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Guides:Tips for Skills

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{{CleanupGuide}}  
Here is the 'Tips for Skills' page. You can come to this page and put in info on how to raise a certain skill, e.g. what are the tricks of the trade and you can ask for help raising a skill.
In some skills and crafts there will be no actual displayed creation chance. [[Mining]] to cite one example.
'''ImprovingAltars''' - Having Working within the best tools and raw materials [[Religion#Domain_of_the_gods|domain]] of your [[Gods|god(resourcesdess) you ]] can get your claws on is bestadd some bonus gain to certain skills. In additionMost skills and crafts require one to be standing still, finding the one item in the skill that uses the least amount of raw materials for improving is desirableso it cannot hurt to have an [[altar]] nearby.
'''Creation''' - Having a creation chance around 50% seems to give the best skill gain. This chance is calculated based on a number of factors to varying degrees: skill, raw material ql, tool ql, and etc. The exact emphasis can differ from item to item. Typically the quality of the parts and tools have the most impact with skill playing a close second.
'''Enchantments''' - [[Circle of Cunningcunning]] (CoC) and is extremely helpful since it provides increased skillgain. It's not advisable to use [[Wind of Ages]] (WoA) are both extremely helpful, except where specifically noted otherwiseon your tools when you're working to increase you skills as it results in reduced skillgain.
'''AltarsImproving''' - Working within Having the [[Religion#Domain_of_the_gods|domain]] of your [[Gods|godbest (high QL) tools and raw materials (dessresources)]] you can add some get your claws on is best. In addition, finding the one item in the skill that uses the least amount of raw materials for improving is desirable. '''Nutrition''' - At the very least, your nutrition should be higher than 40%. Anything less than that will result in decreased skillgain. You receive a 1% skillgain bonus at 60% nutrition and the bonus gain increases to certain skills5% as you reach maximum nutrition. For blacklighters, it's best if you can do your work while standing on a mycelium tile. Most skills You will passively regain lost hunger and crafts require one nutrition from mycelium tiles. Full nutrition can be achieved by sacrificing rare items to your chosen diety. This applies to all four gods.  '''Sleep Bonus''' - You can use this bonus at anytime to be standing still, so increase your skillgain while it cannot hurt to have an [[altar]] nearby's activated. You can accumulate sleep bonus by logging off in a bed or by consuming a sleep powder.
==Blacksmithing==
Copied to [[Smithing Guide]]
To get started , it's best to have a forge of decent (50+) QL and good QL tools. This ensures The reason for having a good forge is that your the higher QL a forge has, the longer it will stay lit. It will remain hot for longer and also heat things items up faster. In order to practice blacksmithing and it's subsequent skills, and that you will have less of need the following tools: whetstone, hammer, pelt, and water (usually in a chance barrel).You can only improve items to the QL of failing while impingyour tools and resources. This is why it's important to have the best (high QL) tools and resources you can get your hands on.
What I find handy , when skilling up working to increase this skill, is to make multiple copies of an item and work on them all simultaneously. If It's best to have an item for each queue slot that you are also a miner or have ready access to unlimited ore. For example to start off, then you can 'll want three items to work on any items you want. If 20-29.99 mind logic allows you only to have limited access to ore and/or are only working for skill, then your best bet is to create and improve needlesthree actions queued. They use .001 lump When you reach 30 mind logic it would be beneficial to create, use hardly anything to imp, and you can fit a hundred in a bowl or jarwork on four items.
Skill gain It's best to begin by creating and improving needles. They are resource efficient to create and improve; they only use .001 of a lump. Improving isn't limited by your skill level. It's also a good way to increase your skill level, when done properly. The gamewide method to increase crafting skills is faster the more difficult the work; by improving items to 30 points below a QL above your skill level won. It't generate skillgain as fast as improving items s best to go about 10 below -15 QL above your skill level, and so forth. This is why it's important to have high QL tools.
==Jewelry smithing==
Copied to [[Smithing Guide]]
In order to practice jewelrysmithing you need the same tools as for any other smithing skill: whetstone, hammer, pelt, and water. The higher the QL of your tools, the greater the chance to succeed when improving.  To train JSing this skill it is best to begin with by making bowls for initial skill. Bowls can be made of any metal, resulting in high resource availability. As with all skills involving improving, you should endeavor to improve each bowl (and all subsequent items) to your skill plus 10 for maximum skill gain. Eventually, presuming that you have access to silver or gold ore, you can progress to creating armrings. These have a relatively high creation chance for low-skill Jewelrysmiths, and less skilled jewelrysmiths. They are also worth a pretty penny to traders. Their The downside to armrings is that since they weigh 0.30 30kg each. Therefore, they consume a lot of gold lump per imp attempt. You can endure this extra lump cost for a while if you have ready access to ore, but if not it is best to skip armrings entirely and proceed to the final item: rings. While their creation chance is initially low, they only weigh 0.05, meaning that a 0.10 lump lasts for 30 uses.
==Carpentry==
Copied to [[Carpentry Guide]]
To The best way to raise [[carpentry]] the best way is by building [[Wooden house|houses]] or grinding . Working to increase the sub skills like [[fine carpentry]], [[bowyery]], [[fletching]] , and [[ship building]] also increase the parent skill [[carpentry]].
DonYou't use ll need the following tools for the [[Wind of Agescarpentry]] on your [[skill family: hammer/mallet]] when you're building, as it results in reduced skillgainpelt, carving knife, and a file.
For help in building houses, it is strongly recommended that you visit [[The "how do I build a Build house?" ]] guide.]]
==Digging/Terraforming==
To grind [[digging]] skill up, use a good [[Circle of Cunning]] [[shovel]] and try not to keep your eye on the skillgain; trust me it seems like you get your skill up faster. Look for an area you want to [[Flattening|flatten]] or terraform, and then dig the areas needed and dump the [[Pile of dirt|dirt]] in areas needed. For example:-
You want a bit of land to be flat and you find out some of it is already flat so you dig the areas are not flat.
If there is only a small bit that needs terraforming then expand the area. Cut some trees down around the edge to make a 5x5 flat surface into a 10x10. Do this as much as you can and your skill will shoot up.
 
'''Remember don't look at the skills until you have finished at least a 5x5 surface'''
Note: Using the "Flatten" command will give A LOT more skill than simply digging. However its not as productive to randomly flatten areas.
==Farming==
The best way to grind your farming skill is to start with ''Bread crops'' or [[Wempplants]]. ([[Oat]], [[Wheat]] & [[Barley]]) You may wonder why, but the reason is that you ALWAYS gain seeds for replanting.
To get started so you should you start with a 10x10 field for maximum skill gain. Get a small barrel and LOTS of time and you are set. (Read the [[Farming]] article for common farming knowledge.)
==Fighting==
 
copied to page [[Fighting Guide]]
There's two ways to train fighting, the safe way and the dangerous way:
Once your skill reaches 10-15 (EDIT - I would have said 20-25 but this depends on if you like making rivets :Shweet), try and stud some of them. It takes 0.2 kg of rivets to stud ALL leather items apart from leather pants which take 0.8 kg and leather jackets which take 0.4 kg. If you fail to stud an item you will lose the item and the rivet. Rivet ql and leatherworking skill will determine the % chance to succeed when riveting leather armour, not the ql of the leather item to be studded. Tip; combine rivets before improving them.
As your skill goes up you will need better quality tools as the quality of your tools will determine the failure rate when improving. You Your leatherworking skill level limits the max improving quality. You can improve with raw leather that has lower quality than the item you are improving you will however suffer from larger fail to improve rates. The only item used that has its own skill is a mallet; the miscellaneous skill “hammer” will effect your ability to successfully improve with the mallet.
As with other skills you will gain the most skill by improving the item rather than creating them, and when the item quality is closer to your skill you will also gain the most skill. Working on drake armour gives a greater skill gain than plain or studded leather armour.
==Masonry==
Copied Building houses is said to be good skill gain, but you can't even do that until you hit 30 [[Masonry Guide]], and at 75 skill I personally gain no skill using my WoA/CoC [[trowel]] even after putting up 10 walls. The best way to gain skill is to simply improve [[grindstone]]s and other items that fall under the [[Stone cutting]] sub-category. Many towns don't allow [[statue]] spamming, as this contributes to lag, while [[grindstone]]s can fit in [[chest]]s and be carried easily, which is why they are preferred. The bonus to this is that you will also have higher %s on making [[stone brick]]s and [[stone slab]]s. Imping [[forge]]s and [[oven]]s is also great skill gain, but does add a large amount of clutter to an area.
Building houses Another effective way (but not as fast) is said to be good skill gain, but you can't even do that until you hit 30 [[Masonry]], and at 75 skill I personally gain no skill using my WoA/CoC [[trowel]] even after putting up 10 wallsbuild a guard tower. The best way to gain skill Once the guard tower is to simply improve [[grindstone]]s and other items that fall under the [[Stone cutting]] sub-category. Many towns don't allow [[statue]] spamming, as this contributes to lagcomplete, while [[grindstone]]s can fit in [[chest]]s and be carried easily, which is why they are preferred. The bonus to this is that you will also have higher %s on making [[stone brick]]s and [[stone slab]]s30 or so masonry. Imping [[forge]]s and [[oven]]s is also great Improve the tower for even more skill gain, but does add a large amount of clutter to an area.
==Mining==
To grind [[mining]] people usually ask for an insanely high [[Quality|ql]] [[pickaxe]] with [[Wind of Ages]] spell. This isn't the way to go. You want a relatively low ql pick with as much [[Circle of Cunning]] on it as possible, this will give a lot of skill if you mine [[rock shards]] with it as it heightens the difficulty and the mine time, its the mine time that improves the skill gain in mining, longer mine time = more skill #.
Mining [[rock shards]] is easier for a new player up to a decent skill level (20 40 -3050?) but from then on if you want to grind [[mining]] I would suggest mining on an [[ore]] [[vein]]. At around 30 skill, [[mining]] [[iron]] may be the best option for you, but as you get up to around 40 or even 50 in mining, you should mine [[Gold]] or [[Silver]]. I would not recommend you start off mining on gold or silver because you are very unlikely to get any ore above ql 1.00 (Mining a ql 1.00 ore/shard gives no skillgain whatsoever) You want to mine shard/ore about 1 half of your actual skill, so say you have 50 mining, you want to be mining 25ql rocks or ore. This means you have a 50% chance of mining a full ql (your mining skill) and failing (1ql). Try to not mine capped walls lower than your skill. Different ore veins have different difficulty. The easiest is mining plain rock, followed by [[iron vein]]s and [[copper vein]]s. The hardest are silver and gold. As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL rock or ore. Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile QL. ''Optimal Skill Gain'' * Rock: 1-50* [[Iron vein]]: 50-60* [[Copper vein]]: 60-70* [[Tin vein]] or [[lead vein]]: 70-85* [[Silver vein]]: 90-99 For the best skill gain, you will want to fail to mine the ore sometimes; about 10-15 failures (1QL) is the best skill gain. If you fail more, improve your [[pickaxe]] or downgrade an ore difficulty. Note that if the tile is capped at a QL much lower than your skill you won't be able to check average QL of the pile of ore/shards to see whether or not you have a decent success rate. The average QL of the pile is '''always''' based on your skill and not the tile itself, and the tile QL is therefore irrelevant to skillgain. A wider range in upper QL based on skill will get lost when translated to the tile capped with lower QL so it will look like more top QL gains but in reality they would've been higher in QL if the tile was. For example: If you have 70 mining and you mine a QL32 rock tile and get 1xQL1 and 49xQL32 you don't actually get 49xHighest possible quality - the tile just doesn't go any higher so the ones that would've been in the range between 32-70 are all translated down to 32 due to the cap. The skillgain from a QL32 and a QL70 rock tile is exactly the same.
<nowiki># There is actually some disagreement about this. Some people are of the opinion that the extra mining actions with a fast pick make up for the loss of skillgain due to short timers. There is also a 3rd camp which believes that it makes little difference which method you prefer & that skillgain will be about the same if you spend the same total amount of time mining. If this is the case, then how many shards (or how much ore) you want at the end of your mining session might be more important.)</nowiki>
==Woodcutting==
Copied to [[Guides:Woodcutting Guide|Woodcutting Guide]]
To grind [[woodcutting]], the best way is to get a good [[Circle of Cunning]] [[Hatchet]] and start cutting down [[trees]] in the area you want to use/ build on. Make sure you repair the axe after every 5-20 uses to raise your [[Repairing]] skill. A good idea is to go to an area that is not populated, or areas infested with unwanted tree types (i.e. fruit trees), and ask any locals before cutting down the trees; this helps to avoid angering people and the sharp pointy things they will stick into you ([[Wild]] servers). If possible, harvest [[sprout]]'s with a [[sickle]] and replant the trees.
 
==Ropemaking==
Improving [[Cloth Net Trap|Net Traps]] is a possible way to grind this skill.
==Ship Building==
See also: [[Ship Building Guide]]
Getting ready to begin Ship Building Tips:<BR>==Clothing==It's advisable to begin with Cloth tailoring is not a minimum difficult skill of 20 to level up, at least not in [[Woodcutting]]. (More the first 30 points or so, and is always better...) *1-12 Ship Building: (Estimated time: 2-5hrs)<BR>*#Begin by vital to making 5-10 [[Seat]]s and improving them with logs of slightly higher quality than the seat. Note: As with all improving actionssails, you can improve up to a range slightly higher than your current skill of the action you which are performing. For example: If you have a Ship Building skill of 3 you can improve seats up to a quality of 13). Repeat until you have enough skill more or less pointless to proceed attempt to the next step.<BR> *12create before 25 cloth tailoring-20 Ship Building:<BR>*# *20-30 Ship Building:<BR>*# *30-40 Ship Building:<BR>*# *40-50 Ship Building:<BR>*# *50-60 Ship Building:<BR>*#and not easy even then.
# Acquire [[cotton]].
# Activate [[wooden spindle]], right-click cotton, and select "Create -> [[string of cloth]]" (continue until you have no cotton left).
# Take 75% (lowest QL) of your strings of cloth and, working from lowest QL to highest, combine them to make 0.3kg strings.
# Take those to a [[floor loom]].
# Starting with the lowest QL strings and working to the highest, activate a string of cloth, right-click a floor loom, and select "Create -> [[square piece of cloth]]" (continue until that 75% is used up).
# Starting with lowest QL square, activate a [[Category:Guidesneedle]], right-click a cloth square, and select "Create -> Armor -> [[Cloth glove]]".# Using a [[Category:Babel/Tneedle]], [[scissors]], and your highest QL strings from the remaining 25% of your strings of cloth, improve the glove until it is around QL 10 or is finished.# Repeat until you have no cloth left.
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