

Farming - range and estimate

Taming (although not hard caps)

Masonry - house at 30 and bridges at different length require different skill

Paving - Unlocks different floors at different levels, and requires 20 strength and 10 digging for destroying pavement

Animal husbandry - traits and care for

 

Knarr needs the highest mind logic out of the ships, at 24

Hell horse is ridable at 31 body control

Bash at 21 strength

Mind logic gives extra queue slot for every 10 (4x at 30 and so on)

 

There are probably even more than this, like soul depth or soul strength for champions and other stuff also. These were the ones on the top of my head this early morning. :) 

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This should be pinned, among with oblivionreave one for grind stuff

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A few points you might want to add which affected my gameplay

 

Meditation - Skill 30 Path of Insanity - Refill (works like refresh without water) + Shield of the Gone

 

And then there is the importance of paving. 

 

LgW353x.png 

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Nice work Muse, thanks for doing this.

I'd like to point to prospecting as a good example of a skill that provides meaningful progression. Having just completed the grind to 90 myself, I have to say that I was continually motivated to keep that going due to the abilities I would get once there. Its one thing to get that incremental boost as you skill up (ie. imping that much higher or action times getting that much shorter incrementally), but its another thing entirely to reach a specific level and BAM! now you can do something that you could not do before. Wurm needs more of these kinds of progression, the kind where reaching a specific milestone unlocks an ability that you did not have before. What I love about these kinds of progression items is that they give a strong feeling of character progression. By achieving valuable abilities that are hard to obtain makes your character stand out. For example, now that I have 90 prospecting, others might call on me to help them assess their mine, opening more opportunities for social game play which, for many, results in a deeper connection with the game and adds more incentive to keep playing. If most skills had these kinds of things all the way up to 90, then there would be a lot more incentive for players to set that goal for themselves.

 

A couple of additions off the top of my head:
Animal Husbandry unlocks an additional "care for" slot every 10 levels.

Mind logic unlocks an additional action queue every 10 levels after 20.

Carpentry has a bunch of skill locked items but I'm not sure of them all, ex larder

Weapon skills unlock special moves (not sure of the levels that this happens, but the first one might be at 30)

Faith (I think) unlocks the ability to pray for gems at 50

Forestry/Farming unlocks the ability to see tool tip info for the tiles at further distances every X levels (not sure the frequency on this, might be every 10 levels gives another tile distance)

Forestry unlocks additional tool tip info about the age of trees and if they are sprouting/harvestable, but not sure what levels these happen

Digging unlocks the ability to see slope info on tooltip every 10? levels

 

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Nice list!

 

As far as I'm concerned, there's no hard caps on taming. There are recommended skill levels where your success rate isn't trash, but that goes with many things in this game.

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On 6/15/2022 at 4:31 PM, Nordlys said:

Masonry - house at 30 and bridges at different length require different skill

Too add to this

th3HfQS.png

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On 7/31/2022 at 7:20 AM, wipeout said:

Too add to this

th3HfQS.png

 

Thank you @wipeout that's wonderful info - I've added the minimum skills requirements to the table - but your table is amazing! :) 

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Wanted:

More progression data for the new Nodes for the skills:

  • Foraging, and
  • Botanizing

If you unlock something new in *any* skill, please post your skill and the item or resource you have unlocked below! :) 

 

Thanks very much :) 

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I lost interest after 3 months due to lockpicking being impossible to effectively level up unless you carry a box around and pick it like a robot every 10 minutes lol. 

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