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	<id>https://www.wurmpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Urman</id>
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	<updated>2026-06-04T00:52:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Channeling&amp;diff=65567</id>
		<title>Talk:Channeling</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Channeling&amp;diff=65567"/>
		<updated>2011-07-22T03:56:43Z</updated>

		<summary type="html">&lt;p&gt;Urman: Rolf comments about spell distribution and failures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-&amp;quot;Optimal success rate for a priest is obtained around 40-45 channeling.&amp;quot; what am I reading here? this makes no sense&lt;br /&gt;
&lt;br /&gt;
I'm not sure about this either.--[[User:Doughboy|Doughboy]] 06:29, 14 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
The guide is seriously out of date, I have talked to a number of priests in game in an attempt to gather enough info to bring it up to date, but I am not an expert in the subject (yet)  --[[User:Owen|Owen]] 07:17, 17 January 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
From forums http://wurmonline.com/forum/index.php?topic=57297.msg518734#msg518734 :&lt;br /&gt;
&lt;br /&gt;
Rolf:  &amp;quot;For instance - as you know, every time you cast there is a power which may end up as for instance 86WoA or 65CoC.  The power is determined using a Bell curve, so it may also be negative. If the power of an enchant is lower than -1*quality level it will shatter. If the power is less than -1/3*qualitylevel it takes damage.&lt;br /&gt;
Neither the power nor the quality level use the rule of 70 formula, so it's linear. Just one benefit of higher ql items.&amp;quot;  [[User:Urman|Urman]] 03:56, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Charm_animal&amp;diff=64575</id>
		<title>Charm animal</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Charm_animal&amp;diff=64575"/>
		<updated>2011-06-01T19:20:53Z</updated>

		<summary type="html">&lt;p&gt;Urman: added info on charming for water or deed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=30&lt;br /&gt;
|favor=40&lt;br /&gt;
|difficulty=35&lt;br /&gt;
|target=Creature&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Fo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Turns an [[animal]] into a loyal companion ([[pet]]).&lt;br /&gt;
&lt;br /&gt;
The spell is an aggressive spell. The animal you cast the spell on will attack you even if it was non-aggressive.&lt;br /&gt;
&lt;br /&gt;
The spell can charm animals in situations where taming is not possible: animals can be charmed if they are in deep water or on a deed.  There is no need to go unfaithful or unlawful when charming on deed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/C]]&lt;br /&gt;
[[Category:Fo Spells]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman/Fo_for_Freedom&amp;diff=62854</id>
		<title>User:Urman/Fo for Freedom</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman/Fo_for_Freedom&amp;diff=62854"/>
		<updated>2011-03-04T16:30:19Z</updated>

		<summary type="html">&lt;p&gt;Urman: placeholder to allow edit and format of a page on fo on freedom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a placeholder page to create, edit and format a page for the Fo religion on Freedom.  More coming soon.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Wound&amp;diff=62346</id>
		<title>Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Wound&amp;diff=62346"/>
		<updated>2011-02-10T17:47:47Z</updated>

		<summary type="html">&lt;p&gt;Urman: questioning medium wounds worsening over 25%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Old paragraph:  Medium, bad, and severe wounds will need treatment.&lt;br /&gt;
&lt;br /&gt;
Additional information: Bandaged medium wounds heal on their own again but very slow ''and maybe only below 25%, need further investigation''.&lt;br /&gt;
&lt;br /&gt;
Yes, bandaged medium wounds heal on their own; bandaging is one of the treatment methods.  A bandage will heal about 1% health every 10 minute healing tick.  On a well fed wurmian, medium wounds are stable, they neither worsen or get better.  We hear of medium wounds worsening, but it always seems to be on players who might have fasted a lot or can't explain the details.  If medium wounds above 25% are somehow special, this should show up in tests and should be reproducible.  If medium wounds over 25% are stable; if they don't worsen; if it can't be reproduced, then it is merely an unfounded rumor and doesn't need to be in the wiki.  Or needs to be labeled as such in the wiki.  [[User:Urman|Urman]] 17:47, 10 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Nutrition&amp;diff=61262</id>
		<title>Nutrition</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Nutrition&amp;diff=61262"/>
		<updated>2010-12-21T18:47:37Z</updated>

		<summary type="html">&lt;p&gt;Urman: added heart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
'''Nutrition''' is a measure of how well fed you are, or how much nutrition is in your body; not to be mistaken for [[health]] or [[food]] level. Your current nutrition level can be seen by hovering mouse over the thirst/hunger bar. It is also reflected by the color of the hunger bar: darker green is better.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
* Your nutrition level affects how soon you will become hungry, or the speed at which your food bar drops.&lt;br /&gt;
* High nutrition will give you a maximum skill gain bonus of 5%, while low nutrition gives you a maximum skill gain penalty of 5%. Nutrition between 40 and 60 will not give any bonus or penalty.&lt;br /&gt;
* Nutrition also has a currently unknown effect on wound healing time.&lt;br /&gt;
&lt;br /&gt;
== Nutritive food ==&lt;br /&gt;
Any food has a nutrient value. Eating food will make your body's nutrition level go towards the food's nutrient value. Raw vegetables, cheese, and raw meat have the lowest nutrient values.&lt;br /&gt;
&lt;br /&gt;
For the best nutrition, eat the dish while it is still hot. Cold dishes will nourish you less, although you can re-heat them later. Note that your action timer will be different, saying ''eating hot meal'' instead of ''eating meal'', for example.&lt;br /&gt;
&lt;br /&gt;
* Raw [[meat]] may nourish you to about 11%.&lt;br /&gt;
* [[Cooked meat]] may nourish you to about 17%.&lt;br /&gt;
* [[Heart]] from a lava fiend may nourish you to 30-31%.&lt;br /&gt;
* [[Fish]] of low [[quality]] may nourish you up to 32%.&lt;br /&gt;
* [[Stew]] may nourish you to about 12-20%.&lt;br /&gt;
* [[Gulasch]] and [[casserole]]s may nourish you to about 40-70%.&lt;br /&gt;
* [[Meal|Meals]] may nourish you from 60% to 100%. Eating hot meals provides approximately 8% better nutrition. As a benchmark, a 50ql meal will provide 80% when hot or 72% nutrition cold.&lt;br /&gt;
&lt;br /&gt;
''Note: This change was added on [[Wurm_Server_Release_Notes_2009#090508|8th May 2009]]. Still needing information on [[porridge]], [[soup]], [[bread]], and [[sandwich]]es nutrient values and decay rate.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Player]]&lt;br /&gt;
[[Category:Babel/N]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Heart&amp;diff=60664</id>
		<title>Heart</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Heart&amp;diff=60664"/>
		<updated>2010-11-27T04:15:38Z</updated>

		<summary type="html">&lt;p&gt;Urman: corrected Babel to /H&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Butchering]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
No item description yet.... Probably going to be &amp;quot;A still beating heart, butchered from a dark creature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hearts&amp;quot; can apparently be [[Butcher]]ed from [[Lava fiend]]s.&lt;br /&gt;
&lt;br /&gt;
Noticed in butchering outcomes &amp;quot;You fail to produce a Heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Butchering items]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Black_bear&amp;diff=60063</id>
		<title>Talk:Black bear</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Black_bear&amp;diff=60063"/>
		<updated>2010-11-05T05:24:29Z</updated>

		<summary type="html">&lt;p&gt;Urman: removed unneeded talk :/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;corpse weights are listed on the [[corpse]] page --[[User:Ago|Ago]] 00:33, 5 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Black_bear&amp;diff=60061</id>
		<title>Talk:Black bear</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Black_bear&amp;diff=60061"/>
		<updated>2010-11-04T23:33:49Z</updated>

		<summary type="html">&lt;p&gt;Urman: Created page with 'data point: corpse of young black bear (butchered, empty) weighs 285.71.  ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;data point: corpse of young black bear (butchered, empty) weighs 285.71.  [[User:Urman|Urman]] 23:33, 4 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Dirt_(spell)&amp;diff=59666</id>
		<title>Talk:Dirt (spell)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Dirt_(spell)&amp;diff=59666"/>
		<updated>2010-10-06T05:37:43Z</updated>

		<summary type="html">&lt;p&gt;Urman: questioning the destruction amount (28 dirt?  or 29?).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I cast this spell (destruction) twice, both times removed *29* dirt.  Both casts were made standing in the NW corner of a tile.  Dirt was removed from a 4x4 area.  The closest corner (NW corner of the tile) was lowered 5 dirt, the surrounding 8 tile corners/intersections were lowered 3 dirt each.  [[User:Urman|Urman]] 05:37, 6 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wound&amp;diff=58737</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wound&amp;diff=58737"/>
		<updated>2010-09-01T00:59:38Z</updated>

		<summary type="html">&lt;p&gt;Urman: large rewrite to show damage loss/healing per tick and treatment methods.  Might require some checks and editing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character can suffer '''wounds''' or '''injuries''' from creature attacks (and player attacks on Wild servers) as well as falling, [[thorn]]s, drowning, and other mishaps.  Wounds are shown under the affected body part in the player's [[inventory window]] under the expanded &amp;quot;body&amp;quot; tab.  Pets and other creatures can also suffer wounds, but only from combat.  Wounds on creatures can be examined by right-clicking the creature and selecting look &amp;gt; equipment from the options.&lt;br /&gt;
&lt;br /&gt;
Medium, bad, and severe wounds will need treatment.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity==&lt;br /&gt;
Wounds vary in damage, and the severity of wounds is based on the size of the wound as a fraction of the character's or creature's total health. Wound severity is one of the main factors determining how fast a wound will heal or worsen.  Healing/worsening happens at a healing tick which occurs every 10 minutes after the wound was suffered.&lt;br /&gt;
&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds will naturally heal at 10 health points (HP) each healing tick (5 points of damage for a basic character).&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  Light wounds naturally heal at 8 HP/tick (4 points of damage for basic character). &lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  Medium wounds neither heal nor worsen... usually.  If the wound has an infection or the character is underfed, a medium wound may worsen to bad. &lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  Bad wounds naturally worsen at 8 HP/tick, so a character with such a wound must be treated or the wound will turn into a severe. &lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  Severe wounds worsen at 10 HP/tick.  They must be treated or the wound will worsen until the character dies.  &lt;br /&gt;
&lt;br /&gt;
==Wound Types==&lt;br /&gt;
Each wound is displayed with its type, which is usually related to how the wound was suffered.  Wound type will allow or prohibit what healing may be used.  Wounds can generally be treated with bandaging, healing covers, or spells and exceptions are noted below.&lt;br /&gt;
* Bite. Inflicted by many animal, bites are treated normally.&lt;br /&gt;
* Bruise.  Inflicted by mauls and clubs, or by many animal attacks.  In addition to normal treatments, bruises may also be treated with farmer's salve.&lt;br /&gt;
* Burn.  Inflicted by lava and lava creatures, burns can also be inflicted with some enchanted weapons.  Treated normally.&lt;br /&gt;
* Cut.  Inflicted by sharp weapons such as axes and treated normally. &lt;br /&gt;
* Hole.  Inflicted by stabbing weapons and similar animal attacks.  Treated normally.&lt;br /&gt;
* Water.  Suffered when character begins drowning (moving in water after stamina is gone), all water damage will stack as a single wound.  It can only be treated by getting out of the water and waiting a short amount of time, or by magical healing.&lt;br /&gt;
* Poison.  Inflicted by specially enchanted weapons or similar magical effects.  Poison wounds can only be treated with farmer's salve and magical healing.&lt;br /&gt;
* Infection.  Inflicted by specially enchanted weapons or similar magical effects.  Infected wounds may worsen more rapidly (or heal slower), but can be treated normally. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Bandage]]&lt;br /&gt;
* [[First aid]]&lt;br /&gt;
* [[Healing]]&lt;br /&gt;
* [[Healing cover]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Player]]&lt;br /&gt;
[[Category:Wounds]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman/Wound_studies&amp;diff=58487</id>
		<title>User:Urman/Wound studies</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman/Wound_studies&amp;diff=58487"/>
		<updated>2010-08-22T00:51:09Z</updated>

		<summary type="html">&lt;p&gt;Urman: Initial calculation of health points.  needs work and more characters to compare.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a hypothesis:  Each player has some (hidden) number of hit points.  Our displays show 100 possible points of damage, but each point of damage we take is merely 1% of our total hit points.  If this is the case, it might affect healing rates for healing covers and bandages on different players.&lt;br /&gt;
&lt;br /&gt;
I will use this page to track damage for various injuries and healings to shape testing of the hypothesis.  When I have enough data to make a theory, I'll post to the forums and the wound pages.&lt;br /&gt;
&lt;br /&gt;
Today, Urman received a medium bite wound, 25.13 damage to legs.  The wound remained stable for &amp;gt;10 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
- I applied a [1] HC and wound improved at .36/.35/.36 for 3 healing ticks, to 24.06 dam.&amp;lt;br&amp;gt;&lt;br /&gt;
- I then applied a [6] HC and wound improved at 2.16/2.16/2.16/2.16/2.16, to 13.26 dam, when it became a light wound.&amp;lt;br&amp;gt;&lt;br /&gt;
- The wound improved at 5.04/5.03, to 3.19 dam, when it became a very light wound.&lt;br /&gt;
- At the next healing tick, the wound vanished (so &amp;gt;3.19 healed).&lt;br /&gt;
&lt;br /&gt;
Note that 2.16 / 0.36 = 6.  That suggests that healing cover potency has a linear relationship with the amount of damage healed each tick; a [6] potency HC heals at 6x the rate of a [1] potency HC.&lt;br /&gt;
&lt;br /&gt;
Note that 5.04 / 0.36 = 14.  So the natural healing of the light wound + the [6] HC was 14 times that of the [1] HC; this means that the natural healing rate of a light wound appears to be 8x that of a [1] HC.&lt;br /&gt;
&lt;br /&gt;
Continuing tests, light bruises and bites typically healed at this same rate.  While there were outliers, they might be from hits that I didn't see.&lt;br /&gt;
&lt;br /&gt;
I then tested with priest-alt Fobro.  I got a medium wound, confirmed that it was stable by waiting 10 minutes.  I then applied a [1] potency HC.  The next three healing ticks the wound dropped .49 each tick, until the wound was at 14.76 (light).  The wound then healed at 4.41, until it got to very light, then healed in the next tick.  4.41 is 9x 0.49, so the light wounds on Fobro would also naturally heal at 8x the rate of a [1] HC.&lt;br /&gt;
&lt;br /&gt;
Recap:  Urman heals at .36 with a [1] HC, Fobro heals at .49 with a [1] HC.  Other healing covers are proportionately faster.  Light wounds naturally heal at 8x that rate.  So what is the difference; why is Urman's rate .36 and Fobro's .49?&lt;br /&gt;
&lt;br /&gt;
If Fobro heals at .49, then he could suffer wounds equal to (100/.49) x [1] potency, or 204 x [1] HC wounds.&lt;br /&gt;
If Urman heals at .36, then he could suffer (100/.36) x [1] potency, or 277 x [1] HC wounds.&lt;br /&gt;
It looks like there is a difference here that might be health pints, and the health bar merely shows damage as a fraction of the total health points.  So where does it come from?&lt;br /&gt;
&lt;br /&gt;
Fobro's core body stat is 13.19.  Because of the popular notion that core body mitigates wounds, I tried working with that, without success.  But I did add up his other body stats: 21.94+20.75+21.48=64.17.&lt;br /&gt;
Just pulling a number out of the air... 140 + 60 would equal 200.  60 would be the sum of a basic character's 3 body stats.  For Fobro, it would be 140 + 64.17, or 204.17.  1 / 204.17 = .004898.  That's pretty close to the .49 heal rate, and a basic with all stats at 20 would have a 0.50 heal rate.&lt;br /&gt;
&lt;br /&gt;
It doesn't work for Urman.  Core body is 52.17.  The sum of the other body stats is 48.05+38.18+42.16=128.39.  140 + 128.39 = 268.39, with a healing rate of 1 / 268.39, or .0037.  Urman's health points appear to be closer to 278.  This might still be valid, *if* his higher core body stat effectively raises his other body stats some.&lt;br /&gt;
&lt;br /&gt;
To confirm that health points = 140 + body strength + body stamina + body control, I'd need to look at a range of characters, but their core body stat cannot exceed the other stats.  However, if it is accurate, by looking at a range of characters with higher core body stats, we may discover how parent skills enhance child skills.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman/Wound_studies&amp;diff=58486</id>
		<title>User:Urman/Wound studies</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman/Wound_studies&amp;diff=58486"/>
		<updated>2010-08-22T00:04:08Z</updated>

		<summary type="html">&lt;p&gt;Urman: additional test results from another character.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a hypothesis:  Each player has some (hidden) number of hit points.  Our displays show 100 possible points of damage, but each point of damage we take is merely 1% of our total hit points.  If this is the case, it might affect healing rates for healing covers and bandages on different players.&lt;br /&gt;
&lt;br /&gt;
I will use this page to track damage for various injuries and healings to shape testing of the hypothesis.  When I have enough data to make a theory, I'll post to the forums and the wound pages.&lt;br /&gt;
&lt;br /&gt;
Today, Urman received a medium bite wound, 25.13 damage to legs.  The wound remained stable for &amp;gt;10 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
- I applied a [1] HC and wound improved at .36/.35/.36 for 3 healing ticks, to 24.06 dam.&amp;lt;br&amp;gt;&lt;br /&gt;
- I then applied a [6] HC and wound improved at 2.16/2.16/2.16/2.16/2.16, to 13.26 dam, when it became a light wound.&amp;lt;br&amp;gt;&lt;br /&gt;
- The wound improved at 5.04/5.03, to 3.19 dam, when it became a very light wound.&lt;br /&gt;
- At the next healing tick, the wound vanished (so &amp;gt;3.19 healed).&lt;br /&gt;
&lt;br /&gt;
Note that 2.16 / 0.36 = 6.  That suggests that healing cover potency has a linear relationship with the amount of damage healed each tick; a [6] potency HC heals at 6x the rate of a [1] potency HC.&lt;br /&gt;
&lt;br /&gt;
Note that 5.04 / 0.36 = 14.  So the natural healing of the light wound + the [6] HC was 14 times that of the [1] HC; this means that the natural healing rate of a light wound appears to be 8x that of a [1] HC.&lt;br /&gt;
&lt;br /&gt;
Continuing tests, light bruises and bites typically healed at this same rate.  While there were outliers, they might be from hits that I didn't see.&lt;br /&gt;
&lt;br /&gt;
I then tested with priest-alt Fobro.  I got a medium wound, confirmed that it was stable by waiting 10 minutes.  I then applied a [1] potency HC.  The next three healing ticks the wound dropped .49 each tick, until the wound was at 14.76 (light).  The wound then healed at 4.41, until it got to very light, then healed in the next tick.  4.41 is 9x 0.49, so the light wounds on Fobro would also naturally heal at 8x the rate of a [1] HC.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman&amp;diff=58230</id>
		<title>User:Urman</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman&amp;diff=58230"/>
		<updated>2010-08-18T23:25:12Z</updated>

		<summary type="html">&lt;p&gt;Urman: added link to wound studies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''User page for Urman.'''  &lt;br /&gt;
&lt;br /&gt;
''Based on normal wiki manners and protocol, these are my personal wiki pages for thoughts, data collection, musings, etc., of Wurm.  Please do not edit my user pages unless I invite you to do so.  Pages have discussion pages that you are welcome to leave comments on.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[/Exploration]]&lt;br /&gt;
* [[/Village planning]]&lt;br /&gt;
* [[/Alignment and priests]]&lt;br /&gt;
* [[/Wound studies]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman/Wound_studies&amp;diff=58086</id>
		<title>User:Urman/Wound studies</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman/Wound_studies&amp;diff=58086"/>
		<updated>2010-08-18T02:39:44Z</updated>

		<summary type="html">&lt;p&gt;Urman: initial page as I collect data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a hypothesis:  Each player has some (hidden) number of hit points.  Our displays show 100 possible points of damage, but each point of damage we take is merely 1% of our total hit points.  If this is the case, it might affect healing rates for healing covers and bandages on different players.&lt;br /&gt;
&lt;br /&gt;
I will use this page to track damage for various injuries and healings to shape testing of the hypothesis.  When I have enough data to make a theory, I'll post to the forums and the wound pages.&lt;br /&gt;
&lt;br /&gt;
Today, Urman received a medium bite wound, 25.13 damage to legs.  The wound remained stable for &amp;gt;10 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
- I applied a [1] HC and wound improved at .36/.35/.36 for 3 healing ticks, to 24.06 dam.&amp;lt;br&amp;gt;&lt;br /&gt;
- I then applied a [6] HC and wound improved at 2.16/2.16/2.16/2.16/2.16, to 13.26 dam, when it became a light wound.&amp;lt;br&amp;gt;&lt;br /&gt;
- The wound improved at 5.04/5.03, to 3.19 dam, when it became a very light wound.&lt;br /&gt;
- At the next healing tick, the wound vanished (so &amp;gt;3.19 healed).&lt;br /&gt;
&lt;br /&gt;
Note that 2.16 / 0.36 = 6.  That suggests that healing cover potency has a linear relationship with the amount of damage healed each tick; a [6] potency HC heals at 6x the rate of a [1] potency HC.&lt;br /&gt;
&lt;br /&gt;
Note that 5.04 / 0.36 = 14.  So the natural healing of the light wound + the [6] HC was 14 times that of the [1] HC; this means that the natural healing rate of a light wound appears to be 8x that of a [1] HC.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mole_senses&amp;diff=57977</id>
		<title>Mole senses</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mole_senses&amp;diff=57977"/>
		<updated>2010-08-13T03:52:32Z</updated>

		<summary type="html">&lt;p&gt;Urman: added info on nearby veins based on Spellcast input&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=65&lt;br /&gt;
|favor=60&lt;br /&gt;
|difficulty=40&lt;br /&gt;
|target=Tile&lt;br /&gt;
|castingtime=30&lt;br /&gt;
|god=[[Magranon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Smells ores and rock depth. Doesn't work underground. Worked on dirt of depth 190 but not depth 230. The actual maximum is probably 200 dirt. It typically detects ores only on the tile you are standing on (or perhaps the closest corner), not the tile you are clicking, but sometimes will show nearby veins.  Note that a meter is 10 dirt.&lt;br /&gt;
&lt;br /&gt;
==Messages==&lt;br /&gt;
'''Failure'''&lt;br /&gt;
*You start to cast 'Mole Senses'.&lt;br /&gt;
*For a short while you go almost blind, but you smell the earth with incredible accuracy.&lt;br /&gt;
*You fail to smell the rock here. It is probably too deep down.&lt;br /&gt;
'''Success (Rock)'''&lt;br /&gt;
*You start to cast 'Mole Senses'.&lt;br /&gt;
*For a short while you go almost blind, but you smell the earth with incredible accuracy.&lt;br /&gt;
*You smell the rock less than 13 meters below you.&lt;br /&gt;
*Hmm it seems to be rock.&lt;br /&gt;
*You sniff iron vein 3 tiles away in your facing direction. ''(sometimes)''&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Magranon Spells]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Lead_vein&amp;diff=55451</id>
		<title>Talk:Lead vein</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Lead_vein&amp;diff=55451"/>
		<updated>2010-04-08T14:59:01Z</updated>

		<summary type="html">&lt;p&gt;Urman: questioning lead balls as catapult ammo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;as well as balls usefull for catapult ammo&amp;quot;''  (Added 7 April)&amp;lt;br&amp;gt;&lt;br /&gt;
Is this statement true?  The catapult page suggests that weight of ammo is important - metal balls weigh 0.3 kg.  Is there any testing behind the the usefulness of lead balls as cat ammo?  [[User:Urman|Urman]] 14:59, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Courier&amp;diff=54648</id>
		<title>Courier</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Courier&amp;diff=54648"/>
		<updated>2010-02-27T18:30:35Z</updated>

		<summary type="html">&lt;p&gt;Urman: confirmed speed of mailing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=30&lt;br /&gt;
|favor=30&lt;br /&gt;
|difficulty=20&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=120&lt;br /&gt;
|god=[[Fo]]&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[:Category:Religion|Religion]] / [[:Category:Spells|Spells]] / '''Courier'''&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
[[Fo]] spell available to [[Priest/Priestess]] at 30 [[Faith]]. Used to enchant [[spirit cottage]]s and [[spirit house]]s to allow them to send [[mail]] to other players.&lt;br /&gt;
&lt;br /&gt;
The power and effect of spell is given in the bracket [x] Ranging from 0 to 99. The spell can be cast multiple times to try to improve the effect of it; failure does not destroy the mailbox. Success of casting the spell depends on your channeling skill. A higher power increases how keen the Messengers are to work for you (mail is delivered faster if the mailbox has a higher cast on it).&lt;br /&gt;
&lt;br /&gt;
Courier can also be cast on fountains and wells to turn them into [[wishing well|wishing wells]], which can then be used to make wishes by activating a coin and right-clicking the fountain or well. It is unknown whether the cast power affects the chance of the wish to come true.&lt;br /&gt;
&lt;br /&gt;
It has a cooldown timer of 4 minutes between casts. &lt;br /&gt;
&lt;br /&gt;
Priests of [[Libila]] have an equivalent spell with the same function called [[Dark Messenger|dark messenger]].&lt;br /&gt;
&lt;br /&gt;
===Method===&lt;br /&gt;
# Activate a [[Sprout]] and right-click on a Mailbox. Select Spells / [[Courier]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Fo Spells]]&lt;br /&gt;
[[Category:Babel/C]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Courier&amp;diff=54647</id>
		<title>Talk:Courier</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Courier&amp;diff=54647"/>
		<updated>2010-02-27T17:36:22Z</updated>

		<summary type="html">&lt;p&gt;Urman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data points:&lt;br /&gt;
&lt;br /&gt;
59q enchantment: ~45 minutes(?)  [[User:Urman|Urman]] 20:44, 11 October 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
81q enchantment: &amp;lt;20 min 30 sec  [[User:Urman|Urman]] 20:44, 11 October 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
99q enchantment: ~2 min 5 sec [[User:Urman|Urman]] 17:36, 27 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Destroy_pavement&amp;diff=53957</id>
		<title>Talk:Destroy pavement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Destroy_pavement&amp;diff=53957"/>
		<updated>2010-01-24T04:49:33Z</updated>

		<summary type="html">&lt;p&gt;Urman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure where the idea that destroying pavement gives no skill comes from.  I've used the skill often, cleaning up abandoned settlements.  I find it actually gives good dig skill - it might be a high difficulty task, or that long timer pays off.  Just retested with an alt, in 10 tiles I got 3 &amp;quot;digging&amp;quot; gains, 1 &amp;quot;body&amp;quot;, 1 &amp;quot;body stamina&amp;quot;.  Could it be Fo vs. Vynora characters?  My characters are Fo.  [[User:Urman|Urman]] 15:56, 23 January 2010 (UTC)&lt;br /&gt;
:I see skill gain from destroying pavement too, but then I'm also Fo. Your idea could be right. [[User:Robert|Robert]] 18:12, 23 January 2010 (UTC)&lt;br /&gt;
Asked in Freedom chat this evening; one Vynoran reported having gained body strength.  Editing page based on three characters' gains.  [[User:Urman|Urman]] 04:49, 24 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Destroy_pavement&amp;diff=53956</id>
		<title>Destroy pavement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Destroy_pavement&amp;diff=53956"/>
		<updated>2010-01-24T04:47:31Z</updated>

		<summary type="html">&lt;p&gt;Urman: change to skill paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Destroy pavement''' is an action done with a [[shovel]] on a [[paved tile]]. The paved tile will turn to [[dirt]] after using this action, even if the tile was [[marsh]] before being pavement.&lt;br /&gt;
&lt;br /&gt;
Destroying pavement can give gains in digging skill and associated characteristics.&lt;br /&gt;
&lt;br /&gt;
You require 10 [[Digging]] and 20 [[Body Strength]] to use this function.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[Activate]] a shovel, right-click a paved tile, then click &amp;quot;Destroy pavement&amp;quot;. Can be used on [[gravel]], [[cobblestone]], [[stone slabs]], and [[wooden planks]].&lt;br /&gt;
[[Category:Babel/D]]&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Destroy_pavement&amp;diff=53938</id>
		<title>Talk:Destroy pavement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Destroy_pavement&amp;diff=53938"/>
		<updated>2010-01-23T15:56:16Z</updated>

		<summary type="html">&lt;p&gt;Urman: Questioning no-skill statement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure where the idea that destroying pavement gives no skill comes from.  I've used the skill often, cleaning up abandoned settlements.  I find it actually gives good dig skill - it might be a high difficulty task, or that long timer pays off.  Just retested with an alt, in 10 tiles I got 3 &amp;quot;digging&amp;quot; gains, 1 &amp;quot;body&amp;quot;, 1 &amp;quot;body stamina&amp;quot;.  Could it be Fo vs. Vynora characters?  My characters are Fo.  [[User:Urman|Urman]] 15:56, 23 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Fo&amp;diff=53826</id>
		<title>Talk:Fo</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Fo&amp;diff=53826"/>
		<updated>2010-01-17T03:06:47Z</updated>

		<summary type="html">&lt;p&gt;Urman: Giant spiders ignore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have over 50 faith. I didn't lose a spell with the change. so Libilia's Demise did not go up. Sorry. All I can say for sure. --[[User:Uzetaab|Uzetaab]] 19:37, March 5, 2006 (CST)--[[User:Uzetaab|Uzetaab]] 19:37, March 5, 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
I thought Libilia's demise was better on the 2nd line because on the top line it makes it seem like it may be a healing spell, as all the other healing spells r on the top line. As an alternative we could move all the healing spells to the bottom row. --[[User:Uzetaab|Uzetaab]] 19:21, March 23, 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
Oh, I thought it was just an error I had made while making the tables, so I corrected it. Moving the healing spells to the bottom row seems like a good idea to me. --[[User:Ketza|Ketza]] 09:01, 26 March 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
The spell Fo's Hand is named Fo's Touch ingame and is gotten at 32 Faith, not 30. --[[Player:Daz|Daz]] 19:05, December 17, 2008&lt;br /&gt;
&lt;br /&gt;
Giant spiders ignore me at 63 faith and 51 favor. [[User:Urman|Urman]] 03:06, 17 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Alignment&amp;diff=53232</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Alignment&amp;diff=53232"/>
		<updated>2010-01-06T17:16:04Z</updated>

		<summary type="html">&lt;p&gt;Urman: Added confessing and listening to a sermon, different rewards than for priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / '''Alignment'''&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Alignment is a measure of how good you are to your god, 100 alignment being maximum for [[Fo]], [[Vynora]] and [[Magranon]], -100 for [[Libila]]. When having below 1 alignment, you cannot choose any of the [[White Light]] [[Gods]]. For [[priest|priests]], a high alignment value increases chances to successfully cast [[spell|spells]] while a low alignment value lowers the chances.&lt;br /&gt;
&lt;br /&gt;
Alignment will automatically go towards 1 over time for whitelighters, and -1 for blacklighters.&lt;br /&gt;
&lt;br /&gt;
If your alignment drops below 1 as a whitelighter, you will lose your faith. &lt;br /&gt;
&lt;br /&gt;
The following things can effect your alignment:&lt;br /&gt;
* Butchering a human corpse (-)&lt;br /&gt;
* Burying a human corpse (+)&lt;br /&gt;
* Listening to a [[confession]]&lt;br /&gt;
* Confessing to a priest (5 points)&lt;br /&gt;
* Giving a [[sermon]]&lt;br /&gt;
* Listening to a sermon&lt;br /&gt;
* Converting someone to your religion&lt;br /&gt;
* Healing someone else&lt;br /&gt;
* Casting [[Bless]] on a [[horse]] (probably other animals too)&lt;br /&gt;
* Sacrificing items in an [[altar]] (at least worth 50c get price)&lt;br /&gt;
&lt;br /&gt;
Gaining alignment to your choosen side has a cooldown timer. Once you gained alignment you have to wait 30 minutes before you can gain again.&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User_talk:Urman/Alignment_and_priests&amp;diff=52235</id>
		<title>User talk:Urman/Alignment and priests</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User_talk:Urman/Alignment_and_priests&amp;diff=52235"/>
		<updated>2009-12-27T15:00:07Z</updated>

		<summary type="html">&lt;p&gt;Urman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im really bad at wikiped&lt;br /&gt;
Enemy people should give more and give for no god&lt;br /&gt;
&lt;br /&gt;
I've been afk for 7 wurm days because of a bug that made the server think i was logged in but I wasnt, that is waaay to long for decay if any, also, that is faster than what the decay is now, it should be more like 7 REAL days to go down like 25 alignment IF ANYTHING&lt;br /&gt;
&lt;br /&gt;
the alignment requirement to become a certain priest/champ is just dumb and a total PITA&lt;br /&gt;
playing 30 mins for 3 hours is dumb once again, and the requirement is insane again&lt;br /&gt;
&lt;br /&gt;
SUCCESS IN SACRIFICE SHOULD NOT BE CHANCE&lt;br /&gt;
&lt;br /&gt;
60 minutes of doing nothing for 3 hours of play is RETARDED, the meditation idea is absolutely absurd, nobody is going to ever be a priest if they have to sit in a corner with a rug to cast their spells.&lt;br /&gt;
&lt;br /&gt;
this isnt Wurmonline:Dont play the game, this is Wurmonline: Go out and terraform and enjoy the game&lt;br /&gt;
&lt;br /&gt;
those rough proposals take nothing of the actual game into consideration, I'd like to propose new ones, but the idea in a whole is so flawed it would just be a waste of time&lt;br /&gt;
&lt;br /&gt;
== Othob's comments ==&lt;br /&gt;
I have to agree that failing at praying an saccing (even if it is rare is going to be rare, confusing, and only window dressing - I'd suggest considering removing it. In addition, I don't like the possibility of hubris damaging faith.&lt;br /&gt;
&lt;br /&gt;
In opposition to some of Art's comments above: Like was discussed in the thread, don't make the system based on knowing that occasionally someone will be left online. That has never happened to me, but I don't doubt it does happen : which is a '''separate''' issue that needs to be addressed. Also, you should try to be more civil. The ideas expressed here, even those I don't like, are not dumb, PITA or RETARDED...I just disagree. Comments like those are why most of these discussions turn into flame fests.&lt;br /&gt;
&lt;br /&gt;
[[User:Othobrithol|Othobrithol]] 03:46, 27 December 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Urman's comments ==&lt;br /&gt;
For Artillery: maybe you are misunderstanding what my method proposes.&lt;br /&gt;
&lt;br /&gt;
I'd expect a priest to do 30 minutes of generally neutral gameplay actions for every 3 hours on-line to maintain alignment at peak.  Get out and play, or work inside - you make it sound like a death sentence to play your character.  &lt;br /&gt;
&lt;br /&gt;
For Fo, these could include tending fields, gathering sprouts or flowers, grooming animals, planting trees and flowers, harvesting tree products, etc.  Neutral tasks that help the game even if they don't make the priest rich.&lt;br /&gt;
&lt;br /&gt;
For Vynora, tasks could include spinning cotton and weaving cloth, making planks and shafts, handles, and shipbuilding parts, adding parts to a boat*, paving, etc.    Not lucrative actions, but things a priest might do anyway when playing.&lt;br /&gt;
&lt;br /&gt;
For Magnoran, light smithing, like making nails, ribbons, pans and such, climbing, prospecting, making bricks and slabs, adding parts to a tower*.  While I don't include mining, I'd like Magnoran followers to get a small bonus when finding a gem.&lt;br /&gt;
&lt;br /&gt;
And if you just can't be bothered to recharge alignment these ways, you can meditate for all I care.&lt;br /&gt;
&lt;br /&gt;
Does Vynora really give a fig if one of her followers kills someone who doesn't have a god?  If it is an ally, it angers her.  But otherwise it is unimportant.  She and Fo are relatively peaceful and accept casualties in the Jenn Kellon - Mol Rehan struggle, but they don't reward them.  Magnaron and Libila give small rewards for killing enemies, but for all gods, the real meat is religious enemies.  This is alignment, the stuff gods care about.  Reputation and battle rank are separate.  I'd accept larger gains from killing religious enemies, but the gods I'm imagining aren't rewarding political struggle; they want religious struggle. &lt;br /&gt;
&lt;br /&gt;
From the forums, I'm gathering that many people really don't want to play a priest or champion, they just want to park one afk in a cave and have it pull enchantments out of thin air.  Noted.&lt;br /&gt;
&lt;br /&gt;
* Followers only, since priest's can't add.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User_talk:Urman/Alignment_and_priests&amp;diff=52234</id>
		<title>User talk:Urman/Alignment and priests</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User_talk:Urman/Alignment_and_priests&amp;diff=52234"/>
		<updated>2009-12-27T14:44:59Z</updated>

		<summary type="html">&lt;p&gt;Urman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im really bad at wikiped&lt;br /&gt;
Enemy people should give more and give for no god&lt;br /&gt;
&lt;br /&gt;
I've been afk for 7 wurm days because of a bug that made the server think i was logged in but I wasnt, that is waaay to long for decay if any, also, that is faster than what the decay is now, it should be more like 7 REAL days to go down like 25 alignment IF ANYTHING&lt;br /&gt;
&lt;br /&gt;
the alignment requirement to become a certain priest/champ is just dumb and a total PITA&lt;br /&gt;
playing 30 mins for 3 hours is dumb once again, and the requirement is insane again&lt;br /&gt;
&lt;br /&gt;
SUCCESS IN SACRIFICE SHOULD NOT BE CHANCE&lt;br /&gt;
&lt;br /&gt;
60 minutes of doing nothing for 3 hours of play is RETARDED, the meditation idea is absolutely absurd, nobody is going to ever be a priest if they have to sit in a corner with a rug to cast their spells.&lt;br /&gt;
&lt;br /&gt;
this isnt Wurmonline:Dont play the game, this is Wurmonline: Go out and terraform and enjoy the game&lt;br /&gt;
&lt;br /&gt;
those rough proposals take nothing of the actual game into consideration, I'd like to propose new ones, but the idea in a whole is so flawed it would just be a waste of time&lt;br /&gt;
&lt;br /&gt;
== Othob's comments ==&lt;br /&gt;
I have to agree that failing at praying an saccing (even if it is rare is going to be rare, confusing, and only window dressing - I'd suggest considering removing it. In addition, I don't like the possibility of hubris damaging faith.&lt;br /&gt;
&lt;br /&gt;
In opposition to some of Art's comments above: Like was discussed in the thread, don't make the system based on knowing that occasionally someone will be left online. That has never happened to me, but I don't doubt it does happen : which is a '''separate''' issue that needs to be addressed. Also, you should try to be more civil. The ideas expressed here, even those I don't like, are not dumb, PITA or RETARDED...I just disagree. Comments like those are why most of these discussions turn into flame fests.&lt;br /&gt;
&lt;br /&gt;
[[User:Othobrithol|Othobrithol]] 03:46, 27 December 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Urman's comments ==&lt;br /&gt;
For Artillery: maybe you are misunderstanding what my method proposes.&lt;br /&gt;
&lt;br /&gt;
I'd expect a priest to do 30 minutes of generally neutral gameplay actions for every 3 hours on-line to maintain alignment at peak.  &lt;br /&gt;
&lt;br /&gt;
For Fo, these could include tending fields, gathering sprouts or flowers, grooming animals, planting trees and flowers, harvesting tree products, etc.  Neutral tasks that help the game even if they don't make the priest rich.&lt;br /&gt;
&lt;br /&gt;
For Vynora, tasks could include spinning cotton and weaving cloth, making planks and shafts, handles, and shipbuilding parts, adding parts to a boat etc.    Not lucrative actions, but things a priest might do anyway when playing.&lt;br /&gt;
&lt;br /&gt;
For Magnoran, light smithing, like making nails, ribbons, pans and such, climbing, prospecting.  While I don't include mining, I'd like Magnoran followers to get a small bonus when finding a gem.&lt;br /&gt;
&lt;br /&gt;
And if you just can't be bothered to recharge alignment these ways, you can meditate for all I care.&lt;br /&gt;
&lt;br /&gt;
From Artillery's attitude, I'm gathering that he really doesn't want to play a priest or champion, he just wants to park one afk in a cave and have it pull enchantments out of thin air.  He isn't interested in improving the game, he just wants to fence off the advantages he currently has.  Noted.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman/Alignment_and_priests&amp;diff=52224</id>
		<title>User:Urman/Alignment and priests</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman/Alignment_and_priests&amp;diff=52224"/>
		<updated>2009-12-27T06:41:38Z</updated>

		<summary type="html">&lt;p&gt;Urman: Essay on alignment proposal (long)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The purpose of this page is to provide an answer to Rolf’s 24 Dec 09 post in the forums (this was in response to an outcry after random losses of alignment):&lt;br /&gt;
&lt;br /&gt;
“Allright the new decreasing alignment itches me as well. So I'd like for you to propose a better way of how the variables praying, favor, and alignment should work together.&lt;br /&gt;
&lt;br /&gt;
Remember that we tried praying for favor initially on the test server but it wasn't popular which is why we now have the old system with passive favor regain.&lt;br /&gt;
&lt;br /&gt;
Write suggestions without too much detail because often they can't be implemented or make it hard to read. Also try not to introduce new variables.”&lt;br /&gt;
&lt;br /&gt;
== Short answer ==&lt;br /&gt;
&lt;br /&gt;
1. Low alignment will effectively reduce prayer, preaching, and channeling skills, like damage reduces a tool.&lt;br /&gt;
&lt;br /&gt;
2.  Alignment steadily (not randomly) decreases towards zero based on time online.  30 minutes of “right actions” can restore the normal alignment loss from 3 hours online.  Right actions are typically more meditative than valuable, like tending plants for Fo, prospecting for Mag, spinning cotton for Vyn, etc.  Priests can also meditate for 60 minutes of meditation to restore the same amount of alignment.&lt;br /&gt;
&lt;br /&gt;
3. Hubris.  There is a danger in wielding power; the priest risks thinking he is the source of power; not the god.  For every spell successfully cast, there is a small chance of hubris, a loss of alignment.  More powerful spells and/or low alignment increase the risk of hubris.&lt;br /&gt;
&lt;br /&gt;
4.  Alignment can be gained by defeating designated enemies.  Champions get twice the gain for kills.&lt;br /&gt;
&lt;br /&gt;
5.  All alignment losses are doubled in opposing religious areas (WL vs. BL) due to increased crises of faith.&lt;br /&gt;
&lt;br /&gt;
== Long answer ==&lt;br /&gt;
&lt;br /&gt;
'''Assumptions.'''&lt;br /&gt;
&lt;br /&gt;
a.  All religion characteristics and skills need to have a discrete purpose or can be removed.&lt;br /&gt;
&lt;br /&gt;
b.  Soul characteristics have some impact on religion.  Rolf understands it, but the effects are minor, generally hidden from players, and can be ignored for our purposes.&lt;br /&gt;
&lt;br /&gt;
c.  All character types are intended to be playable as primary characters: unbeliever, follower, priest, and champion.&lt;br /&gt;
&lt;br /&gt;
d.  All characters are expected to be played.  It is not intended that spell casters will run primarily afk to recharge favor, cast, then go afk or offline again.  Rewards follow effort for all characters.&lt;br /&gt;
&lt;br /&gt;
e.  Playing a follower may be a little more complex than playing a character with no god, playing a priest will be more complex than playing a follower, and playing a champion will be more complex than a priest.&lt;br /&gt;
&lt;br /&gt;
f.  The exact mechanism for enchantment can be considered separately from the alignment/favor recharge issue and need not be addressed here.&lt;br /&gt;
&lt;br /&gt;
'''Definitions''' (special assumptions).&lt;br /&gt;
&lt;br /&gt;
a. Faith (characteristic) is the current, stable, relationship between the priest and her chosen god.&lt;br /&gt;
&lt;br /&gt;
b. Favor (characteristic) is the maximum effort the god might bestow on the priest at this moment in time.&lt;br /&gt;
&lt;br /&gt;
c.  Alignment (characteristic) is a measurement of the priest’s adherence to the god’s tenets.  Note that alignment is gained and lost linearly. &lt;br /&gt;
&lt;br /&gt;
d.  Religion (skill) is the general knowledge of all religious and spiritual matters.&lt;br /&gt;
&lt;br /&gt;
e.  Prayer (skill) is the priest’s understanding of religious appeal to the god.&lt;br /&gt;
&lt;br /&gt;
f.  Preaching (skill) is the priest’s ability to explain the god to followers and others.&lt;br /&gt;
&lt;br /&gt;
g.  Channeling (skill) is the skill in channeling the god’s will into material form.&lt;br /&gt;
&lt;br /&gt;
'''Relationships.'''&lt;br /&gt;
&lt;br /&gt;
a.  Favor is power or mana.  This is used up through casting spells.  It is regained over time.  It regains slower if the priest is engaged in other work (1/2 regain).  It doesn’t regain during prayer, but prayer may result in quicker regain for a time, or an immediate boost.  Favor can also be regained though sacrifices.  (Not materially different from how it currently works).&lt;br /&gt;
&lt;br /&gt;
b.  Faith is max store of favor.  This is increased through special limited prayer.  Faith can be lost through “sins”, where the priest is working against the relationship he has with his god.  (Not materially different from how it currently works).&lt;br /&gt;
&lt;br /&gt;
c.  Prayer skill affects the success of prayers (probability and power) and sacrifice (probability only).  Success in prayers increases faith or gives other benefit (gems, increase favor regen, etc.).  Success in sacrifice increases favor by a standard amount.   Failure in prayer or sacrifice will generally happen only if prayer skill is very low (&amp;lt;10) or if the priest alignment is suffering.  Failure will result in no effect; sacrificed items are not removed from the altar, for example.  Alignment can reduce this.&lt;br /&gt;
&lt;br /&gt;
d.  Preaching affects the success of preaching, confession, and conversion attempts; success increases follower’s alignment and/or faith.  Success may also sometimes please the god (increase alignment or faith of priest).  Alignment can reduce this.&lt;br /&gt;
&lt;br /&gt;
e.  Channeling affects success of spell casting with the difficulty of spell is taken into account.  Alignment can reduce this.&lt;br /&gt;
&lt;br /&gt;
f.  Core religion skill will increase the effective skill level in prayer, preaching, or channeling in those cases where the skill used is less than religion skill.  So a player that has raised religion skill through prayer and preaching has some innate understanding of how her god works, when it comes time to enchant.  (Not materially different from how I understand core skills work presently).&lt;br /&gt;
&lt;br /&gt;
g.  Alignment is directly linked to all religious action.  Low alignment will effectively reduce prayer, preaching, and channeling skills, like damage reduces a tool.  It will also directly reduce the normal or trickle regeneration of faith.&lt;br /&gt;
&lt;br /&gt;
g.(1) Alignment will steadily decline towards 0 (some amount per time online, suggested numbers below) through the small crises of faith we all have.  Alignment will also decrease through willful forbidden action, like destroying pavement for Vynora.  Note that while the loss of faith for sins is random, based on the god’s will, the loss of alignment is not, as the player has turned from the god’s tenets deliberately.  Alignment losses are doubled when in enemy religion (WL/BL) areas due to the ever-present reality of the other god’s power.&lt;br /&gt;
&lt;br /&gt;
g.(2) Alignment can be increased through actions aligned with the god, meditation, or combat victories.&lt;br /&gt;
&lt;br /&gt;
g.(2)(a) Actions that regain alignment will be tasks the player can do through normal course of play, and 30 RL minutes of “right action” should be sufficient for the expected loss from 3 RL hours play (again, numbers below).  The right actions should be tasks that are more meditative than valuable; for example, a Fo priest can spend 30 minutes tending fields (not sowing or harvesting, but just tending.)&lt;br /&gt;
&lt;br /&gt;
g.(2)(b) Priests and champions may meditate, using a rug, instead of performing other actions.  Meditation will restore less alignment than other tasks, but 60 minutes of meditation will still restore the loss from 3 hours of play.  Note that this alignment gain does not require the priest to change location, although he will not gain meditation skill, only alignment.  Followers do not have the religious understanding to use meditation to gain alignment.&lt;br /&gt;
&lt;br /&gt;
g.(2)(c)  All characters may gain alignment through combat victories.  Champions gain twice normal alignment for victories.  Relative value of victories are show below.  Note that gods are all knowing, and they reward the character that lands the killing blow.  When the killing blow is landed by a guard or pet, no player gets the god’s blessing.&lt;br /&gt;
&lt;br /&gt;
g.(2)(d)  Hubris.  There is a danger in wielding power: a priest risks thinking he is the source of power; not the god.  For every spell successfully cast, there is a small chance of hubris, a loss of alignment.  More powerful spells increase the risk of hubris attack.  If the priest already is in doubt (less than perfect alignment), the possibility of hubris is increased.   There is also a small risk that the priest’s faith is damaged (hubris is a sin), and this increases with lower alignment as well.&lt;br /&gt;
&lt;br /&gt;
'''Expectations.'''&lt;br /&gt;
&lt;br /&gt;
Players running priests and champions will have to balance their actions to maximize favor regain, while trying to keep alignment at a high point.  Leaving a priest afk will speed favor regain (no action has twice the favor recharge of an action), but will now result in an alignment loss.  However, with a known list of tasks for the priest, and with meditation, the priest should be able to push up alignment before attempting prayer or channeling.&lt;br /&gt;
&lt;br /&gt;
'''Numbers''' (very, very rough proposals).&lt;br /&gt;
&lt;br /&gt;
a.  Alignment decay.  A priest that does nothing for his god will drop from 100 alignment to 1 alignment in 7 wurm days (online time only).   So 99 alignment / 21 hours = -4.7 points, round up to –5 points per hour.  -1 point per 12 minutes online. (-5/hr)&lt;br /&gt;
&lt;br /&gt;
b.  Alignment regain through actions.  30 minute of action : 3 hours losses, so 1:6.  +1 point per 2 minutes of approved actions. (+30/hr)&lt;br /&gt;
&lt;br /&gt;
c.  Alignment regain through meditation.  +0.5 per 2 minutes of meditation. (+15/hr)&lt;br /&gt;
&lt;br /&gt;
d.  Alignment regain through combat.  I’d arbitrarily put this at 1 point per kill, times the multipliers shown.  The god listed is the victor's god, the victim is the killed creature.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
! Victim || No god || Magnaron || Vynora || Fo || Libila&lt;br /&gt;
|-&lt;br /&gt;
| Non-Agro Animal || 0x || 0x || 0x || -1x || -1x&lt;br /&gt;
|-&lt;br /&gt;
| Agro Animal || 0x || 1x || 0x || 1x || -1x&lt;br /&gt;
|-&lt;br /&gt;
| Monster || 2x || 2x || 2x || 2x || -2x&lt;br /&gt;
|-&lt;br /&gt;
| Humanoid Monster || 2x || 2x || 2x || 2x || 0x&lt;br /&gt;
|-&lt;br /&gt;
| Allied People || -10x || -10x || -10x || -10x || ??&lt;br /&gt;
|-&lt;br /&gt;
| Enemy People* || 0x || 1x || 0x || 0x || -1x&lt;br /&gt;
|-&lt;br /&gt;
| Religious Enemies* || 0x || 5x || 5x || 5x || -5x&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Player Champions get twice the shown multiplier for victories.&lt;br /&gt;
&lt;br /&gt;
Victories against a champion animal or monster will score twice the shown multiplier.  Victories against player champions will score four times the multiplier.&lt;br /&gt;
&lt;br /&gt;
Killing of an allied champion will result in immediate loss of all alignment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Kills of people for alignment gain may be subject to limits based on effective fight skills or combat rank, etc., to prevent players from just keeping a tame enemy character for grinding alignment regain.  This could be based on affinity loss; if the character had no affinity to lose, the god is not impressed and there is no alignment gain.&lt;br /&gt;
&lt;br /&gt;
'''Other comments'''.&lt;br /&gt;
&lt;br /&gt;
Followers should have a minimum alignment (70+) to become priests.&lt;br /&gt;
&lt;br /&gt;
Priests should likewise have a minimum alignment (90+) to become champions.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman&amp;diff=52222</id>
		<title>User:Urman</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman&amp;diff=52222"/>
		<updated>2009-12-27T03:59:25Z</updated>

		<summary type="html">&lt;p&gt;Urman: added link to alignment for long essay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''User page for Urman.'''  &lt;br /&gt;
&lt;br /&gt;
''Based on normal wiki manners and protocol, these are my personal wiki pages for thoughts, data collection, musings, etc., of Wurm.  Please do not edit my user pages unless I invite you to do so.  Pages have discussion pages that you are welcome to leave comments on.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[/Exploration]]&lt;br /&gt;
* [[/Village planning]]&lt;br /&gt;
* [[/Alignment and priests]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement_talk:Brohalla&amp;diff=49575</id>
		<title>Settlement talk:Brohalla</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement_talk:Brohalla&amp;diff=49575"/>
		<updated>2009-11-02T16:50:06Z</updated>

		<summary type="html">&lt;p&gt;Urman: suggested using &amp;quot;show preview&amp;quot; during long edit session&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looking at &amp;quot;recent changes&amp;quot; listing I see almost 20 edits to the Brohalla page, one right after another, most of them small.  This suggests that the person making changes is using [save page] after each change.  By using [show preview] you can make your changes, view them, make another change, view it, etc, and then save when you are done with the session.  It makes comparing changes easier for other members of your village.  It also doesn't use as much space on the &amp;quot;recent changes&amp;quot; page, so other peoples' edits stay visible longer.  Thanks!  [[User:Urman|Urman]] 10:50, 2 November 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Player_talk:Urman&amp;diff=49532</id>
		<title>Player talk:Urman</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Player_talk:Urman&amp;diff=49532"/>
		<updated>2009-10-30T15:22:31Z</updated>

		<summary type="html">&lt;p&gt;Urman: New page: Player pages are viewed when a character is selected by &amp;quot;what's this&amp;quot; option.  So the Urman player page has those items that will be initially seen or would come up is a quick conversation...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player pages are viewed when a character is selected by &amp;quot;what's this&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
So the Urman player page has those items that will be initially seen or would come up is a quick conversation.  [[User:Urman|Urman]] 10:22, 30 October 2009 (CDT)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Player:Urman&amp;diff=49531</id>
		<title>Player:Urman</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Player:Urman&amp;diff=49531"/>
		<updated>2009-10-30T15:20:32Z</updated>

		<summary type="html">&lt;p&gt;Urman: Updated for Freedom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Urman is a Independence citizen in the Freedom Isles.  He is armed with a longsword and large wooden shield, both which are aged but have been repeatedly repaired.  He wears a silver arm-ring on his right arm, which shows the runes for Fo and Strength.  He currently wears Swordsman title.&lt;br /&gt;
&lt;br /&gt;
If you talk to him, he will tell you that he belongs to the village of Haitabu-Hedeby, on the outer sea.  That's on the east-northeast side of the island, very close to Mist and Silent Hill.  He ranges from there to Unmapped Lake and the northeast islands as time permits, with rare trips to other parts of the island.&lt;br /&gt;
&lt;br /&gt;
Urman has a broad range of skills.  He'll admit that he made most of his money in the boatbuilding boom and still sells rope and rigs to help new boatbuilders along.  He might be interested in selling other goods for reasonable prices; and he'll hire unskilled laborers as he can.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ingame Help]][[Category:Players]][[Category:Babel/U]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Mooring_rope&amp;diff=49216</id>
		<title>Talk:Mooring rope</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Mooring_rope&amp;diff=49216"/>
		<updated>2009-10-13T02:00:57Z</updated>

		<summary type="html">&lt;p&gt;Urman: appeal to not redirect from Item: pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The redirection of Item:Mooring Rope to Mooring rope was misguided.  The &amp;quot;Item:...&amp;quot; entries are those that can be seen in-game when the player uses the &amp;quot;What's this?&amp;quot; option.  Because of this, the mooring rope &amp;quot;What's this?&amp;quot; now displays a confusing bunch of formatting.  Item:... entries should have no formatting, and thus are different from other wiki entries.   [[User:Urman|Urman]] 21:00, 12 October 2009 (CDT)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Courier&amp;diff=49203</id>
		<title>Talk:Courier</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Courier&amp;diff=49203"/>
		<updated>2009-10-12T01:44:23Z</updated>

		<summary type="html">&lt;p&gt;Urman: data points for different ql enchants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data points:&lt;br /&gt;
&lt;br /&gt;
59q enchantment: ~45 minutes(?)  [[User:Urman|Urman]] 20:44, 11 October 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
81q enchantment: &amp;lt;20 min 30 sec  [[User:Urman|Urman]] 20:44, 11 October 2009 (CDT)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animal_breeding&amp;diff=49026</id>
		<title>Animal breeding</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animal_breeding&amp;diff=49026"/>
		<updated>2009-10-05T01:20:37Z</updated>

		<summary type="html">&lt;p&gt;Urman: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Animal breeding allows for the production of new creatures, sometimes with increased [[quality]], without the need to wait for new [[spawn]]s.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
*One of the two [[animals]] you wish to breed must be able to be [[Rope|led with a rope]] therefore some [[Animal taming|taming]] may be required. Once you have one of the two animals lead, ensure they are both well fed and move them close to one another. Right click on the animal you are '''not''' leading and select the Breed option.&amp;lt;br&amp;gt;&lt;br /&gt;
*Grooming now also gives animal breeding skill gains. (Activate a [[grooming brush]] and select [[groom]] while clicking on livestock.)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Animals must be of the same species.&lt;br /&gt;
* When breeding fails you will receive a message that the intercourse was interrupted.&lt;br /&gt;
* Breeding may be attempted every 45 minutes after failure.&lt;br /&gt;
* Animals do not have to be &amp;quot;fat&amp;quot; to breed.&lt;br /&gt;
* When an animal is &amp;quot;no longer interested in food&amp;quot; they will be ready to begin breeding.&lt;br /&gt;
* [[Age]] is not a factor in breeding. &lt;br /&gt;
* Breeding increases a player's [[soul depth]].&lt;br /&gt;
* Pregnancy times can differ, from 5-11 wurm [[Time|weeks]], regardless of species.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Bred animals have a chance of having traits.(Enhancement/Deformity)&amp;lt;br&amp;gt;&lt;br /&gt;
Animals can have multiple traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Examining an animal will show traits, if one has the required skill level:&lt;br /&gt;
* 20 skill: &amp;quot;It will fight fiercely.&amp;quot; (High fighting skill?)&lt;br /&gt;
* 21 skill: &amp;quot;It has fleeter movement than normal.&amp;quot; (Minor Speed Boost)&lt;br /&gt;
* 22 skill: &amp;quot;It is a tough bugger.&amp;quot;&lt;br /&gt;
* 23 skill: &amp;quot;It has a strong body.&amp;quot;&lt;br /&gt;
* 24 skill: &amp;quot;It has lightning movement.&amp;quot; (Major Speed Boost)&lt;br /&gt;
* 25 skill: &amp;quot;It can carry more than average.&amp;quot; (Speed Boost When Carrying Alot)&lt;br /&gt;
* 26 skill: &amp;quot;It has very strong leg muscles.&amp;quot;  (Better At Climbing Slopes)&lt;br /&gt;
* 27 skill: &amp;quot;It has keen senses.&amp;quot;   (Increased Agro Range)&lt;br /&gt;
* 28 skill: &amp;quot;It has malformed hindlegs.&amp;quot;  (Minor Speed Penalty)&lt;br /&gt;
* 29 skill: &amp;quot;The legs are of different length.&amp;quot;   (Major Speed Penalty)&lt;br /&gt;
* 30 skill: &amp;quot;It seems overly aggressive.&amp;quot; (Agressive fighting stance?)&lt;br /&gt;
* 31 skill: &amp;quot;It looks very unmotivated.&amp;quot; &lt;br /&gt;
* 32 skill: &amp;quot;It is unusually strong willed.&amp;quot;&lt;br /&gt;
* 33 skill: &amp;quot;It has some illness.&amp;quot;    (Usually Unridable)&lt;br /&gt;
* 34 skill: &amp;quot;It looks constantly hungry.&amp;quot; (Will eat twice as much as a normal horse?)&lt;br /&gt;
* 39(?) skill: &amp;quot;It looks feeble and unhealthy.&amp;quot;&lt;br /&gt;
(All &amp;quot;?&amp;quot; are unconfirmed.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Meditating&amp;diff=48387</id>
		<title>Talk:Meditating</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Meditating&amp;diff=48387"/>
		<updated>2009-09-16T02:17:47Z</updated>

		<summary type="html">&lt;p&gt;Urman: data on skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data about skill:  after starting to meditate, there is a check at the 4-second mark.  If you fail, the meditating fails: &amp;quot;you fail to relax&amp;quot;.  If you succeed, you get one of the meditation messages, a small amount of skill and the meditation continues.  At the end of the meditation timer you sometimes get skill; this is about 10x the amount that you get for passing the relaxation check.  I currently (skill~5) get skill every time for the relaxation check, and only some of the time at end-of-timer.  [I think most of the information regarding this skill should be here, in the skill page, not the item page] [[User:Urman|Urman]] 21:17, 15 September 2009 (CDT)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Special_move&amp;diff=48268</id>
		<title>Special move</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Special_move&amp;diff=48268"/>
		<updated>2009-09-09T20:58:23Z</updated>

		<summary type="html">&lt;p&gt;Urman: /* Freedom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
Special moves are gained when you have enough skill in a specific weapon. You can only perform special moves with your primary weapon (a weapon equipped in your right hand), and in certain stances. &lt;br /&gt;
There are about 6 different moves in each class of weapons, in each kingdom. Special moves cost more stamina to use than regular attacks, but instead inflict more damage, multiple wounds or add some kind of effect. If you fail to perform the move it will cost you 1/10 of the original stamina cost. The chance to hit remains the same as you usually have.&lt;br /&gt;
&lt;br /&gt;
These classes are: &lt;br /&gt;
* [[Swords]]&lt;br /&gt;
* [[Axes]]&lt;br /&gt;
* [[Mauls]]&lt;br /&gt;
* [[Knives]]&lt;br /&gt;
&lt;br /&gt;
''Note that some tools also have special moves, but from one of these classes mentioned above.''&lt;br /&gt;
&lt;br /&gt;
Different kingdoms learn different moves, so no one of the opposing kingdom can learn your special moves. Kingdoms generally have these typical properties, but it may vary from move to move;&lt;br /&gt;
&lt;br /&gt;
[[Jenn-Kellon]]:&lt;br /&gt;
* Average time to perform the move.&lt;br /&gt;
* Average damage wounds.&lt;br /&gt;
* Creates multiple wounds.&lt;br /&gt;
&lt;br /&gt;
[[Horde of the Summoned]]:&lt;br /&gt;
* Slow time to perform the move.&lt;br /&gt;
* High damage wounds.&lt;br /&gt;
* Often drains stamina of the opponent.&lt;br /&gt;
&lt;br /&gt;
[[Mol-Rehan]]:&lt;br /&gt;
* Fast time to perform the move.&lt;br /&gt;
* Lower damage wounds.&lt;br /&gt;
* Low stamina cost.&lt;br /&gt;
* Often affects the opponent's combat rating negative.&lt;br /&gt;
&lt;br /&gt;
[[Freedom]]:&lt;br /&gt;
* Average time to perform the move.&lt;br /&gt;
* Average damage wounds.&lt;br /&gt;
* Creates multiple wounds/drains stamina/breaks concentration.&lt;br /&gt;
&lt;br /&gt;
==Special moves==&lt;br /&gt;
&lt;br /&gt;
===Jenn-Kellon===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Carver''' (Gained at ~30 skill)&lt;br /&gt;
Stances: Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits the Left arm twice, and target loses concentration.&lt;br /&gt;
&lt;br /&gt;
* '''Sludge'''&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''False props''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
Hits the opponent twice in the torso, and once in the left arm. Target loses concentration.&lt;br /&gt;
&lt;br /&gt;
* '''Falcon''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Center, Upper Left, Upper Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once in the body, and drains its stamina.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Pain''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 3 Seconds&lt;br /&gt;
&lt;br /&gt;
Two very light hits one arm, and a medium hit on the other arm. Target loses concetration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Axes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Knives:'''&lt;br /&gt;
&lt;br /&gt;
* '''Crayfish''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Right, Lower Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 7 seconds&lt;br /&gt;
&lt;br /&gt;
Adds a wound with extra damage and stuns the enemy.&lt;br /&gt;
&lt;br /&gt;
'''Iron Hammer:'''&lt;br /&gt;
* '''Sour marmalade''' (Gained at ? skill)&lt;br /&gt;
Stances: Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 seconds&lt;br /&gt;
&lt;br /&gt;
One hard hit to the body, stamina drain, thorws up the enemy.&lt;br /&gt;
&lt;br /&gt;
* '''Falcon''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Right, Upper Center, Upper Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 7 secondss&lt;br /&gt;
&lt;br /&gt;
One light hit to the body, stamina drain.&lt;br /&gt;
&lt;br /&gt;
* '''Sludge''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 5 seconds&lt;br /&gt;
&lt;br /&gt;
One light hit to the body, stamina drain, stunning attack.&lt;br /&gt;
&lt;br /&gt;
* '''Union of the snake''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower center, Lower left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 seconds&lt;br /&gt;
&lt;br /&gt;
One hard hit to the head, stamina drain.&lt;br /&gt;
&lt;br /&gt;
'''Shovel:'''&lt;br /&gt;
* '''Flurry of Pain''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 Seconds&lt;br /&gt;
&lt;br /&gt;
Two light hits to the right arm, one hard hit to the left arm.&lt;br /&gt;
&lt;br /&gt;
* '''Falcon''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Center, Upper Left, Upper Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
* '''False props''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 6 Seconds&lt;br /&gt;
&lt;br /&gt;
* '''Sludge'''&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
* '''Twilfit twin'''&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Two hard hit to the legs, target looses concentration.&lt;br /&gt;
&lt;br /&gt;
* '''Carver''' (Gained at ~30 skill)&lt;br /&gt;
Stances: Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
===Horde of the Summoned===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Dark grace''' (Gained at ? skill)&lt;br /&gt;
Stances: Lowercenter, lower left and lower right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent three times and reduces its concentration (focus).&lt;br /&gt;
* '''Dragontail''' (Gained at ? skill)&lt;br /&gt;
Stances: Lowercenter parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once, stuns it and drains some of its stamina.&lt;br /&gt;
* '''Hurting scion''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and reduces its concentration (focus).&lt;br /&gt;
* '''Red wind''' (Gained at ? skill)&lt;br /&gt;
Stances: Center.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and reduces its concentration (focus).&lt;br /&gt;
* '''True blood''' (Gained at ? skill)&lt;br /&gt;
Stances: Left and right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and reduces its concentration (focus).&lt;br /&gt;
* '''Wanderer''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower left and lower right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and drains some of its stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Axes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* '''Double impact''' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
* '''Dissolver''' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
* '''Dragontail''' (Gained at ? skill)&lt;br /&gt;
Stances: Lowercenter parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once, stuns it and drains some of its stamina.&lt;br /&gt;
* '''Kiss goodnight''' (Gained at ? skill)&lt;br /&gt;
Stances: Uppercenter, upper left and upper right parts.&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once in the body, drains some of its stamina and makes it throw up.&lt;br /&gt;
&lt;br /&gt;
* '''Squarepusher''' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
Hits the opponent once and drains some of its stamina.&lt;br /&gt;
* '''Wanderer''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower left and lower right parts.&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mol-Rehan===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Cricket''' (Gained at ? skill)&lt;br /&gt;
Stances: Upper Left and upper Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits the target with a regular hit, drains stamina and stuns target.&lt;br /&gt;
&lt;br /&gt;
* '''Faithpush''' (Gained at ? skill)&lt;br /&gt;
Stances: Lower Left, Lower Center and Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&lt;br /&gt;
Hits the target with a regular hit, drains stamina.&lt;br /&gt;
&lt;br /&gt;
'''Axes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mauls:'''&lt;br /&gt;
&lt;br /&gt;
* ''Special move here'' (Gained at ? skill)&lt;br /&gt;
Stances: ?&lt;br /&gt;
&lt;br /&gt;
''Description missing''&lt;br /&gt;
&lt;br /&gt;
===Freedom===&lt;br /&gt;
&lt;br /&gt;
'''Swords:'''&lt;br /&gt;
&lt;br /&gt;
* '''Low Rider''' (Gained at &amp;lt;40 skill)&lt;br /&gt;
Stances: Lower Center&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Hits opponent once in the body, Drains him of stamina, and stuns.&lt;br /&gt;
&lt;br /&gt;
* '''Backbreaker''' (Gained at &amp;lt;40 skill)&lt;br /&gt;
Stances: Left&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 Seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Two hits to arms for small amount of damage. Lowers focus.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodscion''' (Gained at 40 skill)&lt;br /&gt;
Stances: Lower Left, Lower Center, Lower Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 7 seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Up to three hits to various parts of the body. Loses Concentration&lt;br /&gt;
&lt;br /&gt;
* '''Raktaktak''' (Gained at ? skill)&lt;br /&gt;
Stances: Left, Right&lt;br /&gt;
&amp;lt;br&amp;gt;Length: 4 Seconds&lt;br /&gt;
&amp;lt;br&amp;gt;Small amount of damage to body. Lowers focus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Nutrition&amp;diff=46711</id>
		<title>Talk:Nutrition</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Nutrition&amp;diff=46711"/>
		<updated>2009-07-18T22:41:31Z</updated>

		<summary type="html">&lt;p&gt;Urman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Need some input on the following.&lt;br /&gt;
&lt;br /&gt;
==[[Bread]]==&lt;br /&gt;
&lt;br /&gt;
==[[Casserole]]==&lt;br /&gt;
&lt;br /&gt;
==[[Gulasch]]==&lt;br /&gt;
I am seeing a pattern here in water based dishes.  While in the case of Gulasch, you don't need water it still works.  It uses the same water to food ratio that I found for porridge: At the most .02kg of water for every .30kg of food.  An easy way to get a proper ratio is to fill an empty sauce pan, use that water to fill an empty water skin.  You now would have .04kg of water so just put in .60k or more of food. -AvatarJTC&lt;br /&gt;
&lt;br /&gt;
==[[Meal]]==&lt;br /&gt;
26.47ql meal made of : 2x black bear meat (low ql, 10ish), onion (50ish ql), and basil (20ish ql) gave me nutrition 71% consistently. I'm getting this from most hot meals, while losing 1 or 2% from eating it cold. [[User:Othobrithol|Othobrithol]] 16:06, 27 May 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
ql14.83 meal made of loads of cooked meat (random ql), onion (ql45ish), and a herb (random ql) gives me 69% consistently. --[[User:Ulviirala|Ulviirala]] 03:18, 28 May 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
At my cooking skill level (approx 27 as shown above) all &amp;quot;hot&amp;quot; meals I make are pushing me up to a max of 73% (usually 72%), and down to 65% (usually 68%) when cold. Ialways make simple meals (mass of meat + one veggie). [[User:Othobrithol|Othobrithol]] 05:04, 30 June 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
Using my alt, 22.67 meal (2x deer meat, potato, lovage) hot gives 72% as well. [[User:Othobrithol|Othobrithol]] 05:55, 2 July 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
QL81 meal hot gives around 82 or 83% nutrition. - [[User:Thorgot|thorgot]] 07:59, 2 July 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
Tried making a more complex meal set (cooked meat, pumpkin, garlic, 2 veggies, and 2 spices) which again, gave me 72% when hot at 24ql. Meal recipe seems to have no effect on nutrtion levels, but this would still be nice to check for the components with subskills (bread and cheese). [[User:Othobrithol|Othobrithol]] 16:28, 6 July 2009 (CDT)&lt;br /&gt;
:It seemed to have an effect before the last official ''tweak'', as I was getting more nut from my 14QL meals than other people with higher QL meals. Anyway, getting 69% consistently and 60% for cold meals. -[[User:Ulviirala|Ulviirala]] 05:27, 7 July 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==[[Porridge]]==&lt;br /&gt;
I wasn't able to make anything but dishwater ([[Examine|examining]]), putting grain and water into a sauce pan with insane ratios. --[[User:Ulviirala|Ulviirala]] 03:18, 28 May 2009 (CDT)&lt;br /&gt;
:I hear it's only possible in a cauldron. --[[User:Ulviirala|Ulviirala]] 05:28, 7 July 2009 (CDT)&lt;br /&gt;
I was able to get porridge in a sauce pan, no more than .02 water per .30 grain.  Perhaps the ratio is different in cauldrons? -AvatarJTC&lt;br /&gt;
:No, I tried with a sauce pan, starting with water from a flask with 3 grains and a potato and one grain. I also tried full water and then putting grains in it until no more would fit, spilling more and more water and it always said it makes dishwater instead of porridge. Someone mentioned s/he cooked porridge in a cauldron instead. &lt;br /&gt;
:I suggested testing it with a cauldron because I don't have the patience to thoroughly test it myself.&lt;br /&gt;
:No pun at your direction intended.&lt;br /&gt;
:Further I was suggesting using something else than water because gulasch didn't need water after the update either. But also '''because getting so minimal amounts of water, that it's only obtainable through hacking around with the game is ridiculous''' and stupid. If one can't make a dish otherwise, Mr. Jansson probably just fucked up the recipe. --[[User:Ulviirala|Ulviirala]] 15:35, 14 July 2009 (CDT)&lt;br /&gt;
Definitely sauce pan filled with grains and water. To get the least amount of water, put 4 corn and a potatoe in a flask. the remaining amount is 0,004 displayed as 0,00 (good for lye and gulash/stew/soup too). --[[User:KaiH|KaiH]] 16:16, 14 July 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==[[Sandwich]]==&lt;br /&gt;
&lt;br /&gt;
==[[Soup]]==&lt;br /&gt;
&lt;br /&gt;
==[[Stew]]==&lt;br /&gt;
Fish stew with strawberries and oregano. 14.13q and food went up pretty fast but nutrition dropped by 1%. Food was hot when eating. --[[User:Marni|purp]] 05:07, 17 May 2009 (CDT)&lt;br /&gt;
:Did the same again, hit 40% while food was boiling. Temperature seems to play a key role in nutrition and food. --[[User:Marni|purp]] 15:01, 17 May 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==[[Raw Meat]]==&lt;br /&gt;
Raised to 18%N with 90q meat(cold) [[User:Urman|Urman]] 17:41, 18 July 2009 (CDT)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Haitabu-Hedeby&amp;diff=46585</id>
		<title>Settlement:Haitabu-Hedeby</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Haitabu-Hedeby&amp;diff=46585"/>
		<updated>2009-07-15T15:32:44Z</updated>

		<summary type="html">&lt;p&gt;Urman: cleaned up page, added bulletin board&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-freedom}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|name=Haitabu-Hedeby&lt;br /&gt;
|motto=A quiet wooded settlement&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Urman&lt;br /&gt;
|population=5&lt;br /&gt;
|allies=Mist&lt;br /&gt;
|enemies=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Haitabu''' was a settlement from the Viking period (9th-11th centuries), located near the present day city of Schleswig, in northern Germany.  Haitabu is the German spelling/pronunciation; Hedeby is the Danish/English spelling.'' &lt;br /&gt;
&lt;br /&gt;
'''Haitabu-Hedeby''' (HH) is a size 5 village in the northeast corner of Independence Isle, founded by Urman.  Urman migrated from Jenn Kellon Home, where he had been a member of the village of '''Wildside'''.  The German name ''Haitabu'', was given first billing in recognition of the German members of  Wildside (Yupps, Wollschaf, Saroman, and Woodywurm), who migrated to Wild at the cleansing.&lt;br /&gt;
&lt;br /&gt;
Enjoying a high position on the ridge above the outer sea, Haitabu has good access to the interior of the island.  Close neighbors include Mist to the southwest and Fort Karhula to the southeast.&lt;br /&gt;
&lt;br /&gt;
Haitabu has the limit for deed placement set at the default at 100 tiles for both homesteads and villages.  It also uses the default settings of no non-village fence, road, or buildings within the 50-tile perimeter.  Haitabu will not actively recruit members.  Players who wish to work within the deed’s 50-tile perimeter may negotiate for permissions and locations.  ''Clearing trees and terraforming before seeking permission will probably mean you don't get permission''.&lt;br /&gt;
&lt;br /&gt;
== Bulletin Board ==&lt;br /&gt;
* Job available - digging.  no haul reqd.  10c per 100 dirt.  see Urman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&lt;br /&gt;
* [[Player:Urman|Urman]] - Owner/Mayor&lt;br /&gt;
* [[Player:Baggins|Baggins]]&lt;br /&gt;
* [[Player:Yalin|Yalin]]&lt;br /&gt;
* [[Player:Capella|Capella]] - Vynora priest wannabe&lt;br /&gt;
* [[Player:Fobro|Fobro]] - Fo priest alt (inactive)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Haitabu-Hedeby&amp;diff=45520</id>
		<title>Settlement:Haitabu-Hedeby</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Haitabu-Hedeby&amp;diff=45520"/>
		<updated>2009-06-24T15:51:00Z</updated>

		<summary type="html">&lt;p&gt;Urman: Initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-freedom}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|name=Haitabu-Hedeby&lt;br /&gt;
|motto=A quiet village of friends&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Urman&lt;br /&gt;
|population=5&lt;br /&gt;
|allies=None&lt;br /&gt;
|enemies=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Haitabu''' (German) / '''Hedeby''' (English/Danish) was a settlement from the Viking period (9th-11th centuries), located near the present day city of Schleswig, in northern Germany.''&lt;br /&gt;
&lt;br /&gt;
'''Haitabu-Hedeby''' (HH) is a size 5 village in the northeast corner of Independence Isle.  Founded by Urman, the German version of the name, ''Haitabu'', was given first billing in recognition of the German members of the JK-Home settlement ''Wildside'' (Yupps, Wollschaf, Saroman, and Woodywurm), who immigrated to Wild at the cleansing.&lt;br /&gt;
&lt;br /&gt;
Enjoying a high position on the ridge above the outer sea, Haitabu has good access to the interior of the island.  Close neighbors include Mist.&lt;br /&gt;
&lt;br /&gt;
Haitabu has the limit for deed placement set at the default at 100 tiles for both homesteads and villages.  It also uses the default settings of no non-village fence, road, or buildings within the 50-tile perimeter.  Haitabu will not actively recruit members.  Players who wish to work within the deed’s 50-tile perimeter may negotiate for permissions and locations.  ''Clearing trees and terraforming before seeking permission will probably mean you don't get permission''.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&lt;br /&gt;
* [[Player:Urman|Urman]] - Owner/Mayor&lt;br /&gt;
* [[Player:Baggins|Baggins]]&lt;br /&gt;
* [[Player:Yalin|Yalin]]&lt;br /&gt;
* [[Player:Capella|Capella]]&lt;br /&gt;
* [[Player:Fobro|Fobro]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Kilogram&amp;diff=44989</id>
		<title>Talk:Kilogram</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Kilogram&amp;diff=44989"/>
		<updated>2009-06-15T01:32:28Z</updated>

		<summary type="html">&lt;p&gt;Urman: discussion of see slope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm still wondering why there's a see also to slopes. [[User:Rael|Rael]] 20:08, 14 June 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
Agreed - I'd guess that the initial page was a sloppy copy of another page.  Eep is long gone, he can't be offended if you change it.  I could see a link to volume, or to other weights and measures, but slope?  Also, I'm not sure that &amp;quot;kilogram&amp;quot; or &amp;quot;kg&amp;quot; is used in any of the coded game information.  I thought it was just a shorthand adopted by players to refer to units of weight (or mass).  Since one unit of fluid weighs 1.00 and takes 1.00 volume, saying it weighs 1 kg and displaces 1 liter makes sense, even if the game doesn't specify units of measures.   [[User:Urman|Urman]] 20:32, 14 June 2009 (CDT)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman/Village_planning&amp;diff=44439</id>
		<title>User:Urman/Village planning</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman/Village_planning&amp;diff=44439"/>
		<updated>2009-05-27T22:08:40Z</updated>

		<summary type="html">&lt;p&gt;Urman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To plan for the next village, I'll begin with a survey of the current village, and get some comments on what was good, what was bad, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survey ==&lt;br /&gt;
&lt;br /&gt;
Wood building, 3x5 (storage and manufacture)&lt;br /&gt;
1 Forge, 1 Oven, 1 Loom, 4 Barrels, 13 Coffins.&lt;br /&gt;
 Good space; need fewer coffins, add one forge&lt;br /&gt;
&lt;br /&gt;
Wood building, 3x5 (storage)&lt;br /&gt;
12 Coffins&lt;br /&gt;
 Barely used.  Omit from new village?&lt;br /&gt;
&lt;br /&gt;
Stone building, 3x4 (residence: WS, SM, YP)&lt;br /&gt;
3 Bed, 4 Chest, 1 Barrel, 1 Tub&lt;br /&gt;
 need comment from occupants&lt;br /&gt;
&lt;br /&gt;
Stone building, 3x4 (residence: UR, PR, ??)&lt;br /&gt;
3 Bed, 3 Chest&lt;br /&gt;
 Barely used.  Could easily reduce to 2x3.&lt;br /&gt;
&lt;br /&gt;
Stone building, 4x4 - 3 tiles (residence and manufacture: NI)&lt;br /&gt;
2 Forge, 2 Chest, 1 Barrel, 3 Coffin, 1 Bed&lt;br /&gt;
 need comments from occupants&lt;br /&gt;
&lt;br /&gt;
Stone building, 4x4 - 3 tiles (residence and manufacture: RA)&lt;br /&gt;
2 Forge, 1 Oven, 1 Loom, 11 Chest, 3 Barrel, 2 Bed&lt;br /&gt;
 need comments from occupants&lt;br /&gt;
&lt;br /&gt;
Stone building, 11 tile (residence: WW)&lt;br /&gt;
1 Oven, 1 bed, 2 Barrel, 1 Chest&lt;br /&gt;
 need comments from occupants&lt;br /&gt;
&lt;br /&gt;
== Tile Count ==&lt;br /&gt;
&lt;br /&gt;
Buildings:        91&amp;lt;br&amp;gt;&lt;br /&gt;
Pavement:         59&amp;lt;br&amp;gt;&lt;br /&gt;
Fields (8 slope): 70&amp;lt;br&amp;gt;&lt;br /&gt;
Pasture (flat):   96&amp;lt;br&amp;gt;&lt;br /&gt;
Pasture (sloped): 17&amp;lt;br&amp;gt;&lt;br /&gt;
Slope:            86&amp;lt;br&amp;gt;&lt;br /&gt;
Flat (unused):    22&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total:           441&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User_talk:Urman&amp;diff=44406</id>
		<title>User talk:Urman</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User_talk:Urman&amp;diff=44406"/>
		<updated>2009-05-27T20:00:24Z</updated>

		<summary type="html">&lt;p&gt;Urman: removed old comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman/Village_planning&amp;diff=44405</id>
		<title>User:Urman/Village planning</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman/Village_planning&amp;diff=44405"/>
		<updated>2009-05-27T19:59:26Z</updated>

		<summary type="html">&lt;p&gt;Urman: Initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To plan for the next village, I'll begin with a survey of the current village, and get some comments on what was good, what was bad, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survey ==&lt;br /&gt;
&lt;br /&gt;
Wood building, 3x5 (storage and manufacture)&lt;br /&gt;
1 Forge, 1 Oven, 1 Loom, 4 Barrels, 13 Coffins.&lt;br /&gt;
 Good space; need fewer coffins, add one forge&lt;br /&gt;
&lt;br /&gt;
Wood building, 3x5 (storage)&lt;br /&gt;
12 Coffins&lt;br /&gt;
 Barely used.  Omit from new village?&lt;br /&gt;
&lt;br /&gt;
Stone building, 3x4 (residence: WS, SM, YP)&lt;br /&gt;
3 Bed, 4 Chest, 1 Barrel, 1 Tub&lt;br /&gt;
 need comment from occupants&lt;br /&gt;
&lt;br /&gt;
Stone building, 3x4 (residence: UR, PR, ??)&lt;br /&gt;
3 Bed, 3 Chest&lt;br /&gt;
 Barely used.  Could easily reduce to 2x3.&lt;br /&gt;
&lt;br /&gt;
Stone building, 4x4 - 3 tiles (residence and manufacture: NI)&lt;br /&gt;
2 Forge, 2 Chest, 1 Barrel, 3 Coffin, 1 Bed&lt;br /&gt;
 need comments from occupants&lt;br /&gt;
&lt;br /&gt;
Stone building, 4x4 - 3 tiles (residence and manufacture: RA)&lt;br /&gt;
2 Forge, 1 Oven, 1 Loom, 2 Chest, 1 Barrel, 3 Coffin, 1 Bed&lt;br /&gt;
 need comments from occupants&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Urman&amp;diff=44403</id>
		<title>User:Urman</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Urman&amp;diff=44403"/>
		<updated>2009-05-27T19:38:10Z</updated>

		<summary type="html">&lt;p&gt;Urman: revised page to hold index&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''User page for Urman.'''  &lt;br /&gt;
&lt;br /&gt;
''Based on normal wiki manners and protocol, these are my personal wiki pages for thoughts, data collection, musings, etc., of Wurm.  Please do not edit my user pages unless I invite you to do so.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[/Exploration]]&lt;br /&gt;
* [[/Village planning]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Client_Configuration&amp;diff=43676</id>
		<title>Client Configuration</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Client_Configuration&amp;diff=43676"/>
		<updated>2009-04-28T21:23:13Z</updated>

		<summary type="html">&lt;p&gt;Urman: added color picking and comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page explains the configuration options available in the Wurm Client login screen. &lt;br /&gt;
&lt;br /&gt;
Click on the Options button on the Wurm Client Login screen to display the configuration options screens. &lt;br /&gt;
&lt;br /&gt;
==Game tab==&lt;br /&gt;
{| &lt;br /&gt;
| [[Image:WurmClient-Options-Game-Tab.jpg]] [[Image:WurmClient-Options-Advanced-display-options.jpg]] &lt;br /&gt;
|}&lt;br /&gt;
;Game renderer&lt;br /&gt;
: You here have the choice between [[JOGL]] + AWT and [[LWJGL]]. If you have an ATI graphics card (Radeon series), you will want to use LWJGL renderer, or you will get a lousy fps no matter what you do.&lt;br /&gt;
;Resolution&lt;br /&gt;
: Choose from the resolutions that are supported by your graphics card. Choosing a too low or too high resolution might effect performance. Some monitors have an optimal resolution. Wurm looks much better at higher resolutions so compare the performance at different settings.&lt;br /&gt;
;Fullscreen&lt;br /&gt;
:Play Wurm in a window or use all of the screen. Windowed and Fullscreen does not have much difference, fullscreen yields a little more performance, not really noticeable unless on an old computer; this may depend on your graphics card.&lt;br /&gt;
;GUI Window opacity&lt;br /&gt;
: The opacity of the interface windows. This can make screens like the inventory see-through, completely solid, or something in between.  &lt;br /&gt;
;Bob viewport when walking&lt;br /&gt;
: '''(Dead option)''' Checked tickbox means that camera will bob up and down to simulate walking. This can be annoying as you cannot click objects while walking at the cost of performance. Recommended setting is OFF.&lt;br /&gt;
;Outline hovered objects&lt;br /&gt;
:Make the outline of objects under the cursor glow. This can have a huge impact on frame rate but depends on the system - have it on so you can see what is actually under the cursor. Recommended setting is ON.&lt;br /&gt;
;Censor bad language&lt;br /&gt;
:Will censor bad language in a chat message. No effect on performance.&lt;br /&gt;
;Invert mouse&lt;br /&gt;
:Inverts the mouse's Y-Axis for looking up and down.&lt;br /&gt;
&lt;br /&gt;
==Graphics Tab==&lt;br /&gt;
[[Image:WurmClient-Options-Graphics-Tab.jpg]]&lt;br /&gt;
&lt;br /&gt;
Note that setting all the graphics settings on the extreme settings is not recommended. It will result in poor frame rate on even the fastest systems. &lt;br /&gt;
&lt;br /&gt;
;Terrain Resolution&lt;br /&gt;
:Choose from Low, Medium, or High. This has some effect on performance and affects the quality. More means more detailed landscape far away from you. If you appreciate a good view then use high unless your computer can't handle it. Settings medium and high also show rocks in the terrain.&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Terrain-low.png|Low]] | [[:Image:Terrain-med.png|Medium]] | [[:Image:Terrain-high.png|High]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Water reflection&lt;br /&gt;
:Choose from None, &amp;quot;Sky only&amp;quot;, &amp;quot;Sky and terrain&amp;quot;, &amp;quot;Sky, terrain, and trees&amp;quot;, &amp;quot;Almost everything&amp;quot;. Have set to NONE unless you have a semi-old card (FX5600 or better at least) and a good CPU (AMD athlon 2000+, 2GHZ P4). It has a great effect on performance, turning it on will use a lot, but with a good comp it only gives a small drop in performance and it does make the water look nice.&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Reflection-none.png|None]] | [[:Image:Reflection-sky.png|Sky only]] | [[:Image:Reflection-terrain.png|Sky and Terrain]] | [[:Image:Reflection-trees.png|Sky, terrain and trees]] | [[:Image:Reflection-full.png|Almost everything]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Tile Decorations&lt;br /&gt;
:Choose from Extremely sparse, Sparse, Normal, Dense, or Extremely dense. Have this set to Extremely Sparse for a performance boost. Using higher settings makes the game  much prettier, but you also have a harder time finding anything on the ground, unless it is on/in dirt, road, water, rock or sand. Large performance drop if used. Using the extreme setting is not recommended, it will effect performance greatly. &lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Decoration-extsparse.png|Extremely sparse]] | [[:Image:Decoration-sparse.png|Sparse]] | [[:Image:Decoration-normal.png|Normal]] | [[:Image:Decoration-dense.png|Dense]] | [[:Image:Decoration-extreme.png|Extremely dense]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Tree Render Distance&lt;br /&gt;
:Choose from Very short, Short, Normal, Far, or Extreme. The amount of trees you can see. Have set to Very Short to have best performance. However, structures, items and animals will not be rendered beyond the tree limit. Short or Normal are optimal for quality versus performance. Only use far or extreme when you have a good computer. Using the extreme setting is not recommended, it will effect performance greatly. &lt;br /&gt;
&lt;br /&gt;
;Structure Render Distance&lt;br /&gt;
:Choose from Very short, Short, Normal, Far, or Extreme. The distance in which you can see structures. Set it to very short for a performance boost when you are in a (large) town. Set to Extreme if you want to see towns from quite a distance away. ''The maximum setting of this option is the setting of Tree Render Distance''&lt;br /&gt;
&lt;br /&gt;
;Item/Creature Render Distance&lt;br /&gt;
:Choose from Very short, Short, Normal, Far, or Extreme. Set this to very short for a performance boost. Setting this to extreme helps looking for items and creatures. ''The maximum setting of this option is the setting of Structure Render Distance''&lt;br /&gt;
&lt;br /&gt;
;Avatar's animations&lt;br /&gt;
:Choose from All, Walking only or None.&lt;br /&gt;
&lt;br /&gt;
;Sky Detail&lt;br /&gt;
:Choose from Low, Normal, High. Set to high for more detailed clouds, but much less performance. Set to low for very crude clouds, but heaps of performance.&lt;br /&gt;
&lt;br /&gt;
;Cave Detail&lt;br /&gt;
:Choose from Very Low, Low, Normal, High. Set to normal, the difference in performance from Low to Normal is minimal, and in a cave you don't need great performance mostly. Even set to the highest does not drop your performance too much.&lt;br /&gt;
&lt;br /&gt;
;Shadows&lt;br /&gt;
:Set this to none for a great performance increase. Setting this to the highest setting will cause the client to render everything twice. &lt;br /&gt;
&lt;br /&gt;
;Render Cloud Shadows&lt;br /&gt;
:Turn this off for a noticeable performance increase. &lt;br /&gt;
&lt;br /&gt;
;Pretty trees (models near player)&lt;br /&gt;
:Always enable. It's actually a performance boost as well as looking better.&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Trees-ON.png|ON]] | [[:Image:Trees-OFF.png|OFF]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Render Distant Terrain&lt;br /&gt;
:Have ON unless it really makes the game unplayable. Great effect on performance, but good for spotting things early (like enemies).&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Distant-ON.png|ON]] | [[:Image:Distant-OFF.png|OFF]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Render tile transition&lt;br /&gt;
:ON is prettier but it isn't essential as it only makes the Tile Border between tiles blend between the tiles. Turn it OFF to increase performance slightly.&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Transitions-ON.png|ON]] | [[:Image:Transitions-OFF.png|OFF]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Render Bloom(&amp;quot;glow&amp;quot;)&lt;br /&gt;
:Set to OFF for performance. Very pretty, makes the game look great, but has a large effect on performance. Makes the game look...well, more lifelike, look at the sun and you will not see much :P ''The effects of this option depends greatly on your hardware (some users may experience a heavy performance drop, some close to none)''.&lt;br /&gt;
&lt;br /&gt;
;Pretty weather&lt;br /&gt;
:Have OFF for performance. Performance will drop a great deal when it starts to rain, but on will make weather look nicer, but weather is really nice anyway so it´s up to you.&lt;br /&gt;
&lt;br /&gt;
==Sound Tab==&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:WurmClient-Options-Sound-Tab.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
;Sound Engine&lt;br /&gt;
:Choose from None (silent), Software or Hardware (OpenAL). This will cause sounds to be played for certain actions, if you have downloaded the optional packs. Your own preference.&lt;br /&gt;
;OpenAL Volume&lt;br /&gt;
:Modifies the volume sounds will be played at.&lt;br /&gt;
&lt;br /&gt;
==Fonts Tab==&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:WurmClient-Options-Fonts-Tab.png]]&lt;br /&gt;
|}&lt;br /&gt;
;Default Font Size&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Header Font Size&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;HugeHeader Font Size&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
==Logging==&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:WurmClient-Options-Logging-Tab.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Logfiles are located in your player's profile directory (e.g. .\Wurm\players\Charactername\logs\).&lt;br /&gt;
&lt;br /&gt;
;Logfile rotation&lt;br /&gt;
:If you choose to log event, IRC, or other messages, you can set a log rotation:&lt;br /&gt;
:*Don't log - Doesn't log these messages at all.&lt;br /&gt;
:*One file - Logs all messages into one file for each message tab.&lt;br /&gt;
:*Monthly files - Adds a date tag to the filename and creates a new file for each message tab every month.&lt;br /&gt;
:*Daily files - Adds a date tag to the filename and creates a new file for each message tab every day.&lt;br /&gt;
&lt;br /&gt;
;Event message logging&lt;br /&gt;
:Logs all messages from the event tab.&lt;br /&gt;
&lt;br /&gt;
;IRC message logging&lt;br /&gt;
:Logs all messages from the [[Setting up IRC in the client|ingame IRC client]].&lt;br /&gt;
&lt;br /&gt;
;Other message logging&lt;br /&gt;
:Logs all other messages such as local chat, kingdom chat and private messages.&lt;br /&gt;
&lt;br /&gt;
;Timestamp messages&lt;br /&gt;
:Checked tickbox means that any chat windows will have the time printed next to a message. Recommended setting is ON. It helps keep track of when someone said something in the chat window. No effect on performance.&lt;br /&gt;
&lt;br /&gt;
;Log obscure error messages&lt;br /&gt;
:Enabling this will log various trivial error messages to the console. No reason to enable unless you plan to monitor your console logs and report them to a developer.&lt;br /&gt;
&lt;br /&gt;
;Save skills on exit&lt;br /&gt;
:Dumps your skills and skillvalues into a textfile in your player's profile directory when you exit the client.&lt;br /&gt;
&lt;br /&gt;
;Pack updater log level&lt;br /&gt;
: '''(Dead option)''' Todo&lt;br /&gt;
&lt;br /&gt;
==Advanced Tab==&lt;br /&gt;
{| &lt;br /&gt;
| [[Image:WurmClient-Options-Advanced-Tab.png]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Maximum texture size (Larger sizes uses more video memory)&lt;br /&gt;
:Choose from 256, 512, 1024 and No Limit. This setting has a heavy impact on performance and graphics quality. It effects the quality of all models in the game. If your video card has lots of memory, choose a high setting. If you are having serious FPS issues (1 FPS or less), try choosing 256.&lt;br /&gt;
&lt;br /&gt;
;Texture scaling hint, when not using large textures&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Use PBuffers&lt;br /&gt;
: '''(Dead option)''' Use OpenGL (http://www.opengl.org/) hardware pixel buffers  (http://oss.sgi.com/projects/ogl-sample/registry/ARB/wgl_pbuffer.txt) when rendering the display. Using PBuffers should give better performance as there is less data to be transferred between the CPU and graphics card. However, some graphics cards implement PBuffers in such a way that Wurm can crash. If this happens try disabling PBuffer support. Look in your console.log and check the &amp;quot;PBuffer support&amp;quot; and &amp;quot;PBuffer inited&amp;quot; lines. Refer to [[Client Log Messages]] for details of other console.log messages. &lt;br /&gt;
&lt;br /&gt;
;Terrain bumpmapping&lt;br /&gt;
:Gives the [[:Category:Terrain|terrain tiles]] a slight 3D look. Compare the performance with this turned ON and OFF! The performance drop may be so large that it may not be worth it for you.&lt;br /&gt;
&lt;br /&gt;
;Use occlusion culling&lt;br /&gt;
:Will give a performance boost on some computers, mainly if you're inside buildings or behind larger objects. It spares the rendering of objects you can't see. On computers where it doesn't work, turn it OFF for a small performance gain.&lt;br /&gt;
&lt;br /&gt;
;Use compressed textures&lt;br /&gt;
:Todo. Increases framerate.&lt;br /&gt;
&lt;br /&gt;
;Use S3TC/DXT compressed textures&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Use automatic mipmapping&lt;br /&gt;
:Todo. Can sometimes cause graphical glitches on textures with different effects enabling or disabling ''Use compressed textures''.&lt;br /&gt;
&lt;br /&gt;
;Use GLSL shaders if available&lt;br /&gt;
:With newer graphics card that supports it, this will make waves on water and make it look much more real and nice. If this gives you problems or you have a very slow computer, turn it off for a small performance gain. &lt;br /&gt;
&lt;br /&gt;
;Use OpenGL 2 features if available&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Use VBO if available&lt;br /&gt;
:Use OpenGL Vertex Buffers (http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt). Only turn this off if you are having technical problems. Leave it on for performance.&lt;br /&gt;
&lt;br /&gt;
;Fast Yield&lt;br /&gt;
:If turned on you can get a performance gain, but you can also have trouble writing and moving your mouse in-game, if no keyboard or mouse lag, have it on.&lt;br /&gt;
&lt;br /&gt;
;Debug Mode&lt;br /&gt;
:Enabling this option will crash the game when certain error conditions are detected, making it easier for the developers to diagnose the problem. Only use if you're trying to reproduce a bug, or testing a new client.&lt;br /&gt;
&lt;br /&gt;
;Release OpenGL context each frame&lt;br /&gt;
:If you use LWJGL renderer, and/or have an ATI graphics card, you will want to enable this for a boost in fps.&lt;br /&gt;
&lt;br /&gt;
;Screenshot image file format&lt;br /&gt;
:PNG or JPG&lt;br /&gt;
&lt;br /&gt;
;Birds, butterflies, fish and falling leaves&lt;br /&gt;
:Choose from ON or OFF. ON looks nicer, OFF will give a trivial effect on performance.&lt;br /&gt;
&lt;br /&gt;
;Anisotropic Texture Filtering Level&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Smooth points with anti-aliasing&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Smooth lines with anti-aliasing (Can be very slow)&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Smooth polygons with anti-aliasing&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Fog Hint&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Generate MipMap Hint&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Line Smooth Hint&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Perspective Correction Hint&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Point Smooth Hint&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Polygon Smooth Hint&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Texture Compression Hint&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Use workaround for fast running system clock&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Use new model loading code&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Model loading threads&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Coralized Pack Updater&lt;br /&gt;
;Choose from ON or OFF. Recommended to have this off unless you really need it - is known to often cause pack corruption and fail for seemingly random reasons upon startup.&lt;br /&gt;
&lt;br /&gt;
;Nagles Algorithm for combining packets&lt;br /&gt;
:Choose from ON or OFF. Recommended settings is OFF. Setting this to ON will improve the efficiency of communication with the server, but it might cause some problems. &lt;br /&gt;
&lt;br /&gt;
;Prefetch Inventory at Startup (helps load toolbelt state)&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
;Use Color Picking&lt;br /&gt;
:Choose from ON or OFF. Most common setting is OFF. If player cannot select tiles or cannot highlight tiles with the mouse, then setting this to ON will allow highlighting and selecting tiles.  However, when set to ON, player may have problems selecting items or piles of items resting on the tiles.&lt;br /&gt;
&lt;br /&gt;
;Use FBO for Color Picking&lt;br /&gt;
:Todo&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Details]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Saddle&amp;diff=42909</id>
		<title>Saddle</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Saddle&amp;diff=42909"/>
		<updated>2009-03-28T01:31:11Z</updated>

		<summary type="html">&lt;p&gt;Urman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Leatherworking]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name=Saddle&lt;br /&gt;
|active=[[Girth]] or [[Saddle seat]]&lt;br /&gt;
|passive=[[Girth]] or [[Saddle seat]]&lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=* 1 [[Stirrups]]&lt;br /&gt;
|result='''Saddle (4.5 kg)'''&lt;br /&gt;
|skill=Leatherworking&lt;br /&gt;
|improve=Leatherworking&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A leather saddle complete with a girth and stirrups.&lt;br /&gt;
&lt;br /&gt;
[[Category:Leatherworking items]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Large_cart&amp;diff=42836</id>
		<title>Large cart</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Large_cart&amp;diff=42836"/>
		<updated>2009-03-26T16:43:16Z</updated>

		<summary type="html">&lt;p&gt;Urman: volume at least 2627 liters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Large cart&lt;br /&gt;
|active=[[plank]] (2.0 kg)&lt;br /&gt;
|passive=[[small wheel axle]]&lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 15 [[plank]]&lt;br /&gt;
* 2 [[shaft]] (1.0kg)&lt;br /&gt;
* 4 [[small nails]]&lt;br /&gt;
* 1 [[Yoke]]&lt;br /&gt;
|result=* 1 Large cart&lt;br /&gt;
|skill=fine carpentry}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A mobile [[container]] used to transport cargo.&lt;br /&gt;
&lt;br /&gt;
== Subcomponents ==&lt;br /&gt;
&lt;br /&gt;
*2x [[small wheel]]&lt;br /&gt;
*1x [[small wheel axle]]&lt;br /&gt;
&lt;br /&gt;
== Total Materials ==&lt;br /&gt;
* 7 [[shaft]]&lt;br /&gt;
* 22 [[plank|planks]]&lt;br /&gt;
* 4 [[small nails]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' At very low fine carpentry skills, it is a good idea to make a couple of extra shafts and planks.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The first plank is lost if you fail the initial attachment.&lt;br /&gt;
* The [[Quality]] of the cart affects its [[decay]] rate. Carts are naturally very resistant to damage.&lt;br /&gt;
* The volume of items will affect how many can fit into a cart.  A large cart has a minimum volume of 2627 units (liters) (held 1 small raft + 99 dirt in testing)&lt;br /&gt;
* Although carts cannot be dragged in water tiles, they can be pushed. &lt;br /&gt;
* x.xx?? kg of [[dye]] is needed to paint a Large cart.&lt;br /&gt;
* The maximum weight you can [[drag]] in a Large cart is determined by the formula ((([[strength|Body Strength]] * 7) - (Amount of weight you're carrying)) * 10) - 60kg. See [[drag]] for more details. ( holding true for carts until found otherwise)&lt;br /&gt;
&lt;br /&gt;
== Useful Quantities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Items Inside Carts ==&lt;br /&gt;
&lt;br /&gt;
This is a precarious thing to do as sometimes an item must be on the ground in order to be continued or finished. Other times, the item may be too heavy to remove from the cart once finished or too heavy to remove to add the last piece, leaving you with a 99% complete item that can never be used. A patch was applied in October 2008 making it impossible to finish most items inside carts, including, but not restricted to, fountains.&lt;br /&gt;
&lt;br /&gt;
A few amusing things that used to be able to be finished inside carts: Shrines. Fountains. Guard Towers. Forges (could not light). Mailboxes.&lt;br /&gt;
[[Category:Containers]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bridle&amp;diff=42712</id>
		<title>Bridle</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bridle&amp;diff=42712"/>
		<updated>2009-03-20T18:42:31Z</updated>

		<summary type="html">&lt;p&gt;Urman: Initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;br /&gt;
&lt;br /&gt;
From examine: These thin leather reins, headstall and metal bit should be put on the head of a creature to direct it.&lt;br /&gt;
&lt;br /&gt;
Mouth bit + Headstall, resulted in unfinished Bridle (.50 kg).&lt;br /&gt;
&lt;br /&gt;
Reins + unfinished Bridle, resulted in Bridle (.80 kg).&lt;br /&gt;
&lt;br /&gt;
Uses leather working skill and tool set.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mouth_bit&amp;diff=42711</id>
		<title>Mouth bit</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mouth_bit&amp;diff=42711"/>
		<updated>2009-03-20T18:32:14Z</updated>

		<summary type="html">&lt;p&gt;Urman: New page: Placeholder  From examine: A metal bit to put in the mouth of a creature that you want to direct. Use with a headstall and reins.  .20 kg glowing iron lump + Large anvil, resulted in .20 k...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;br /&gt;
&lt;br /&gt;
From examine: A metal bit to put in the mouth of a creature that you want to direct. Use with a headstall and reins.&lt;br /&gt;
&lt;br /&gt;
.20 kg glowing iron lump + Large anvil, resulted in .20 kg mouth bit&lt;br /&gt;
&lt;br /&gt;
Uses blacksmith skill and tool set.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Headstall&amp;diff=42710</id>
		<title>Headstall</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Headstall&amp;diff=42710"/>
		<updated>2009-03-20T18:08:58Z</updated>

		<summary type="html">&lt;p&gt;Urman: Initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;br /&gt;
&lt;br /&gt;
From examine: These are the leather straps that go around a creatures head in the bridle used to direct it.&lt;br /&gt;
&lt;br /&gt;
Needle + .33 Leather, resulted in .30 kg headstall and .03 leather scrap&lt;br /&gt;
&lt;br /&gt;
Uses leather working skill and tool set.&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Reputation&amp;diff=42705</id>
		<title>Talk:Reputation</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Reputation&amp;diff=42705"/>
		<updated>2009-03-20T04:16:49Z</updated>

		<summary type="html">&lt;p&gt;Urman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;data points:&lt;br /&gt;
&lt;br /&gt;
I had reputation drop from 100 to -3 (-103 points!) for &amp;quot;stealing&amp;quot;/picking up one ~20q leather cap from inside a small barrel in a stone house.  House was intact, unlocked, and not on a deed.  Note that, as a follower of Fo, I needed to toggle both [Lawful] and [Faithful] off to steal the item. [[User:Urman|Urman]] 22:17, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Guards on an allied deed had blue outlines when my reputation was &amp;lt;= 0.  When my reputation was +1 the guards had green outlines. [[User:Urman|Urman]] 22:17, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
I dropped a catapult load one tile short and hit the dirt inside an allied deed: -30 reputation. [[User:Urman|Urman]] 23:16, 19 March 2009 (CDT)&lt;/div&gt;</summary>
		<author><name>Urman</name></author>
		
	</entry>
</feed>