https://www.wurmpedia.com/api.php?action=feedcontributions&user=Mordoskull&feedformat=atomWurmpedia - User contributions [en]2024-03-29T00:01:59ZUser contributionsMediaWiki 1.33.0https://www.wurmpedia.com/index.php?title=User:Mordoskull&diff=111061User:Mordoskull2019-03-15T23:24:42Z<p>Mordoskull: Blanked the page</p>
<hr />
<div></div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Runes&diff=111053Runes2019-03-15T13:06:59Z<p>Mordoskull: "Notes" section now "Additional Notes" (most other info covered in other sections and plentiful)</p>
<hr />
<div>== Description ==<br />
Runes are items that can be used to give other items a bonus, or used one time to activate their effect.<br />
<br />
There are 65 different rune effects in Wurm, using combinations of 13 different [[metal]]s and 5 possible [[god]]s available.<br />
<br />
== Creation ==<br />
<br />
[[File:rune1.jpg|200px|thumb|right|Stone Rune of Vynora, Brass]]<br />
<br />
Runes are crafted by using different materials found at [[rift]]s ([[rift crystal]], [[rift stone shard]], and [[rift wood]]) combined with a lump of metal. The different combinations will create different rune types, each type giving a different effect.<br />
<br />
When crafting a rift resource with a lump of metal, you are given the option of 5 different rune types:<br />
*[[Fo]]<br />
*[[Magranon]]<br />
*[[Vynora]]<br />
*[[Libila]]<br />
*[[Jackal]]<br />
<br />
Crystal runes use [[jewelry smithing]] to create. Stone runes use [[stonecutting]], and wood runes use [[fine carpentry]].<br />
<br />
Each god and metal combination creates a rune of a different effect; that is, a brass rune of Libila will not have the same effect as a brass rune of Magranon. Some may be similar in effect, with different strengths. Any player of any religion can make any rune of any god-type. However, creating runes of one's own corresponding god-type gives a bonus and is easier at creation. Jackal runes are, therefore, the most difficult to work with all the way around.<br />
<br />
== Effects ==<br />
The combination of metal type and god type will determine the effect of a rune.<br />
<br />
The rift resource used will determine what the rune can be attached to or used on.<br />
*''Rift wood runes'' - can be used on [[Carpentry|wooden]] items, and use fine carpentry skill to create.<br />
*''Rift crystal runes'' - can be used on metal items, and use jewelry smithing skill to create.<br />
*''Rift stone runes'' - can be used on [[:Category:Masonry_items|stone]], [[pottery]], [[:Category:Cloth_tailoring_items|cloth]] and [[leatherworking|leather]] items, and use stonecutting skill to create.<br />
<br />
== Combinations == <br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
! colspan=6 | Rune Combination List <br />
|-<br />
! scope="col"| Metal<br />
! scope="col"| Fo<br />
! scope="col"| Jackal<br />
! scope="col"| Libila<br />
! scope="col"| Magranon<br />
! scope="col"| Vynora<br />
! scope="col"| The Scavenger**<br />
|-<br />
! scope="row"| Adamantine<br />
| 5% less enchant decay, 5% Enchant Success<br />
| 1x Random color on item<br />
| 10% Less enchant decay<br />
| 10% Vehicle Speed<br />
| 7.5% Vehicle Speed, 5% Less decay<br />
| 10% enchant success, 10% less decay<br />
|-<br />
! scope="row"| Brass<br />
| 5% More quality when imped, 5% higher gathering QL<br />
| "Decent" Glow<br />
| "Okay" Glow, 5% higher gather QL<br />
| 10% more quality when imped<br />
| "Slight" Glow, 7.5% more quality when imped<br />
| 10% less damage taken, 10% less weight<br />
|-<br />
! scope="row"| Bronze<br />
| 10% Wind Speed<br />
| 1x Goat Shape (Spell)<br />
| 10% higher gather QL<br />
| 5% higher gather QL, 5% less enchant decay<br />
| 7.5% Wind Speed, 5% Vehicle Speed<br />
| 10% more quality when imped, 10% less enchant decay<br />
|-<br />
! scope="row"| Copper<br />
| 1x Charm Animal (Spell) <br />
| 5% Higher improve chance, 5% Less Decay on contents<br />
| 1x Locate Soul (Spell)<br />
| 5% Higher improve chance, 5% Increased rarity chance <br />
| 7.5% Higher improve chance<br />
| 10% Higher improve chance, 10% less QL loss from repairing<br />
|-<br />
! scope="row"| Electrum<br />
| 1x Reduce creature's age <nowiki>*</nowiki><br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| ?<br />
|-<br />
! scope="row"| Glimmersteel<br />
| 10% skill level bonus<br />
| 5% skill level bonus, 5% more quality when imped<br />
| 10% usage speed<br />
| 5% usage speed, 5% skill level bonus<br />
| 5% usage speed, 5% more quality when imped<br />
| 10% usage speed, 10% shatter resistance<br />
|-<br />
! scope="row"| Gold<br />
| 10% raking/harvesting<br />
| 10% reduced size<br />
| 5% raking/harvesting, 5% less weight (any item)<br />
| 5% reduced size, 5% less weight<br />
| 1x reveal creatures (Spell)<br />
| 10% less QL loss from repairing, 10% less damage taken<br />
|-<br />
! scope="row"| Iron<br />
| 10% less fuel usage<br />
| 5% raking/harvesting, 5% less decay (any item)<br />
| 1x light token (Spell)<br />
| 1x sunder (spell)<br />
| 5% less fuel usage, 5% less decay<br />
| 10% reduced size, 10% less enchant decay<br />
|-<br />
! scope="row"| Lead<br />
| 5% less QL loss from repairing, 5% usage speed<br />
| 10% less volume<br />
| 5% reduced volume, 5% usage speed<br />
| 10% less QL lost when repaired<br />
| 5% less QL lost when repaired, 5% increased volume<br />
| 10% reduced volume, 10% usage speed<br />
|-<br />
! scope="row"| Seryll<br />
| 10% enchant success<br />
| 5% enchant success, 5% less QL loss from repairing<br />
| 5% shatter resistance, 5% less QL loss from repairing<br />
| 10% shatter resistance<br />
| 5% shatter resistance, 5% enchant success<br />
| 10% enchant success, 10% shatter resistance<br />
|-<br />
! scope="row"| Silver<br />
| "Okay glow", 5% skill level bonus<br />
| "Okay glow", 7.5% increased volume<br />
| 5% increased volume, 5% less decay on contents<br />
| 10% increased volume<br />
| 10% less decay on contents<br />
| 10% increased volume, 10% less decay on contents<br />
|-<br />
! scope="row"| Steel<br />
| 5% less decay, 5% less damage taken<br />
| 10% less decay<br />
| 5% less damage taken, 5% wind speed (any item)<br />
| 5% reduced decay, 5% more wind speed (any item)<br />
| 10% less damage taken<br />
| 10% less damage taken, 10% less decay<br />
|-<br />
! scope="row"| Tin<br />
| 5% increased rarity chance, 5% less damage taken<br />
| 1x refresh (Spell)<br />
| 5% increased rarity chance, 5% higher improve chance<br />
| 1x mole senses (Spell)<br />
| 10% increased rarity chance<br />
| 10% increased rarity chance, 10% higher improve chance<br />
|-<br />
! scope="row"| Zinc<br />
| 1x morning fog (Spell)<br />
| 5% less weight, 5% vehicle speed (any item)<br />
| 10% less weight<br />
| 5% increased size, 5% vehicle speed (any item)<br />
| 1x mend (Spell)<br />
| 10% less weight , 10% increased size<br />
|-<br />
|}<br />
<br />
*<nowiki>*</nowiki> Reduces age by a percentage of the current age. Creatures cannot be pregnant when the rune is used. The minimum age this can be used on is Aged (12 months)<br />
*<nowiki>**</nowiki> Runes of The Scavenger can be found on items recovered through [[Archaeology#Restoration|Restoration]], and cannot be created or attached to existing items.<br />
*<nowiki>***</nowiki> "Skill level bonus" reduces the distance of the skill's value from 100 by the percentage given, but only for the purpose of random skill checks. For example, a [[pickaxe]] with this rune would harvest slightly higher quality ore on average, but will not increase the maximum quality possible.<br />
<br />
== Attaching ==<br />
* Application of runes can only be done by the owner.<br />
* Chance to successfully attach a rune depends on [[Soul Depth]] and the [[Quality]] of the rune.<br />
* On-deed, the player doing the attaching must have improve/repair and pickup [[permissions]].<br />
* Can only attach them to completed items.<br />
* Only one rune can be attached to an item.<br />
** Attaching a new rune will replace the previous rune.<br />
** If replacing the color change rune (Adamantine, Jackal), the color will remain on the item.<br />
<br />
== Additional Notes ==<br />
*Creation success will consume 0.2kg of the material, failure consumes 0.01kg.<br />
*Runes '''decay''' dramatically fast outside of inventory.<br />
*Runes are '''removed''' by a priest's dispel casting.<br />
** Runes can also be replaced by attaching a new rune.<br />
*Runes with the ''Glow'' effect cannot be applied to items that can be lit, such as forges or smelters.<br />
*Runes that increase ''volume'' will allow the affected container to hold more of items that already fit.<br />
*Runes that increase ''size'' will allow the affected container to hold bigger items.<br />
*Any runes on weapon heads or spear heads will transfer over to the completed item when combined.<br />
<br />
== See also ==<br />
* [[Rift]]<br />
<br />
[[Category:Babel/R]]<br />
[[Category:Rift]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Blood&diff=111052Blood2019-03-15T01:49:35Z<p>Mordoskull: Confirmed and added note regarding multiple imbue types on a single tool</p>
<hr />
<div>[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Alchemy]] / [[Natural substances]] / '''{{PAGENAME}}'''<br />
<br />
{{ItemBox<br />
|name='''{{PAGENAME}}'''<br />
|creation=unique<br />
|result=* '''{{PAGENAME}}''' (0.10kg)<br />
|improve=no<br />
|combinable=yes<br />
}}<br />
<br />
== Description ==<br />
''Blood from special creatures is said to have magic enchanting powers. This came from the <creature type>''<br />
<br />
[[Blood]] from a [[unique]] creature that, when combined with [[source salt]], makes a potion specific to the creature it came from to enhance [[tools]].<br />
<br />
=== Creatures and potions ===<br />
*[[Goblin Leader]] - [[Potion of mining]]<br />
*[[Kyklops]] - [[Potion of leatherworking]]<br />
*[[Forest Giant]] - [[Potion of woodcutting]]<br />
*[[Troll King]] - [[Ointment of stonecutting]]<br />
<br />
'''Dragons'''<br />
*[[Black dragon|Black Dragon]] - [[Potion of carpentry]] <br />
*[[Blue dragon|Blue Dragon]] - [[Potion of butchery]]<br />
*[[Green dragon|Green Dragon]] - [[Ointment of tailoring]]<br />
*[[Red dragon|Red Dragon]] - [[Potion of ropemaking]]<br />
*[[White dragon|White Dragon]] - [[Oil of the blacksmith]]<br />
'''Hatchlings'''<br />
*[[Black dragon hatchling|Black Dragon Hatchling]] - [[Oil of the armour smith]]<br />
*[[Blue dragon hatchling|Blue Dragon Hatchling]] - [[Fletching potion]]<br />
*[[Green dragon hatchling|Green Dragon Hatchling]] - [[Potion of acid]]<br />
*[[Red dragon hatchling|Red Dragon Hatchling]] - [[Oil of the weapon smith]]<br />
*[[White dragon hatchling|White Dragon Hatchling]] - [[Salve of frost]]<br />
<br />
== Potion effects ==<br />
<br />
=== Skill imbuement ===<br />
<br />
Potions of a particular skill, such as a '''Fletching potion''' or '''Ointment of stonecutting''' will improve the results of using those skills in various ways:<br />
* '''Better results in item creation'''. When creating items with an imbued tool, quality of results will be better on average, but will still have a maximum quality equal to that of the material.<br />
* '''Higher quality resources'''. When gathering raw materials with an imbued tool, quality of materials will be better on average, and can therefore be higher than normal maximum quality based on skill and [[ore]] vein quality.<br />
* '''Better item improvement'''. When improving an item with an imbued tool, the item will gain more quality and can be improved to a higher quality than your skill level would normally allow.<br />
<br />
Examining the imbued tool will show: ''It has been imbued with special abilities, and it improves'' (one of the following depending on type: [leather working, carpentry, mining, etc]) ''max ql [0-100]''<br />
<br />
* A single tool can be imbued by more than one type of ointment/potion imbue, e.g. blacksmithing and weaponsmithing both on one tool.<br />
<br />
== Notes ==<br />
<br />
*0.10 kg of blood is given to all [[premium]] characters in [[local]] when a [[:Category:Unique creatures|unique]] is slain. It is not treated as a liquid by the game so it does not have to be held within a [[container]].<br />
*The effect gradually wears off with use. The greater the strength of imbuement, the longer the effects will last.<br />
<br />
[[Category:Natural substances items]]<br />
[[Category:Items]]<br />
[[Category:Potions]]<br />
[[Category:Babel/B]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Runes&diff=111046Runes2019-03-14T22:46:57Z<p>Mordoskull: Added a main rune pic</p>
<hr />
<div>== Description ==<br />
Runes are items that can be used to give other items a bonus, or used one time to activate their effect.<br />
<br />
There are 65 different rune effects in Wurm, using combinations of 13 different [[metal]]s and 5 possible [[god]]s available.<br />
<br />
== Creation ==<br />
<br />
[[File:rune1.jpg|200px|thumb|right|Stone Rune of Vynora, Brass]]<br />
<br />
Runes are crafted by using different materials found at [[rift]]s ([[rift crystal]], [[rift stone shard]], and [[rift wood]]) combined with a lump of metal. The different combinations will create different rune types, each type giving a different effect.<br />
<br />
When crafting a rift resource with a lump of metal, you are given the option of 5 different rune types:<br />
*[[Fo]]<br />
*[[Magranon]]<br />
*[[Vynora]]<br />
*[[Libila]]<br />
*[[Jackal]]<br />
<br />
Crystal runes use [[jewelry smithing]] to create. Stone runes use [[stonecutting]], and wood runes use [[fine carpentry]].<br />
<br />
Each god and metal combination creates a rune of a different effect; that is, a brass rune of Libila will not have the same effect as a brass rune of Magranon. Some may be similar in effect, with different strengths. Any player of any religion can make any rune of any god-type. However, creating runes of one's own corresponding god-type gives a bonus and is easier at creation. Jackal runes are, therefore, the most difficult to work with all the way around.<br />
<br />
== Effects ==<br />
The combination of metal type and god type will determine the effect of a rune.<br />
<br />
The rift resource used will determine what the rune can be attached to or used on.<br />
*''Rift wood runes'' - can be used on [[Carpentry|wooden]] items, and use fine carpentry skill to create.<br />
*''Rift crystal runes'' - can be used on metal items, and use jewelry smithing skill to create.<br />
*''Rift stone runes'' - can be used on [[:Category:Masonry_items|stone]], [[pottery]], [[:Category:Cloth_tailoring_items|cloth]] and [[leatherworking|leather]] items, and use stonecutting skill to create.<br />
<br />
== Combinations == <br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
! colspan=6 | Rune Combination List <br />
|-<br />
! scope="col"| Metal<br />
! scope="col"| Fo<br />
! scope="col"| Jackal<br />
! scope="col"| Libila<br />
! scope="col"| Magranon<br />
! scope="col"| Vynora<br />
! scope="col"| The Scavenger**<br />
|-<br />
! scope="row"| Adamantine<br />
| 5% less enchant decay, 5% Enchant Success<br />
| 1x Random color on item<br />
| 10% Less enchant decay<br />
| 10% Vehicle Speed<br />
| 7.5% Vehicle Speed, 5% Less decay<br />
| 10% enchant success, 10% less decay<br />
|-<br />
! scope="row"| Brass<br />
| 5% More quality when imped, 5% higher gathering QL<br />
| "Decent" Glow<br />
| "Okay" Glow, 5% higher gather QL<br />
| 10% more quality when imped<br />
| "Slight" Glow, 7.5% more quality when imped<br />
| 10% less damage taken, 10% less weight<br />
|-<br />
! scope="row"| Bronze<br />
| 10% Wind Speed<br />
| 1x Goat Shape (Spell)<br />
| 10% higher gather QL<br />
| 5% higher gather QL, 5% less enchant decay<br />
| 7.5% Wind Speed, 5% Vehicle Speed<br />
| 10% more quality when imped, 10% less enchant decay<br />
|-<br />
! scope="row"| Copper<br />
| 1x Charm Animal (Spell) <br />
| 5% Higher improve chance, 5% Less Decay on contents<br />
| 1x Locate Soul (Spell)<br />
| 5% Higher improve chance, 5% Increased rarity chance <br />
| 7.5% Higher improve chance<br />
| 10% Higher improve chance, 10% less QL loss from repairing<br />
|-<br />
! scope="row"| Electrum<br />
| 1x Reduce creature's age <nowiki>*</nowiki><br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| ?<br />
|-<br />
! scope="row"| Glimmersteel<br />
| 10% skill level bonus<br />
| 5% skill level bonus, 5% more quality when imped<br />
| 10% usage speed<br />
| 5% usage speed, 5% skill level bonus<br />
| 5% usage speed, 5% more quality when imped<br />
| 10% usage speed, 10% shatter resistance<br />
|-<br />
! scope="row"| Gold<br />
| 10% raking/harvesting<br />
| 10% reduced size<br />
| 5% raking/harvesting, 5% less weight (any item)<br />
| 5% reduced size, 5% less weight<br />
| 1x reveal creatures (Spell)<br />
| 10% less QL loss from repairing, 10% less damage taken<br />
|-<br />
! scope="row"| Iron<br />
| 10% less fuel usage<br />
| 5% raking/harvesting, 5% less decay (any item)<br />
| 1x light token (Spell)<br />
| 1x sunder (spell)<br />
| 5% less fuel usage, 5% less decay<br />
| 10% reduced size, 10% less enchant decay<br />
|-<br />
! scope="row"| Lead<br />
| 5% less QL loss from repairing, 5% usage speed<br />
| 10% less volume<br />
| 5% reduced volume, 5% usage speed<br />
| 10% less QL lost when repaired<br />
| 5% less QL lost when repaired, 5% increased volume<br />
| 10% reduced volume, 10% usage speed<br />
|-<br />
! scope="row"| Seryll<br />
| 10% enchant success<br />
| 5% enchant success, 5% less QL loss from repairing<br />
| 5% shatter resistance, 5% less QL loss from repairing<br />
| 10% shatter resistance<br />
| 5% shatter resistance, 5% enchant success<br />
| 10% enchant success, 10% shatter resistance<br />
|-<br />
! scope="row"| Silver<br />
| "Okay glow", 5% skill level bonus<br />
| "Okay glow", 7.5% increased volume<br />
| 5% increased volume, 5% less decay on contents<br />
| 10% increased volume<br />
| 10% less decay on contents<br />
| 10% increased volume, 10% less decay on contents<br />
|-<br />
! scope="row"| Steel<br />
| 5% less decay, 5% less damage taken<br />
| 10% less decay<br />
| 5% less damage taken, 5% wind speed (any item)<br />
| 5% reduced decay, 5% more wind speed (any item)<br />
| 10% less damage taken<br />
| 10% less damage taken, 10% less decay<br />
|-<br />
! scope="row"| Tin<br />
| 5% increased rarity chance, 5% less damage taken<br />
| 1x refresh (Spell)<br />
| 5% increased rarity chance, 5% higher improve chance<br />
| 1x mole senses (Spell)<br />
| 10% increased rarity chance<br />
| 10% increased rarity chance, 10% higher improve chance<br />
|-<br />
! scope="row"| Zinc<br />
| 1x morning fog (Spell)<br />
| 5% less weight, 5% vehicle speed (any item)<br />
| 10% less weight<br />
| 5% increased size, 5% vehicle speed (any item)<br />
| 1x mend (Spell)<br />
| 10% less weight , 10% increased size<br />
|-<br />
|}<br />
<br />
*<nowiki>*</nowiki> Reduces age by a percentage of the current age. Creatures cannot be pregnant when the rune is used. The minimum age this can be used on is Aged (12 months)<br />
*<nowiki>**</nowiki> Runes of The Scavenger can be found on items recovered through [[Archaeology#Restoration|Restoration]], and cannot be created or attached to existing items.<br />
*<nowiki>***</nowiki> "Skill level bonus" reduces the distance of the skill's value from 100 by the percentage given, but only for the purpose of random skill checks. For example, a [[pickaxe]] with this rune would harvest slightly higher quality ore on average, but will not increase the maximum quality possible.<br />
<br />
== Attaching ==<br />
* Application of runes can only be done by the owner.<br />
* Chance to successfully attach a rune depends on [[Soul Depth]] and the [[Quality]] of the rune.<br />
* On-deed, the player doing the attaching must have improve/repair and pickup [[permissions]].<br />
* Can only attach them to completed items.<br />
* Only one rune can be attached to an item.<br />
** Attaching a new rune will replace the previous rune.<br />
** If replacing the color change rune (Adamantine, Jackal), the color will remain on the item.<br />
<br />
== Notes ==<br />
*Creation success will consume 0.2kg of the material, failure consumes 0.01kg.<br />
*Runes '''decay''' dramatically fast outside of inventory.<br />
*Runes are '''removed''' by a priest's dispel casting.<br />
** Runes can also be replaced by attaching a new rune.<br />
*Runes with the ''Glow'' effect cannot be applied to items that can be lit, such as forges or smelters.<br />
*Runes that increase ''volume'' will allow the affected container to hold more of items that already fit.<br />
*Runes that increase ''size'' will allow the affected container to hold bigger items.<br />
*Any runes on weapon heads or spear heads will transfer over to the completed item when combined.<br />
<br />
== See also ==<br />
* [[Rift]]<br />
<br />
[[Category:Babel/R]]<br />
[[Category:Rift]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=File:Rune1.jpg&diff=111045File:Rune1.jpg2019-03-14T22:44:59Z<p>Mordoskull: </p>
<hr />
<div></div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Combine&diff=111019Combine2019-03-14T16:40:54Z<p>Mordoskull: Added kelp as combinable</p>
<hr />
<div>==Description==<br />
<br />
'''Combine''' is the action used to make 2 or more [[item]]s of the same type in [[inventory]] into 1, usually to make a singular, heavier item of that same type, or to overcome the universal container limit of 100 items, or to lessen costs associated with [[mail|mailing]] multiple items. The weight of the newly combined item will be the sum of the original items' weights, and the [[quality]] will be the average of all of the combined original items.<br />
<br />
==Procedure==<br />
<br />
*To combine 2 items, [[activate]] the first item then right-click the second item and select "Combine".<br />
<br />
*Entire groups of identical items can be combined in 1 action by activating the second (or later) item in the group, right-clicking the group line (the one with a -/+ sign) and then selecting "Combine".<br />
<br />
==Additional Notes==<br />
<br />
*Combining can reduce the total monetary value of the final product when compared to the same original items, not combined. Combining uses a [[Wikipedia:average|linear average]], but the prices in Wurm are not linear; instead, they are quadratic (so a [[Wikipedia:quadratic form|quadratic sum]] would be more accurate than a linear average).<br />
<br />
*Typically, the maximum amount of an item that can be combined is 64 times whatever the base weight of the item is. (i.e. 1.5kg x 64 = 96kg for wood scrap).<br />
<br />
==Combinable Items==<br />
<br />
* All metal lumps (only possible when [[glowing hot]])<br />
* All types of ores <br />
* All types of shards, including [[rift stone shard|rift stone shards]]<br />
* [[Animal fat]]<br />
* [[Ash]]<br />
* [[Beeswax]]<br />
* [[Charcoal]]<br />
* [[Clay]]<br />
* [[Concrete]]<br />
* [[Cotton]]<br />
* [[Heap of sand]]<br />
* [[Kelp]]<br />
* [[Mortar]]<br />
* [[Octopus ink sac]]<br />
* [[Reed]]<br />
* [[Rift crystal]]<br />
* [[Rift wood]]<br />
* [[String of cloth]]<br />
* [[Square piece of cloth]]<br />
* [[Tar]]<br />
* [[Wemp fibre]]<br />
* [[Wemp plant]]<br />
* [[Wood scrap]]<br />
* [[Wool]]<br />
<br />
(List is a work in progress)<br />
<br />
[[Category:Babel/C]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Woven_fence&diff=111014Woven fence2019-03-13T13:20:01Z<p>Mordoskull: General cleaning/reorganize and removal of page cleanup tag</p>
<hr />
<div>[[CDB|Main]] / [[:Category:Carpentry items|Carpentry items]] / '''{{PAGENAME}}'''<br />
<br />
{{itemBox<br />
|name=Woven Fence<br />
|image=Woven Fence.jpg<br />
|active=[[Mallet]] or [[Hammer]]<br />
|passive=[[Tile Border]]<br />
|groupM=Fence > Woven > Build woven fence<br />
|materials=*10x [[Wood scrap]] (min. 1.50 kg)<br />
|result=*'''Woven fence'''<br />
|skill=Carpentry<br />
|improveItem=Wood scrap<br />
|note=*You must have at least one [[Wood scrap]] in your [[inventory]] to start building it.<br />
*Repair with a wood scrap.<br />
}}<br />
<br />
== Description ==<br />
''This woven fence is purely a decoration and stops neither creature nor man.''<br />
<br />
== Notes ==<br />
* Players can open containers and take items from behind a woven fence. <br />
* Woven fences are easy to destroy.<br />
* A woven fence takes longer to construct than a [[wooden fence]], but wood scraps are much easier to obtain. That being said, building even a mediocre quality woven fence is difficult, because higher quality wood scrap is hard to find. Being a byproduct of construction, wood scrap has only 10% of the original material quality. The only way to obtain high quality wood scrap is to cut down young or shriveled fruit trees. <br />
* The maximum quality a woven fence can be improved to depends on the player's [[carpentry]] skill and the utilized wood scrap's quality: (Carpentry skill + Wood scrap QL) / 2 (tested with 80 carpentry skill, and 4-8 carpentry skill on test). Several 1.5QL wood scraps, for example, allow improving to about 40QL with 80 carpentry.<br />
* Repairing a woven fence requires 1.5 kg of [[wood scrap]]s. Each wood scrap will repair up to 10 damage, depending on quality and repairing skill, and uses 1.5 kg, on its own, or from a larger bunch of wood scraps.<br />
<br />
==Skill Required==<br />
{{Template:Fence_skill_table}}<br />
<br />
[[Category:Carpentry items]]<br />
[[Category:Fences]]<br />
[[Category:Babel/W]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Chair&diff=111012Chair2019-03-13T03:36:53Z<p>Mordoskull: Added note: "Can be dyed"</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / '''{{PAGENAME}}'''<br />
<br />
{{itemBox<br />
|name={{PAGENAME}}<br />
|active=[[plank]]<br />
|passive=[[shaft]] <br />
|group=Furniture<br />
|materials=* 3x [[plank]]s<br />
* 3x [[shaft]]s<br />
|result=*'''{{PAGENAME}}''' <br />
|skill=fine carpentry<br />
}}<br />
<br />
== Description ==<br />
''A small chair with a comfortable back to lean against.''<br />
<br />
A decorative '''chair''' made of [[wood]] that can still be picked up after completion.<br />
<br />
== Notes ==<br />
* Shaft [[QL]] affects success chance. <br />
* The shaft and the plank are damaged on [[failing|failure]].<br />
* Drops upon creation and can be picked up.<br />
* Can be dyed.<br />
<br />
==See Also==<br />
* [[Armchair]]<br />
* [[Seat]]<br />
* [[Stool]]<br />
<br />
[[Category:Decoration]]<br />
[[Category:Furniture]]<br />
[[Category:Babel/C]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Strange_device&diff=111011Strange device2019-03-13T03:35:03Z<p>Mordoskull: Added note: "Cannot be dyed"</p>
<hr />
<div>{{ItemBox<br />
|name={{PAGENAME}}<br />
|active=[[plank]] (2.0kg)<br />
|passive=[[Large nails]] (0.3kg)<br />
|group=War machines<br />
|materials=* 5x [[plank]]s<br />
*1 [[large nails]]<br />
*2 [[ribbon]]s<br />
*1 [[log]] (18kg)<br />
*3 [[large chain link]]<br />
|result=*'''{{PAGENAME}}''' (150kg) <br />
|skill=fine carpentry<br />
|improve=fine carpentry<br />
}}[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / '''{{PAGENAME}}'''<br />
== Description ==<br />
''A pole fastened in chains lies here.'' <br />
<br />
A {{PAGENAME}} becomes an one of four elemental turrets when cast upon with [[courier]] or [[Dark Messenger|dark messenger]] under specific circumstances. The basic device is simply ornamental.<br />
== Turret Types ==<br />
*[[Strange device]] - The un-cast default item.<br />
*[[Acid turret]] - Cast inside [[cave]]s.<br />
*[[Frost turret]] - Cast near [[water]].<br />
*[[Fire turret]] - Cast near a [[temperature|glowing item]] or by [[lava]].<br />
*[[Lightning turret]] - Cast high upon a mountain.<br />
== Notes ==<br />
* Turrets only function on PvP servers. On PvE Freedom servers, they can still be created but are purely decorative.<br />
* Needs 40 [[fine carpentry]] skill to start.<br />
* Can be loaded on a [[large cart]], [[wagon]], or picked up.<br />
* Cannot be dyed.<br />
* Turret type depends on the circumstances upon where the cast occurs.<br />
* A converted device must first be [[dispel]]led in order to improve on the item [[quality]] or cast.<br />
<br>{{gallery-turret}}<center>[[Strange device]] | [[Acid turret]] | [[Frost turret]] | [[Fire turret]] | [[Lightning turret]]</center><br />
[[Category:Structures]]<br />
[[Category:Carpentry items]]<br />
[[Category:War machines]]<br />
[[Category:Babel/S]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Rack_for_empty_bsbs&diff=111010Rack for empty bsbs2019-03-13T03:33:43Z<p>Mordoskull: Added note: "Cannot be dyed"</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''<br />
<br />
{{ItemBox<br />
|name=Rack for Empty BSB<br />
|image=Rackforemptybsb.PNG<br />
|active=[[large nails]]<br />
|passive=[[wooden beam]]<br />
|materials= * 1x [[large nails]]<br />
* 2x [[wooden beam]]<br />
* 6x [[plank]]<br />
|group=Container<br />
|result=* 1 '''{{PAGENAME}}''' (86.5 kg)<br />
|skill=carpentry<br />
}}<br />
<br />
<br />
== Description ==<br />
''A rack to store empty bulk storage bins.''<br />
<br />
== Notes ==<br />
* The bulk container unit holds 30 empty bulk storage bins.<br />
** For storage of bulk storage bins with items in them, see [[Bulk container unit]]<br />
* Cannot put items in the bsbs while in the rack.<br />
* Can be planted.<br />
* Cannot be dyed<br />
* Cannot be [[mail]]ed.<br />
* To pick it up, it must be empty of bulk storage bins.<br />
* Individual empty bulk storage bins can be added and removed once created.<br />
<br />
== See also ==<br />
* [[Bulk container unit]]<br />
* [[Bulk storage bin]]<br />
* [[Crate rack]]<br />
<br />
[[Category:Containers]]<br />
[[Category:Storage]]<br />
[[Category:Babel/C]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Empty_bsb_rack&diff=111009Empty bsb rack2019-03-13T03:32:42Z<p>Mordoskull: New redirect: Empty bsb rack --> Rack for empty bsb</p>
<hr />
<div>#redirect[[Rack for empty bsb]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Table&diff=111008Table2019-03-12T23:09:55Z<p>Mordoskull: Added link to "Table of spells" page</p>
<hr />
<div>{{disambig}}<br />
'''{{PAGENAME}}''' may refer to:<br />
* [[Large dining table]]<br />
* [[Rectangular marble table]]<br />
* [[Round marble table]]<br />
* [[Round table]]<br />
* [[Small bedside table]]<br />
* [[Small square table]]<br />
* [[Small tripod table]]<br />
* [[Large bar table]]<br />
* [[Table of spells]]<br />
<br />
[[Category:Babel/T]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=KoS&diff=110994KoS2019-03-11T08:03:37Z<p>Mordoskull: Fixed missed typo from previous cleanups, oof!</p>
<hr />
<div>==Description==<br />
'''KoS''' (Kill on Sight) is a feature used by [[deed]] owners to keep criminals and other undesired players off of their land.<br />
<br />
When a player is placed on a deed's kill on sight list, [[Spirit Templars]] will attack them if they attempt to enter the deed, and [[Guards|tower guards]] will attack them once they enter the deed's perimeter (if their tower is nearby).<br />
<br />
== Notes ==<br />
<br />
*Kill on sight is accessed at the deed token by selecting ''Manage Reputations''. In order to gain the effect of KoS, the player's name must have a reputation below -30, set to permanent. KoS can also occur automatically when someone violates the laws of the settlement on the Chaos Server or attacks the guards on a settlement on any server.<br />
<br />
*KoS is a drastic way to keep players away and should not be used to block roads or exclude everyone from an area on the [[Freedom]] server. It is considered to be in bad taste to KoS without reason and can be devastating for anyone who wanders on deed and is killed without reason. Using the guards to ambush people to steal their items on the Freedom Server constitutes griefing, a ban-able rules offense.<br />
<br />
*KoS may not be used if the deed has a [[highway]] going through it.<br />
<br />
<br />
==A Triggered KoS on Freedom: Process of Events==<br />
<br />
#KoS first gives KoS'ed players a popup warning when they enter the perimeter or deed the first time.<br />
#If they enter the perimeter, they get an event window warning.<br />
#If they enter the deed, a three-minute countdown timer starts, and it pauses when they leave.<br />
#They also get an event window warning that they are in that countdown frame.<br />
#After the three minutes are up, they are on permanant KoS, just like before.<br />
#The timer resets only if they are removed from KoS and added back again later.<br />
<br />
==Example KoS Event Messages==<br />
<br />
===Perimeter Breech===<br />
<br />
{{event|inline| [18:29:38] You are now within the hostile perimeter of Port Side and will be attacked by kingdom guards.}}<br />
<br />
===Deed Breech, KoS on Countdown===<br />
<br />
{{event|inline|[12:05:48] You must leave the settlement of Port Side immediately or you will be attacked by the guards!}}<br />
<br />
===Perimeter Breech, KoS on Countdown===<br />
{{event|inline| [12:04:18] Make sure to stay out of Port Side since you soon will be killed on sight there!}}<br />
<br />
===General KoS Alarm===<br />
<br />
{{event|inline| [18:29:38] Portsideinviter raises the village alarm! [18:29:38] A horn sounds and the gates are locked. Port Side is put on alert!}}<br />
<br />
[[Category:Misc]]<br />
[[Category:Babel/K]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=KoS&diff=110993KoS2019-03-11T08:01:22Z<p>Mordoskull: Removed page cleanup tag</p>
<hr />
<div>==Description==<br />
'''KoS''' (Kill on Sight) is a feature used by [[deed]] owners to keep criminals and other undesired players off of their land.<br />
<br />
When a player is placed on a deed's kill on sight list, [[Spirit Templars]] will attack them if they attempt to enter the deed, and [[Guards|tower guards]] will attack them once they enter the deed's perimeter (if their tower is nearby).<br />
<br />
== Notes ==<br />
<br />
*Kill on sight is accessed at the deed token on by selecting ''Manage Reputations''. In order to gain the effect of KoS, the player's name must have a reputation below -30, set to permanent. KoS can also occur automatically when someone violates the laws of the settlement on the Chaos Server or attacks the guards on a settlement on any server.<br />
<br />
*KoS is a drastic way to keep players away and should not be used to block roads or exclude everyone from an area on the [[Freedom]] server. It is considered to be in bad taste to KoS without reason and can be devastating for anyone who wanders on deed and is killed without reason. Using the guards to ambush people to steal their items on the Freedom Server constitutes griefing, a ban-able rules offense.<br />
<br />
*KoS may not be used if the deed has a [[highway]] going through it.<br />
<br />
<br />
==A Triggered KoS on Freedom: Process of Events==<br />
<br />
#KoS first gives KoS'ed players a popup warning when they enter the perimeter or deed the first time.<br />
#If they enter the perimeter, they get an event window warning.<br />
#If they enter the deed, a three-minute countdown timer starts, and it pauses when they leave.<br />
#They also get an event window warning that they are in that countdown frame.<br />
#After the three minutes are up, they are on permanant KoS, just like before.<br />
#The timer resets only if they are removed from KoS and added back again later.<br />
<br />
==Example KoS Event Messages==<br />
<br />
===Perimeter Breech===<br />
<br />
{{event|inline| [18:29:38] You are now within the hostile perimeter of Port Side and will be attacked by kingdom guards.}}<br />
<br />
===Deed Breech, KoS on Countdown===<br />
<br />
{{event|inline|[12:05:48] You must leave the settlement of Port Side immediately or you will be attacked by the guards!}}<br />
<br />
===Perimeter Breech, KoS on Countdown===<br />
{{event|inline| [12:04:18] Make sure to stay out of Port Side since you soon will be killed on sight there!}}<br />
<br />
===General KoS Alarm===<br />
<br />
{{event|inline| [18:29:38] Portsideinviter raises the village alarm! [18:29:38] A horn sounds and the gates are locked. Port Side is put on alert!}}<br />
<br />
[[Category:Misc]]<br />
[[Category:Babel/K]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=KoS&diff=110992KoS2019-03-11T08:00:49Z<p>Mordoskull: Grammar, cleanup, reorganize, all pretty now</p>
<hr />
<div>{{cleanup}}<br />
<br />
<br />
==Description==<br />
'''KoS''' (Kill on Sight) is a feature used by [[deed]] owners to keep criminals and other undesired players off of their land.<br />
<br />
When a player is placed on a deed's kill on sight list, [[Spirit Templars]] will attack them if they attempt to enter the deed, and [[Guards|tower guards]] will attack them once they enter the deed's perimeter (if their tower is nearby).<br />
<br />
== Notes ==<br />
<br />
*Kill on sight is accessed at the deed token on by selecting ''Manage Reputations''. In order to gain the effect of KoS, the player's name must have a reputation below -30, set to permanent. KoS can also occur automatically when someone violates the laws of the settlement on the Chaos Server or attacks the guards on a settlement on any server.<br />
<br />
*KoS is a drastic way to keep players away and should not be used to block roads or exclude everyone from an area on the [[Freedom]] server. It is considered to be in bad taste to KoS without reason and can be devastating for anyone who wanders on deed and is killed without reason. Using the guards to ambush people to steal their items on the Freedom Server constitutes griefing, a ban-able rules offense.<br />
<br />
*KoS may not be used if the deed has a [[highway]] going through it.<br />
<br />
<br />
==A Triggered KoS on Freedom: Process of Events==<br />
<br />
#KoS first gives KoS'ed players a popup warning when they enter the perimeter or deed the first time.<br />
#If they enter the perimeter, they get an event window warning.<br />
#If they enter the deed, a three-minute countdown timer starts, and it pauses when they leave.<br />
#They also get an event window warning that they are in that countdown frame.<br />
#After the three minutes are up, they are on permanant KoS, just like before.<br />
#The timer resets only if they are removed from KoS and added back again later.<br />
<br />
==Example KoS Event Messages==<br />
<br />
===Perimeter Breech===<br />
<br />
{{event|inline| [18:29:38] You are now within the hostile perimeter of Port Side and will be attacked by kingdom guards.}}<br />
<br />
===Deed Breech, KoS on Countdown===<br />
<br />
{{event|inline|[12:05:48] You must leave the settlement of Port Side immediately or you will be attacked by the guards!}}<br />
<br />
===Perimeter Breech, KoS on Countdown===<br />
{{event|inline| [12:04:18] Make sure to stay out of Port Side since you soon will be killed on sight there!}}<br />
<br />
===General KoS Alarm===<br />
<br />
{{event|inline| [18:29:38] Portsideinviter raises the village alarm! [18:29:38] A horn sounds and the gates are locked. Port Side is put on alert!}}<br />
<br />
[[Category:Misc]]<br />
[[Category:Babel/K]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=KoS&diff=110991KoS2019-03-11T07:44:40Z<p>Mordoskull: Grammar/punctuation fixes in "On Freedom" section</p>
<hr />
<div>{{cleanup}}<br />
<br />
<br />
==Description==<br />
'''KoS''' (Kill on Sight) is a feature used by [[deed]] owners to keep criminals and other people off of their land.<br />
<br />
When a person is placed on KoS, any deed [[Spirit Templars]] will attack the person if he attempts to enter the deed. Kill on Sight also denotes when a player should be attacked when sighted, regardless of the circumstances. This is usually reserved for known spies, thieves and people the deed owners generally don't like. <br />
<br />
Tower [[Guards]] will also attack KoS'ed players once they enter the perimeter, if their tower is nearby - the KoS'd player only needs to enter the perimeter to trigger this attack after the initial warning.<br />
<br />
KoS is accessed at on the deed item or at the token on ''Manage Reputations''. In order to gain the effect of KoS, a person's name must have a reputation below -30, set to permanent. KoS can also occur automatically when someone violates the laws of the settlement on the Chaos Server, or attacks the guards on a settlement on any server.<br />
<br />
KoS is a drastic way to keep people away, and should not be used to block roads or exclude everyone from an area on the [[Freedom]] server. It is considered to be in bad taste to KoS without reason, and can be devastating for anyone who wanders on deed and is killed without reason. Using the guards to ambush people to steal their items on the Freedom Server constitutes griefing.<br />
<br />
==On Freedom==<br />
<br />
#KoS first gives KoS'ed players a popup warning when they enter the perimeter or deed the first time.<br />
#If they enter the perimeter, they get an event window warning.<br />
#If they enter the deed, a three-minute countdown timer starts, and it pauses when they leave.<br />
#They also get an event window warning that they are in that countdown frame.<br />
#After the three minutes are up, they are on permanant KoS, just like before.<br />
#The timer resets only if they are removed from KoS and added back again later.<br />
<br />
==Event Messages==<br />
<br />
===Perimeter===<br />
<br />
{{event|inline| [18:29:38] You are now within the hostile perimeter of Port Side and will be attacked by kingdom guards.}}<br />
<br />
===On deed but KoS is in countdown===<br />
<br />
{{event|inline|[12:05:48] You must leave the settlement of Port Side immediately or you will be attacked by the guards!}}<br />
<br />
===In perimeter but KoS is in countdown===<br />
{{event|inline| [12:04:18] Make sure to stay out of Port Side since you soon will be killed on sight there!}}<br />
<br />
===Alarm when KoS is triggered===<br />
<br />
{{event|inline| [18:29:38] Portsideinviter raises the village alarm! [18:29:38] A horn sounds and the gates are locked. Port Side is put on alert!}}<br />
<br />
<br />
==Notes==<br />
*'''KoS''' may ''NOT'' be used if your deed has a [[highway]] going through it. <br />
<br />
<br />
<br />
<br />
<br />
[[Category:Misc]]<br />
[[Category:Babel/K]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Tower_guard&diff=110990Tower guard2019-03-11T07:40:47Z<p>Mordoskull: Rewordings/grammar/general cleanup of "Notes on General Function" section. ~Sweeping renovations complete~</p>
<hr />
<div>{{Creature<br />
|image=Towerguard_female.jpg<br />
|aggro=Yes/No<br />
|tamable=No<br />
|dommable=No<br />
|groomable=No<br />
|butcheringprod= [[Meat]]<br />
|meattype=Human<br />
|eats=No<br />
|ridable=No<br />
|swim=No<br />
|lair=[[Guard tower]]<br />
}}<br />
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
<br />
''This person seems to be able to put up some resistance. These guards will help defend you if you say help.''<br />
<br />
A '''tower guard''' is an [[NPC]] that spawns from a [[guard tower]]. They are aggressive against anyone from opposing [[kingdom]]s, [[outlaw]]s, and hostile [[animal]]s that the player may ask them to attack.<br />
<br />
== Notes on General Function ==<br />
<br />
* You can call out for tower guards to attack a hostile animal that is attacking you (that you are targeting), by typing ''"help"'' or ''"guards!"'' in the Local Chat window (this is case sensitive and must be all lower case in order to call the guards.)<br />
** Target needs to be within a 20 [[tile]] radius of a Tower for guards to respond. If the target is within 15 tiles of the tower, the guards will always respond. At maximum distance only one guard arrives per call for help. Distance between you and the Target does not matter, nor does the distance between guard and Target/You.<br />
** Guards will not attack creatures that are not normally aggro, even if they are attacking you, such as deer or unicorns.<br />
** It is useful to [[keybind|bind]] calling help to a key. To do this - Press {{key|F1}} to open console and type in ''bind key "say help"''. Replace 'key' with the key you wish to bind it to. That key will call the tower guards unless it is rebound. Additionally, as long as the text consists of "help" or "guards!" it can be customized for fun. Example, "guards! Kill this thief!"<br />
<br />
*For every 10 [[quality]] of the guard tower, one guard will be spawned and present for battle. The minimum quality required to get a tower guard is 10. There is a maximum of 5 tower guards per tower; any increase in QL above 50 has no impact on numbers and strength of guards, though it will make your tower harder to destroy.<br />
<br />
*Guards will not answer calls for help against targets inside caves, unless they themselves are inside that cave, and the target is within tower range.<br />
<br />
*Guards stuck inside [[caves]] most often won't respond to calls for help on the surface. To prevent guards from entering caves, place mine doors on all nearby entrances.<br />
<br />
*Guards can walk through locked gates and fences.<br />
<br />
*Calling guards more than once can help, as more will respond. This is because, upon requesting help, only two will answer, and the rest stay available to help with a different creature or to provide additional support to the guards already helping the player. The second request for help will call more guards if there are any more available and can be done after 10 seconds.<br />
<br />
*Guards automatically attack nearby [[KoS|KoS-marked]] and hostile players. Guards are very fast and relentless, and they may chase players hundreds of tiles away and will continue even far away from the original KoS deed site.<br />
<br />
== Fight Skill, Equipping ==<br />
* Tower guards have approximately 35-40 fighting skill. This makes them stronger than [[brown bear]]s and [[scorpion]]s but considerably weaker than village [[spirit guards]].<br />
* Tower guards can gain and lose fighting skill depending on kills achieved and kills received.<br />
<br />
* Players can equip tower guards with weapons, shields and other items, and they will even stay with the guard's corps upon death. Anyone from the same kingdom can remove these items.<br />
** [[Jenn-Kellon]] guards have skill in [[longsword]]s.<br />
** [[Mol-Rehan]] guards have skill in [[axe]]s.<br />
** [[Horde of the Summoned]] guards have skill in [[maul]]s<br />
** All kingdom guards have skill in [[medium shield]]s.<br />
<br />
== Additional Notes ==<br />
<br />
*During Halloween, the tower guard model is usually changed to something spooky. Despite their spookiness, the guards remain harmless to allies.<br />
<br />
*If you butcher them, you can get human meat and lose alignment.<br />
<br />
*They usually die by the time they are "aged".<br />
<br />
*Alignment is not lost if you kill them.<br />
<br />
*Towers placed inside [[deed]] borders will cooperate with [[deed guards]] in dealing with [[Deed#Permissions|lawbreakers]]. Though, pursuit behavior notably differs from the [[deed guards]].<br />
<br />
== Additional Images ==<br />
<br />
<gallery heights=300px mode="packed-hover"><br />
File:Helloweenguard.jpg|The Helloween Guard!<br />
</gallery><br />
<br />
[[Category:Bestiary]]<br />
[[Category:Babel/T]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Iron_scale_of_libila&diff=110989Iron scale of libila2019-03-11T07:26:30Z<p>Mordoskull: New redirect: Iron scale of libila --> Iron Scale of Libila</p>
<hr />
<div>#redirect[[Iron Scale of Libila]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Kill_on_sight&diff=110988Kill on sight2019-03-11T07:17:12Z<p>Mordoskull: New redirect: Kill on sight --> KoS</p>
<hr />
<div>#redirect[[kos]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=File:Helloweenguard.jpg&diff=110987File:Helloweenguard.jpg2019-03-11T07:06:58Z<p>Mordoskull: Mordoskull uploaded a new version of &quot;File:Helloweenguard.jpg&quot;</p>
<hr />
<div>A [[tower guard]] on helloween in Wurm Online.</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Tower_guard&diff=110986Tower guard2019-03-11T07:02:49Z<p>Mordoskull: Small formatting fix from my previous edit (manufactured job security at its worst).</p>
<hr />
<div>{{Creature<br />
|image=Towerguard_female.jpg<br />
|aggro=Yes/No<br />
|tamable=No<br />
|dommable=No<br />
|groomable=No<br />
|butcheringprod= [[Meat]]<br />
|meattype=Human<br />
|eats=No<br />
|ridable=No<br />
|swim=No<br />
|lair=[[Guard tower]]<br />
}}<br />
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
<br />
''This person seems to be able to put up some resistance. These guards will help defend you if you say help.''<br />
<br />
A '''tower guard''' is an [[NPC]] that spawns from a [[guard tower]]. They are aggressive against anyone from opposing [[kingdom]]s, [[outlaw]]s, and hostile [[animal]]s that the player may ask them to attack.<br />
<br />
== Notes on General Function ==<br />
<br />
*You can ask tower guards to attack a hostile animal that is attacking you (that you are targeting), by typing ''"help"'' or ''"guards!"'' in Local chat window (this is case sensitive and must be all lower case in order to call the guards.) Guards will not attack creatures that are not normally aggro, even if they are attacking you, such as deer or unicorns.<br />
<br />
*For every 10 [[quality]] of the tower you will get '''one''' guard. The minimum quality required to get a tower guard is 10. There is a maximum of 5 tower guards per tower; any increase in QL above 50 has no impact on numbers and strength of guards, though it will make your tower harder to destroy.<br />
<br />
*It is useful to [[keybind|bind]] calling help to a key. To do this - Press {{key|F1}} to open console and type in ''bind key "say help"''. Replace 'key' with the key you wish to bind it to. That key will call the tower guards unless it is rebound. Additionally, as long as the text consists of "help" or "guards!" it can be customized for fun. Example, "guards! Kill this thief!"<br />
<br />
*Target needs to be within a 20 [[tile]] radius of a Tower for guards to respond. If the target is within 15 tiles of the tower, the guards will always respond. At maximum distance only one guard arrives per call for help. Distance between you and the Target does not matter, nor does the distance between guard and Target/You.<br />
<br />
*Guards will not answer calls for help against targets inside caves, unless they themselves are inside that cave and target is within tower range.<br />
<br />
*Guards stuck inside [[caves]] most often won't respond to calls for help on the surface. To prevent guards from entering caves, place mine doors on all nearby entrances.<br />
<br />
*Guards can walk through locked gates.<br />
<br />
*Calling guards more than once can help as more will respond. This is because upon requesting help, only two will answer and the rest stay available to help with a different creature or to provide additional support to the guards already helping the player. The second request for help will call more guards if there are any more available, and can be done after 10 seconds.<br />
<br />
*Guards automatically attack nearby [[KoS]] and hostile players. Such player needs to be maximum few tiles away from the guard, distance to tower doesn't seem to matter. Guards are very fast and relentless, they may chase you hundreds of tiles away and will continue even if you leave KoS deed area.<br />
<br />
== Fight Skill, Equipping ==<br />
* Tower guards have approximately 35-40 fighting skill. This makes them stronger than [[brown bear]]s and [[scorpion]]s but considerably weaker than village [[spirit guards]].<br />
* Tower guards can gain and lose fighting skill depending on kills achieved and kills received.<br />
<br />
* Players can equip tower guards with weapons, shields and other items, and they will even stay with the guard's corps upon death. Anyone from the same kingdom can remove these items.<br />
** [[Jenn-Kellon]] guards have skill in [[longsword]]s.<br />
** [[Mol-Rehan]] guards have skill in [[axe]]s.<br />
** [[Horde of the Summoned]] guards have skill in [[maul]]s<br />
** All kingdom guards have skill in [[medium shield]]s.<br />
<br />
== Additional Notes ==<br />
<br />
*During Halloween, the tower guard model is usually changed to something spooky. Despite their spookiness, the guards remain harmless to allies.<br />
<br />
*If you butcher them, you can get human meat and lose alignment.<br />
<br />
*They usually die by the time they are "aged".<br />
<br />
*Alignment is not lost if you kill them.<br />
<br />
*Towers placed inside [[deed]] borders will cooperate with [[deed guards]] in dealing with [[Deed#Permissions|lawbreakers]]. Though, pursuit behavior notably differs from the [[deed guards]].<br />
<br />
== Additional Images ==<br />
<br />
<gallery heights=300px mode="packed-hover"><br />
File:Helloweenguard.jpg|The Helloween Guard!<br />
</gallery><br />
<br />
[[Category:Bestiary]]<br />
[[Category:Babel/T]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Tower_guard&diff=110985Tower guard2019-03-11T07:00:51Z<p>Mordoskull: Small wording adjustment for clarity. Removed duplicate picture and move Halloween guard pic to new "Additional Images" section. Renovations continue soon.</p>
<hr />
<div>{{Creature<br />
|image=Towerguard_female.jpg<br />
|aggro=Yes/No<br />
|tamable=No<br />
|dommable=No<br />
|groomable=No<br />
|butcheringprod= [[Meat]]<br />
|meattype=Human<br />
|eats=No<br />
|ridable=No<br />
|swim=No<br />
|lair=[[Guard tower]]<br />
}}<br />
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
<br />
''This person seems to be able to put up some resistance. These guards will help defend you if you say help.''<br />
<br />
A '''tower guard''' is an [[NPC]] that spawns from a [[guard tower]]. They are aggressive against anyone from opposing [[kingdom]]s, [[outlaw]]s, and hostile [[animal]]s that the player may ask them to attack.<br />
<br />
== Notes on General Function ==<br />
<br />
*You can ask tower guards to attack a hostile animal that is attacking you (that you are targeting), by typing ''"help"'' or ''"guards!"'' in Local chat window (this is case sensitive and must be all lower case in order to call the guards.) Guards will not attack creatures that are not normally aggro, even if they are attacking you, such as deer or unicorns.<br />
<br />
*For every 10 [[quality]] of the tower you will get '''one''' guard. The minimum quality required to get a tower guard is 10. There is a maximum of 5 tower guards per tower; any increase in QL above 50 has no impact on numbers and strength of guards, though it will make your tower harder to destroy.<br />
<br />
*It is useful to [[keybind|bind]] calling help to a key. To do this - Press {{key|F1}} to open console and type in ''bind key "say help"''. Replace 'key' with the key you wish to bind it to. That key will call the tower guards unless it is rebound. Additionally, as long as the text consists of "help" or "guards!" it can be customized for fun. Example, "guards! Kill this thief!"<br />
<br />
*Target needs to be within a 20 [[tile]] radius of a Tower for guards to respond. If the target is within 15 tiles of the tower, the guards will always respond. At maximum distance only one guard arrives per call for help. Distance between you and the Target does not matter, nor does the distance between guard and Target/You.<br />
<br />
*Guards will not answer calls for help against targets inside caves, unless they themselves are inside that cave and target is within tower range.<br />
<br />
*Guards stuck inside [[caves]] most often won't respond to calls for help on the surface. To prevent guards from entering caves, place mine doors on all nearby entrances.<br />
<br />
*Guards can walk through locked gates.<br />
<br />
*Calling guards more than once can help as more will respond. This is because upon requesting help, only two will answer and the rest stay available to help with a different creature or to provide additional support to the guards already helping the player. The second request for help will call more guards if there are any more available, and can be done after 10 seconds.<br />
<br />
*Guards automatically attack nearby [[KoS]] and hostile players. Such player needs to be maximum few tiles away from the guard, distance to tower doesn't seem to matter. Guards are very fast and relentless, they may chase you hundreds of tiles away and will continue even if you leave KoS deed area.<br />
<br />
== Fight Skill, Equipping ==<br />
* Tower guards have approximately 35-40 fighting skill. This makes them stronger than [[brown bear]]s and [[scorpion]]s but considerably weaker than village [[spirit guards]].<br />
* Tower guards can gain and lose fighting skill depending on kills achieved and kills received.<br />
<br />
* Players can equip tower guards with weapons, shields and other items, and they will even stay with the guard's corps upon death. Anyone from the same kingdom can remove these items.<br />
** [[Jenn-Kellon]] guards have skill in [[longsword]]s.<br />
** [[Mol-Rehan]] guards have skill in [[axe]]s.<br />
** [[Horde of the Summoned]] guards have skill in [[maul]]s<br />
** All kingdom guards have skill in [[medium shield]]s.<br />
<br />
== Additional Notes ==<br />
<br />
*During Halloween, the tower guard model is usually changed to something spooky. Despite their spookiness, the guards remain harmless to allies.<br />
<br />
*If you butcher them, you can get human meat and lose alignment.<br />
<br />
*They usually die by the time they are "aged".<br />
<br />
*Alignment is not lost if you kill them.<br />
<br />
*Towers placed inside [[deed]] borders will cooperate with [[deed guards]] in dealing with [[Deed#Permissions|lawbreakers]]. Though, pursuit behavior notably differs from the [[deed guards]].<br />
<br />
== Additional Images ==<br />
<br />
== Images ==<br />
<gallery heights=300px mode="packed-hover"><br />
File:Helloweenguard.jpg|The Helloween Guard!<br />
</gallery><br />
<br />
[[Category:Bestiary]]<br />
[[Category:Babel/T]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Tower_guard&diff=110984Tower guard2019-03-11T06:53:13Z<p>Mordoskull: Moved "Notes on General Function" to directly beneath "Description" section (more appropriate ordering of sections). More reno. work coming soon</p>
<hr />
<div>{{Creature<br />
|image=Towerguard_female.jpg<br />
|aggro=Yes/No<br />
|tamable=No<br />
|dommable=No<br />
|groomable=No<br />
|butcheringprod= [[Meat]]<br />
|meattype=Human<br />
|eats=No<br />
|ridable=No<br />
|swim=No<br />
|lair=[[Guard tower]]<br />
}}<br />
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
[[Image:Towerguard female.jpg|thumb|A female tower guard.]]<br />
[[Image:Helloweenguard.jpg|thumb|A tower at Halloween in Wurm Online]]<br />
<br />
''This person seems to be able to put up some resistance. These guards will help defend you if you say help.''<br />
<br />
A '''tower guard''' is an [[NPC]] that spawns from a [[guard tower]]. They are aggressive against those from the other [[kingdom]]s, [[outlaw]]s, and hostile [[animal]]s that the player may ask them to attack.<br />
<br />
== Notes on General Function ==<br />
<br />
*You can ask tower guards to attack a hostile animal that is attacking you (that you are targeting), by typing ''"help"'' or ''"guards!"'' in Local chat window (this is case sensitive and must be all lower case in order to call the guards.) Guards will not attack creatures that are not normally aggro, even if they are attacking you, such as deer or unicorns.<br />
<br />
*For every 10 [[quality]] of the tower you will get '''one''' guard. The minimum quality required to get a tower guard is 10. There is a maximum of 5 tower guards per tower; any increase in QL above 50 has no impact on numbers and strength of guards, though it will make your tower harder to destroy.<br />
<br />
*It is useful to [[keybind|bind]] calling help to a key. To do this - Press {{key|F1}} to open console and type in ''bind key "say help"''. Replace 'key' with the key you wish to bind it to. That key will call the tower guards unless it is rebound. Additionally, as long as the text consists of "help" or "guards!" it can be customized for fun. Example, "guards! Kill this thief!"<br />
<br />
*Target needs to be within a 20 [[tile]] radius of a Tower for guards to respond. If the target is within 15 tiles of the tower, the guards will always respond. At maximum distance only one guard arrives per call for help. Distance between you and the Target does not matter, nor does the distance between guard and Target/You.<br />
<br />
*Guards will not answer calls for help against targets inside caves, unless they themselves are inside that cave and target is within tower range.<br />
<br />
*Guards stuck inside [[caves]] most often won't respond to calls for help on the surface. To prevent guards from entering caves, place mine doors on all nearby entrances.<br />
<br />
*Guards can walk through locked gates.<br />
<br />
*Calling guards more than once can help as more will respond. This is because upon requesting help, only two will answer and the rest stay available to help with a different creature or to provide additional support to the guards already helping the player. The second request for help will call more guards if there are any more available, and can be done after 10 seconds.<br />
<br />
*Guards automatically attack nearby [[KoS]] and hostile players. Such player needs to be maximum few tiles away from the guard, distance to tower doesn't seem to matter. Guards are very fast and relentless, they may chase you hundreds of tiles away and will continue even if you leave KoS deed area.<br />
<br />
== Fight Skill, Equipping ==<br />
* Tower guards have approximately 35-40 fighting skill. This makes them stronger than [[brown bear]]s and [[scorpion]]s but considerably weaker than village [[spirit guards]].<br />
* Tower guards can gain and lose fighting skill depending on kills achieved and kills received.<br />
<br />
* Players can equip tower guards with weapons, shields and other items, and they will even stay with the guard's corps upon death. Anyone from the same kingdom can remove these items.<br />
** [[Jenn-Kellon]] guards have skill in [[longsword]]s.<br />
** [[Mol-Rehan]] guards have skill in [[axe]]s.<br />
** [[Horde of the Summoned]] guards have skill in [[maul]]s<br />
** All kingdom guards have skill in [[medium shield]]s.<br />
<br />
== Additional Notes ==<br />
<br />
*During Halloween, the tower guard model is usually changed to something spooky. Despite their spookiness, the guards remain harmless to allies.<br />
<br />
*If you butcher them, you can get human meat and lose alignment.<br />
<br />
*They usually die by the time they are "aged".<br />
<br />
*Alignment is not lost if you kill them.<br />
<br />
*Towers placed inside [[deed]] borders will cooperate with [[deed guards]] in dealing with [[Deed#Permissions|lawbreakers]]. Though, pursuit behavior notably differs from the [[deed guards]].<br />
<br />
[[Category:Bestiary]]<br />
[[Category:Babel/T]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Tower_guard&diff=110983Tower guard2019-03-11T06:48:16Z<p>Mordoskull: Fixed minor format hiccup (misplaced bullet)</p>
<hr />
<div>{{Creature<br />
|image=Towerguard_female.jpg<br />
|aggro=Yes/No<br />
|tamable=No<br />
|dommable=No<br />
|groomable=No<br />
|butcheringprod= [[Meat]]<br />
|meattype=Human<br />
|eats=No<br />
|ridable=No<br />
|swim=No<br />
|lair=[[Guard tower]]<br />
}}<br />
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
[[Image:Towerguard female.jpg|thumb|A female tower guard.]]<br />
[[Image:Helloweenguard.jpg|thumb|A tower at Halloween in Wurm Online]]<br />
<br />
''This person seems to be able to put up some resistance. These guards will help defend you if you say help.''<br />
<br />
A '''tower guard''' is an [[NPC]] that spawns from a [[guard tower]]. They are aggressive against those from the other [[kingdom]]s, [[outlaw]]s, and hostile [[animal]]s that the player may ask them to attack.<br />
<br />
== Fight Skill, Equipping ==<br />
* Tower guards have approximately 35-40 fighting skill. This makes them stronger than [[brown bear]]s and [[scorpion]]s but considerably weaker than village [[spirit guards]].<br />
* Tower guards can gain and lose fighting skill depending on kills achieved and kills received.<br />
<br />
* Players can equip tower guards with weapons, shields and other items, and they will even stay with the guard's corps upon death. Anyone from the same kingdom can remove these items.<br />
** [[Jenn-Kellon]] guards have skill in [[longsword]]s.<br />
** [[Mol-Rehan]] guards have skill in [[axe]]s.<br />
** [[Horde of the Summoned]] guards have skill in [[maul]]s<br />
** All kingdom guards have skill in [[medium shield]]s.<br />
<br />
== Notes on General Function ==<br />
<br />
*You can ask tower guards to attack a hostile animal that is attacking you (that you are targeting), by typing ''"help"'' or ''"guards!"'' in Local chat window (this is case sensitive and must be all lower case in order to call the guards.) Guards will not attack creatures that are not normally aggro, even if they are attacking you, such as deer or unicorns.<br />
<br />
*For every 10 [[quality]] of the tower you will get '''one''' guard. The minimum quality required to get a tower guard is 10. There is a maximum of 5 tower guards per tower; any increase in QL above 50 has no impact on numbers and strength of guards, though it will make your tower harder to destroy.<br />
<br />
*It is useful to [[keybind|bind]] calling help to a key. To do this - Press {{key|F1}} to open console and type in ''bind key "say help"''. Replace 'key' with the key you wish to bind it to. That key will call the tower guards unless it is rebound. Additionally, as long as the text consists of "help" or "guards!" it can be customized for fun. Example, "guards! Kill this thief!"<br />
<br />
*Target needs to be within a 20 [[tile]] radius of a Tower for guards to respond. If the target is within 15 tiles of the tower, the guards will always respond. At maximum distance only one guard arrives per call for help. Distance between you and the Target does not matter, nor does the distance between guard and Target/You.<br />
<br />
*Guards will not answer calls for help against targets inside caves, unless they themselves are inside that cave and target is within tower range.<br />
<br />
*Guards stuck inside [[caves]] most often won't respond to calls for help on the surface. To prevent guards from entering caves, place mine doors on all nearby entrances.<br />
<br />
*Guards can walk through locked gates.<br />
<br />
*Calling guards more than once can help as more will respond. This is because upon requesting help, only two will answer and the rest stay available to help with a different creature or to provide additional support to the guards already helping the player. The second request for help will call more guards if there are any more available, and can be done after 10 seconds.<br />
<br />
*Guards automatically attack nearby [[KoS]] and hostile players. Such player needs to be maximum few tiles away from the guard, distance to tower doesn't seem to matter. Guards are very fast and relentless, they may chase you hundreds of tiles away and will continue even if you leave KoS deed area.<br />
<br />
== Additional Notes ==<br />
<br />
*During Halloween, the tower guard model is usually changed to something spooky. Despite their spookiness, the guards remain harmless to allies.<br />
<br />
*If you butcher them, you can get human meat and lose alignment.<br />
<br />
*They usually die by the time they are "aged".<br />
<br />
*Alignment is not lost if you kill them.<br />
<br />
*Towers placed inside [[deed]] borders will cooperate with [[deed guards]] in dealing with [[Deed#Permissions|lawbreakers]]. Though, pursuit behavior notably differs from the [[deed guards]].<br />
<br />
[[Category:Bestiary]]<br />
[[Category:Babel/T]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Tower_guard&diff=110982Tower guard2019-03-11T06:46:30Z<p>Mordoskull: Rewording/grammar checks over first three sections of page. Consolidated "Fight Skill" and "Equipping" sections into one. More renovations coming to page soon.</p>
<hr />
<div>{{Creature<br />
|image=Towerguard_female.jpg<br />
|aggro=Yes/No<br />
|tamable=No<br />
|dommable=No<br />
|groomable=No<br />
|butcheringprod= [[Meat]]<br />
|meattype=Human<br />
|eats=No<br />
|ridable=No<br />
|swim=No<br />
|lair=[[Guard tower]]<br />
}}<br />
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
[[Image:Towerguard female.jpg|thumb|A female tower guard.]]<br />
[[Image:Helloweenguard.jpg|thumb|A tower at Halloween in Wurm Online]]<br />
<br />
''This person seems to be able to put up some resistance. These guards will help defend you if you say help.''<br />
<br />
A '''tower guard''' is an [[NPC]] that spawns from a [[guard tower]]. They are aggressive against those from the other [[kingdom]]s, [[outlaw]]s, and hostile [[animal]]s that the player may ask them to attack.<br />
<br />
== Fight Skill, Equipping ==<br />
*Tower guards have approximately 35-40 fighting skill. This makes them stronger than [[brown bear]]s and [[scorpion]]s but considerably weaker than village [[spirit guards]].<br />
*Tower guards can gain and lose fighting skill depending on kills achieved and kills received.<br />
*Players can equip tower guards with weapons, shields and other items, and they will even stay with the guard's corps upon death. Anyone from the same kingdom can remove these items.<br />
<br />
** [[Jenn-Kellon]] guards have skill in [[longsword]]s.<br />
** [[Mol-Rehan]] guards have skill in [[axe]]s.<br />
** [[Horde of the Summoned]] guards have skill in [[maul]]s<br />
** All kingdom guards have skill in [[medium shield]]s.<br />
<br />
== Notes on General Function ==<br />
<br />
*You can ask tower guards to attack a hostile animal that is attacking you (that you are targeting), by typing ''"help"'' or ''"guards!"'' in Local chat window (this is case sensitive and must be all lower case in order to call the guards.) Guards will not attack creatures that are not normally aggro, even if they are attacking you, such as deer or unicorns.<br />
<br />
*For every 10 [[quality]] of the tower you will get '''one''' guard. The minimum quality required to get a tower guard is 10. There is a maximum of 5 tower guards per tower; any increase in QL above 50 has no impact on numbers and strength of guards, though it will make your tower harder to destroy.<br />
<br />
*It is useful to [[keybind|bind]] calling help to a key. To do this - Press {{key|F1}} to open console and type in ''bind key "say help"''. Replace 'key' with the key you wish to bind it to. That key will call the tower guards unless it is rebound. Additionally, as long as the text consists of "help" or "guards!" it can be customized for fun. Example, "guards! Kill this thief!"<br />
<br />
*Target needs to be within a 20 [[tile]] radius of a Tower for guards to respond. If the target is within 15 tiles of the tower, the guards will always respond. At maximum distance only one guard arrives per call for help. Distance between you and the Target does not matter, nor does the distance between guard and Target/You.<br />
<br />
*Guards will not answer calls for help against targets inside caves, unless they themselves are inside that cave and target is within tower range.<br />
<br />
*Guards stuck inside [[caves]] most often won't respond to calls for help on the surface. To prevent guards from entering caves, place mine doors on all nearby entrances.<br />
<br />
*Guards can walk through locked gates.<br />
<br />
*Calling guards more than once can help as more will respond. This is because upon requesting help, only two will answer and the rest stay available to help with a different creature or to provide additional support to the guards already helping the player. The second request for help will call more guards if there are any more available, and can be done after 10 seconds.<br />
<br />
*Guards automatically attack nearby [[KoS]] and hostile players. Such player needs to be maximum few tiles away from the guard, distance to tower doesn't seem to matter. Guards are very fast and relentless, they may chase you hundreds of tiles away and will continue even if you leave KoS deed area.<br />
<br />
== Additional Notes ==<br />
<br />
*During Halloween, the tower guard model is usually changed to something spooky. Despite their spookiness, the guards remain harmless to allies.<br />
<br />
*If you butcher them, you can get human meat and lose alignment.<br />
<br />
*They usually die by the time they are "aged".<br />
<br />
*Alignment is not lost if you kill them.<br />
<br />
*Towers placed inside [[deed]] borders will cooperate with [[deed guards]] in dealing with [[Deed#Permissions|lawbreakers]]. Though, pursuit behavior notably differs from the [[deed guards]].<br />
<br />
[[Category:Bestiary]]<br />
[[Category:Babel/T]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Tower_guard&diff=110981Tower guard2019-03-11T06:37:25Z<p>Mordoskull: Debulked "Description" section, removed one-note "Halloween section, and reorganized accordingly to "Notes on General Function" and "Additional Notes sections (more renovations coming)</p>
<hr />
<div>{{Creature<br />
|image=Towerguard_female.jpg<br />
|aggro=Yes/No<br />
|tamable=No<br />
|dommable=No<br />
|groomable=No<br />
|butcheringprod= [[Meat]]<br />
|meattype=Human<br />
|eats=No<br />
|ridable=No<br />
|swim=No<br />
|lair=[[Guard tower]]<br />
}}<br />
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
[[Image:Towerguard female.jpg|thumb|A female tower guard.]]<br />
[[Image:Helloweenguard.jpg|thumb|A tower at Halloween in Wurm Online]]<br />
<br />
''This person seems to be able to put up some resistance. These guards will help defend you if you say help.''<br />
<br />
'''Tower guard''' is a [[NPC]] that spawns at a [[guard tower]]. Tower guards are aggressive against those from the other [[kingdom]]s, [[outlaw]]s, and hostile [[animal]]s that you ask them to attack.<br />
<br />
== Fight Skill ==<br />
*Tower guards have ~35-40 fighting skill. They are stronger than [[brown bear]]s and [[scorpion]]s, but a lot weaker than village [[spirit guards]].<br />
*They can gain or lose fighting skill.<br />
*The limit is either twice or half the initial skill, whether they kill or get killed a lot.<br />
<br />
== Equipping ==<br />
You can equip tower guards with weapons, shields and other items. They will remain on the corpse on death. Anyone from the same kingdom can remove these items.<br />
<br />
* [[Jenn-Kellon]] guards have skill in [[longsword]]s<br />
* [[Mol-Rehan]] guards have skill in [[axe]]s<br />
* [[Horde of the Summoned]] guards have skill in [[maul]]s<br />
* All kingdom guards have skill in [[medium shield]]s<br />
<br />
== Notes on General Function ==<br />
<br />
*You can ask tower guards to attack a hostile animal that is attacking you (that you are targeting), by typing ''"help"'' or ''"guards!"'' in Local chat window (this is case sensitive and must be all lower case in order to call the guards.) Guards will not attack creatures that are not normally aggro, even if they are attacking you, such as deer or unicorns.<br />
<br />
*For every 10 [[quality]] of the tower you will get '''one''' guard. The minimum quality required to get a tower guard is 10. There is a maximum of 5 tower guards per tower; any increase in QL above 50 has no impact on numbers and strength of guards, though it will make your tower harder to destroy.<br />
<br />
*It is useful to [[keybind|bind]] calling help to a key. To do this - Press {{key|F1}} to open console and type in ''bind key "say help"''. Replace 'key' with the key you wish to bind it to. That key will call the tower guards unless it is rebound. Additionally, as long as the text consists of "help" or "guards!" it can be customized for fun. Example, "guards! Kill this thief!"<br />
<br />
*Target needs to be within a 20 [[tile]] radius of a Tower for guards to respond. If the target is within 15 tiles of the tower, the guards will always respond. At maximum distance only one guard arrives per call for help. Distance between you and the Target does not matter, nor does the distance between guard and Target/You.<br />
<br />
*Guards will not answer calls for help against targets inside caves, unless they themselves are inside that cave and target is within tower range.<br />
<br />
*Guards stuck inside [[caves]] most often won't respond to calls for help on the surface. To prevent guards from entering caves, place mine doors on all nearby entrances.<br />
<br />
*Guards can walk through locked gates.<br />
<br />
*Calling guards more than once can help as more will respond. This is because upon requesting help, only two will answer and the rest stay available to help with a different creature or to provide additional support to the guards already helping the player. The second request for help will call more guards if there are any more available, and can be done after 10 seconds.<br />
<br />
*Guards automatically attack nearby [[KoS]] and hostile players. Such player needs to be maximum few tiles away from the guard, distance to tower doesn't seem to matter. Guards are very fast and relentless, they may chase you hundreds of tiles away and will continue even if you leave KoS deed area.<br />
<br />
== Additional Notes ==<br />
<br />
*During Halloween, the tower guard model is usually changed to something spooky. Despite their spookiness, the guards remain harmless to allies.<br />
<br />
*If you butcher them, you can get human meat and lose alignment.<br />
<br />
*They usually die by the time they are "aged".<br />
<br />
*Alignment is not lost if you kill them.<br />
<br />
*Towers placed inside [[deed]] borders will cooperate with [[deed guards]] in dealing with [[Deed#Permissions|lawbreakers]]. Though, pursuit behavior notably differs from the [[deed guards]].<br />
<br />
[[Category:Bestiary]]<br />
[[Category:Babel/T]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Zombie&diff=110979Zombie2019-03-10T03:40:58Z<p>Mordoskull: Grammar fixes and set to pedia standard format</p>
<hr />
<div>{{Creature<br />
|image=ZombieRender.jpg<br />
|aggro=Yes<br />
|tamable=<br />
|dommable=<br />
|groomable=<br />
|butcheringprod=<br />
|eats=Braaains<br />
|ridable=No<br />
|swim=No<br />
|lair=<br />
}}<br />
<br />
[[CDB|Main]] / [[Religion]] / '''{{PAGENAME}}'''<br />
<br />
== Description == <br />
A zombie is the raised spirit of an [[animals|animal]] or player. A zombie will act like a normal [[pet]].<br />
<br />
== Notes == <br />
<br />
*A zombie can be made by [[priest]]s of [[Libila]] with at least 40 [[faith]] by casting [[rebirth]], or with the [[Iron Scale of Libila]]. To raise a zombie, select a [[statuette]] of Libila, right-click a corpse, and select "Rebirth".<br />
<br />
*The strength of a zombie may be somewhat weaker then the original. <br />
<br />
*Zombies cannot log off with the owner and only live for 24 hours.<br />
<br />
*Human and [[troll]] zombies can be equipped.<br />
<br />
<br />
[[Category:Religion]][[Category:Babel/Z]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Clam&diff=110966Clam2019-03-07T07:38:04Z<p>Mordoskull: Added note on effects of clam rarity</p>
<hr />
<div>== Description ==<br />
<br />
[[File:clam.jpg|500px|thumb|right]]<br />
<br />
''A clam that may have something useful in it.''<br />
<br />
''You will need to pry open the clam with a knife.''<br />
<br />
== Notes ==<br />
<br />
* Clams are harvested by using a [[fishing net]] or [[spear]] in shallow water or by using a fishing rod in any depth of water.<br />
* Activate any kind of [[knife]] to pry the clam open. Inside the clam can be found seafood meat, [[Metal lumps|lumps of metal]], [[Pearl|pearls]], and sometimes, nothing at all. Prying open the clam will discard the shell. <br />
* The contents of rare clams, should they hold contents, will be rare also.<br />
* Clams can be caught in all waters and depths. The fishing rod, [[spear]], and fishing net are both effective for catching them.<br />
* Further research is pending as to the best conditions in which to catch clams: day/night/seasons/etc.<br />
<br />
== See Also ==<br />
<br />
* [[Fishing]]<br />
* [[Fish]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Reed_pen&diff=110965Reed pen2019-03-07T06:18:43Z<p>Mordoskull: Formatted to standard and repaired all grammar issues.</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''<br />
{{ItemBox<br />
|name=Reed pen<br />
|image=reedpen.jpg<br />
|active=[[carving knife]]<br />
|passive=[[reed plants]] (0.20 kg)<br />
|materials= no<br />
|group=Writing<br />
|result=* 1 '''{{PAGENAME}}''' (0.20 kg)<br />
|skill=carpentry<br />
|improve=no}}<br />
<br />
== Description ==<br />
''A rough pen made from a section of a reed straw.''<br />
<br />
==Usage ==<br />
* To use the reed pen as a writing instrument, it must be filled with [[black ink]] or any colour of [[dye]]. It can hold 0.01 kg total. All 0.01 kg is used up when the pen is used for writing, even if the [[Papyrus sheet#Inscribing|scribing]] action is aborted prematurely.<br />
<br />
* The number of letters that can be written on a sheet of [[papyrus]] is 121 + (pen QL * 2), rounded to the nearest full number.<br />
<br />
* The reed pen is also used for writing [[recipes]] and [[almanac|almanac reports]]. In these cases, the pen and dye/ink quality do not matte, as the whole document will be written regardless of quality.<br />
<br />
==Additional Notes==<br />
* The reed pen can be used to hold smaller items which may have zero weight or volume. Examples of items that fit inside include the [[settlement|settlement deed]] and [[Bank of Wurm|coins]].<br />
<br />
* The reed pen cannot be repaired or improved.<br />
<br />
[[Category:Writing]]<br />
[[Category:Containers]]<br />
[[Category:Storage]]<br />
[[Category:Babel/R]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Reed_pen&diff=110964Reed pen2019-03-07T06:13:08Z<p>Mordoskull: Added a picture to this poor naked page</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''<br />
{{ItemBox<br />
|name=Reed pen<br />
|image=reedpen.jpg<br />
|active=[[carving knife]]<br />
|passive=[[reed plants]] (0.20 kg)<br />
|materials= no<br />
|group=Writing<br />
|result=* 1 '''{{PAGENAME}}''' (0.20 kg)<br />
|skill=carpentry<br />
|improve=no}}<br />
<br />
== Description ==<br />
''A rough pen made from a section of a reed straw.''<br />
<br />
==Usage ==<br />
To use the reed pen as a writing instrument it must be filled with [[black ink]] or any colour of [[dye]], it can hold 0.01 kg total. All 0.01 kg is used up, even if the [[Papyrus sheet#Inscribing|scribing]] action is aborted. <br />
<br />
The number of letters you can write on a sheet of [[papyrus]] is 121 + (pen QL * 2) rounded to the nearest full number.<br />
<br />
Also used for writing [[recipes]] or [[almanac|almanac reports]] - in these cases, the pen and dye/ink quality do not matter - the whole document will be written regardless of quality.<br />
<br />
==Notes==<br />
The pen is also able to hold smaller items which may have zero weight or volume, such as a [[settlement|settlement deed]] and [[Bank of Wurm|coins]].<br />
<br />
The reed pen cannot be repaired.<br />
<br />
[[Category:Writing]]<br />
[[Category:Containers]]<br />
[[Category:Storage]]<br />
[[Category:Babel/R]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=File:Reedpen.jpg&diff=110963File:Reedpen.jpg2019-03-07T06:12:10Z<p>Mordoskull: </p>
<hr />
<div></div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Reed_pen&diff=110962Reed pen2019-03-07T06:05:27Z<p>Mordoskull: Added note on inability to be repaired</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''<br />
{{ItemBox<br />
|name=Reed pen<br />
|image=none.jpg<br />
|active=[[carving knife]]<br />
|passive=[[reed plants]] (0.20 kg)<br />
|materials= no<br />
|group=Writing<br />
|result=* 1 '''{{PAGENAME}}''' (0.20 kg)<br />
|skill=carpentry<br />
|improve=no}}<br />
<br />
== Description ==<br />
''A rough pen made from a section of a reed straw.''<br />
<br />
==Usage ==<br />
To use the reed pen as a writing instrument it must be filled with [[black ink]] or any colour of [[dye]], it can hold 0.01 kg total. All 0.01 kg is used up, even if the [[Papyrus sheet#Inscribing|scribing]] action is aborted. <br />
<br />
The number of letters you can write on a sheet of [[papyrus]] is 121 + (pen QL * 2) rounded to the nearest full number.<br />
<br />
Also used for writing [[recipes]] or [[almanac|almanac reports]] - in these cases, the pen and dye/ink quality do not matter - the whole document will be written regardless of quality.<br />
<br />
==Notes==<br />
The pen is also able to hold smaller items which may have zero weight or volume, such as a [[settlement|settlement deed]] and [[Bank of Wurm|coins]].<br />
<br />
The reed pen cannot be repaired.<br />
<br />
[[Category:Writing]]<br />
[[Category:Containers]]<br />
[[Category:Storage]]<br />
[[Category:Babel/R]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Crowbar&diff=110961Crowbar2019-03-07T05:52:45Z<p>Mordoskull: Noted the crowbar's particular strength when used in destroying certain structures and fences.</p>
<hr />
<div>{{ItemBox<br />
|name=Crowbar<br />
|image=Crowbar.png<br />
|active=[[Metal lump]] (2.00 kg)<br />
|passive=[[Large anvil]]<br />
|group=Tools<br />
|materials=no<br />
|result=* '''{{PAGENAME}}''' (2.00 kg)<br />
|skill=blacksmithing<br />
|improve=blacksmithing<br />
}}[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Blacksmithing]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
''A tool consisting of a steel bar with a single curved end and flattened points.''<br />
<br />
<br />
== Usage ==<br />
* A '''crowbar''' is a tool that can turn rendered walls back into their plain stone version. <br />
* It is also used to remove [[catseye]]s and [[waystone]]s from highways, paving from tunnel floors, cladding from mine walls, and removing mine doors (with permissions).<br />
* A crowbar may be used as a weapon.<br />
* The crowbar is unrivaled in its efficiency in destroying some structures and fences. Stone walls are one example of a media quickly and easily destroyed with the crowbar when other methods/tools falter.<br />
<br />
==Notes==<br />
Using [[Clay]] will change a plain stone wall back to rendered walls. <br />
<br />
== Weapon Stats ==<br />
*Skills: [[Clubs]]<br />
*Damage Type: Crushing<br />
*Wielding: One-hander<br />
<br />
[[Category:Any-metal products]]<br />
[[Category:Tools]]<br />
[[Category:Babel/C]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Fish&diff=110953Fish2019-03-06T18:00:03Z<p>Mordoskull: Updated wurmfish water type in table</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Nature]] / [[Fishing]] / '''{{PAGENAME}}'''<br />
<br />
== The aquatic life of Wurm ==<br />
''Yum!'' Fish make a tasty treat when [[Cooking|cooked]]! They can also be eaten raw.<br />
<br />
===Attributes===<br />
All fish now have a set of attributes which determine where and when they are more likely to be caught:<br />
*Preferred water type (lake, sea, etc)<br />
*Minimum and maximum depth.<br />
*Rod types.<br />
*Time of day - some fish like to feed in the morning, afternoon, evening or even at night<br />
*Baits - each fish has a favorite bait, some baits it likes, others it is less likely to eat, and some it will never touch.<br />
*Outside or in caves - some fish are only found underground. Rare fish can only be caught on special tiles (which are out at sea).<br />
*Feeding height: <br />
Water has several depths, allowing for fish to prefer a particular level:<br />
*Top - near the surface of the water<br />
*Bottom - near the bottom of the water column<br />
*Any - anywhere in the water column<br />
<br />
Some fish will feed at different levels, depending on the time of day.<br />
*Morning they like the top level.<br />
*Afternoon any level.<br />
*Evening they are bottom level feeders.<br />
*Night any level again.<br />
<br />
==Known species==<br />
<br />
Fish weight is based on its [[QL]].<br />
For each fish species there is a multiplier for this formula: QL * multiplier. <br />
Formula: weight divided by 3 and multiplied with the shown damage multiplier, then rounded down to one decimal.<br />
<br />
Your skill in [[fishing]] reduces the rod damage and the chance to break.<br />
<br />
<br />
{| border=6 class=sortable 3" rowspan="2"<br />
! !!colspan="4"| Time (See Legend) !! colspan="13" | Bait (See Legend)<br />
|-<br />
! Fish !! Morning !! Afternoon !! Evening !! Night !! N !! F !! CP !! DB !! W !! S !! R !! P !! M !! FB !! G !! WG !! CK !! Pole !! Surface/Cave !! Water !! Feed Height !! Swim Depth !! Special? !!Weight (10ql) !! Multiplier !! Rod damage* <br />
|-<br />
|[[Brook trout]] || 4 || 2 || 4 || 2 || 1 || 10 || 1 || 5 || 5 || 5 || 5 || 5 || 5 || 1 || 5 || 1 || 5 || S,FR,DWR || Surface || P,L || Bottom || 60-150 || N || ??kg || ?? || ??<br />
|-<br />
|[[Carp]] || 4 || 4 || 3 || 3 || 10 || 5 || 5 || 5 || 5 || 1 || 1 || 1 || 1 || 5 || 5 || 5 || 5 || Any || Surface || P, L || Any || 5-200 || N || 1.60kg || 0.16 || 3 <br />
|-<br />
|[[Catfish]] || 4 || 4 || 3 || 2 || 1 || 5 || 5 || 5 || 5 || 5 || 7 || 5 || 5 || 10 || 5 || 5 || 5 || S,BR,FR,DWR || Surface || L, S || Bottom || 10-200 || N || 2.50kg || 0.25 || 4<br />
|-<br />
|[[Herring]] || 2 || 3 || 4 || 2 || 1 || 5 || 5 || 5 || 1 || 5 || 5 || 1 || 1 || 1 || 10 || 1 || 1 || BR,FR || Surface || L,S || Time-based || 10-150 || N || 0.03kg || 0.003 || 0<br />
|-<br />
|[[Loach]] || 1 || 4 || 2 || 3 || 5 || 5 || 1 || 1 || 5 || 1 || 0 || 0 || 1 || 5 || 1 || 1 || 10 || P,S,BR,FR || Cave || P,L || Any || 10-50 || N || ??kg || ?? || ??<br />
|-<br />
|[[Minnow]] || 4 || 2 || 4 || 1 || 5 || 10 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 1 || 5 || 1 || 1 || P,N,BR || Cave || P,L,Sh || Any || 0-20 || N || ??kg || ?? || ??<br />
|-<br />
|[[Perch]] || 4 || 3 || 3 || 2 || 5 || 5 || 5 || 10 || 5 || 5 || 1 || 0 || 1 || 5 || 10 || 5 || 5 || P,N,S,BR || Surface || P,L,Sh || Any || 0-40 || N || 0.05kg || 0.005 || 1 <br />
|-<br />
|[[Pike]] || 3 || 2 || 4 || 4 || 1 || 5 || 1 || 1 || 1 || 5 || 5 || 5 || 5 || 1 || 1 || 5 || 5 || BR,FR || Surface || Lake || Bottom || 10-100 || N || 0.60kg || 0.06 || 4<br />
|-<br />
|[[Roach]] || 4 || 4 || 3 || 1 || 5 || 5 || 1 || 5 || 8 || 1 || 0 || 0 || 1 || 5 || 10 || 5 || 5 || P,S,BR || Surface || P,L,Sh || Bottom || 0-30 || N || 0.02kg || 0.002 || 0<br />
|-<br />
|[[Salmon]] || 4 || 1 || 4 || 2 || 1 || 10 || 1 || 1 || 5 || 5 || 5 || 5 || 5 || 1 || 5 || 1 || 1 || S,BR,FR || Surface || L,S || Time-based || 0-75 || N || 2.50 kg || 0.25 || ??<br />
|-<br />
|[[Sardine]] || 4 || 3 || 4 || 2 || N/A || N/A || N/A || N/A || N/A || N/A || N/A || N/A || N/A || N/A || N/A || N/A || N/A || Net || Surface || P,L,Sh || N/A || 0-20 || N || ??kg || ?? || ??<br />
|-<br />
|[[Smallmouth bass]] || 2 || 2 || 4 || 4 || 1 || 1 || 1 || 1 || 10 || 1 || 1 || 1 || 1 || 5 || 1 || 1 || 1 || P,BR,FR || Surface || L || Bottom || 0 - 60 || N || ??kg || ?? || ??<br />
|-<br />
|[[Snook]] || 4 || 2 || 3 || 4 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 5 || 5 || 5 || 1 || 1 || 1 || BR,FR,DWR || Surface || Sea || Time-based || 10-250 || N || 2.00kg || 0.2 || 5<br />
|-<br />
|[[Blue shark]] || 4 || 3 || 4 || 2 || 0 || 0 || 1 || 1 || 1 || 10 || 5 || 5 || 5 || 0 || 1 || 1 || 1 || PR || Surface || Sea || Any || 250-1000 || Y || 4.00kg || 0.4 || 1 <br />
|-<br />
|[[Dorado]] || 4 || 2 || 4 || 3 || 0 || 1 || 1 || 1 || 10 || 5 || 5 || 5 || 5 || 0 || 5 || 1 || 1 || DWR,PR || Surface || Sea || Top || 150-160 || Y || 3.00kg || 0.3 || 1<br />
|-<br />
|[[Marlin]] || 4 || 2 || 4 || 3 || 0 || 0 || 1 || 1 || 1 || 5 || 5 || 5 || 10 || 0 || 1 || 1 || 1 || PR || Surface || Sea || Top || 250-1000 || Y || 20.00kg || 2 || 1<br />
|-<br />
|[[Octopus (fishing)|Octopus]] || 2 || 4 || 1 || 4 || 0 || 0 || 10 || 1 || 1 || 5 || 1 || 1 || 1 || 5 || 1 || 1 || 1 || DWR,PR || Surface || Sea || Any || 200-800 || Y || 1.00kg || 0.1 ||<br />
|-<br />
|[[Sailfish]] || 4 || 2 || 4 || 3 || 0 || 0 || 0 || 1 || 1 || 5 || 5 || 5 || 5 || 0 || 10 || 0 || 0 || PR || Surface || Sea || Top || 200-800 || Y || 1.00kg || 0.1 ||<br />
|-<br />
|[[Tuna]] || 4 || 2 || 4 || 3 || 0 || 1 || 1 || 5 || 1 || 5 || 10 || 5 || 5 || 0 || 1 || 0 || 1 || DWR,PR || Surface || Sea || Top || 150-600 || Y || 6.00kg || 0.6 || 1<br />
|-<br />
|[[White shark]] || 4 || 3 || 4 || 2 || 0 || 0 || 1 || 1 || 1 || 5 || 8 || 10 || 5 || 0 || 1 || 1 || 1 || PR || Surface || Sea || Any || 150-1000 || Y || 20.00kg || 2 || 1<br />
|-<br />
|[[Wurmfish]] || 2 || 3 || 1 || 4 || 1 || 5 || 1 || 1 || 5 || 5 || 5 || 1 || 5 || 5 || 1 || 10 || 1 || PR || Cave || Any || Bottom || 150-1000 || Y || ??kg || ?? || ??<br />
|-<br />
<br />
|}<br />
Swim Depth Legend: If the depth of the water is between the min and max, then the fish is more likely to be caught; otherwise it’s harder the further away from either limit you are.<br />
<br />
Feed Times Legend: A higher number means the fish is more likely to feed at those times.<br />
<br />
Time Legend: <b>Morning (4:30-10:30) | Afternoon (10:30-16:30) | Evening (16:30-22:30) | Night (22:30-4:30)</b><br />
<br><br><br />
<br />
Bait Legend: The higher the number, the higher chance to catch the fish. Zero means no chance (i.e. the fish refuses to eat that bait).<br />
<b>Fly = F | Cheese Piece = CP | Dough Ball = DB | Wurm = W | Sardines = S | Roach = R |Perch = P | Minnow = M | Fish Bait = FB | Grub = G | Wheat Grain = WG | Corn Kernel = CK | None = N </b><br />
<br><br><br />
Water Legend: <b>S = Sea | Sh= Sea Shallows | L = Lake | LSh= Lake Shallows | P = Pond | W = Water | A = Any</b><br />
<br><br><br />
Pole Legend: <b>Pole = P | Basic Rod = BR | Fine Rod = FR | Deep Water Rod = DWR | Professional Rod = PR | Spear = S</b><br />
<br><br><br />
<nowiki>*</nowiki> = damage on the [[fishing rod]] is based on the fish weight.<br />
[[Clam|Clams]] and bearsharks not listed here; move on!<br />
<br />
<br />
[http://www.mediafire.com/file/cycoegl5zjtmo25/Fish%20calc.xls Fish Calculator excel] and [https://spreadsheets.google.com/spreadsheet/ccc?key=0Ap6FPstOZmfTdGxhbWlQZXhrUHNFcmt5cWFuVmZvTHc&hl=en_US Fish Calculator on google docs] is a calculator to aid you in working out min fish fillets for a larger amount of fish.<br />
<br />
== Rarity ==<br />
Certain rarity bonuses have been discovered for both fish and fishing rods.<br />
===Fish===<br />
Rare rolls are at the "Something Bites" event message.<br />
<br />{{event|inline|You have a moment of inspiration...<br/>Something bites.}}<br /><br />
At this point you have a chance to actually catch the fish, have your line snap, or have the fish get away. At lower fishing skills you may lose these fish more often than at higher skill levels. These fish are slightly heavier than a fish of the same quality level. You can use them in meals, but they will not make the meal rare nor will butchering them give rare fillets. They may be sacrificed at an altar for a refresh like all other rares.<br />
<br />
== Tips ==<br />
*Fish decay extremely rapidly after a few hours in your inventory and out of water. To prevent decay, fish can be stored in food storage bins and in crates.<br />
*One can also store fish in a [[Fish keep net]] to reduce decay during a fishing session<br />
*Look for fish swimming in deeper [[water]] for better and bigger fish. <br />
*A boat is necessary to fish in the middle of an ocean or lake. <br />
*Smaller fish are excellent to use as [[taming]] meat, as they are usually very high [[quality]]. <br />
See [[fishing]] for more details.<br />
<br />
== Images ==<br />
<gallery><br />
Image:Blue shark.png | Blue shark<br />
Image:Brook trout.png | Brook trout<br />
Image:Carp.png | Carp<br />
Image:Catfish.png | Catfish<br />
Image:Dorado.png | Dorado<br />
Image:Herring.png | Herring<br />
Image:Marlin.png | Marlin<br />
Image:Octopus.png | Octopus<br />
Image:Perch.png | Perch<br />
Image:Pike.png | Pike<br />
Image:Roach.png | Roach<br />
Image:Sailfish.png | Sailfish<br />
Image:Smallmouth bass.png | Smallmouth bass<br />
Image:Snook.png | Snook<br />
Image:Tuna.png | Tuna<br />
Image:White shark.png | White shark<br />
</gallery><br />
<br />
[[Category:Cooking items]]<br />
[[Category:Babel/F]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Clam&diff=110952Clam2019-03-06T17:54:33Z<p>Mordoskull: Updated page to reflect the fact that clams have now been verified as catchable by fishing rod</p>
<hr />
<div>== Description ==<br />
<br />
[[File:clam.jpg|500px|thumb|right]]<br />
<br />
''A clam that may have something useful in it.''<br />
<br />
''You will need to pry open the clam with a knife.''<br />
<br />
== Notes ==<br />
<br />
* Clams are harvested by using a [[fishing net]] in shallow water or by using a fishing rod in any depth of water.<br />
* Activate any kind of [[knife]] to pry the clam open. Inside the clam can be found seafood meat, [[Metal lumps|lumps of metal]], [[Pearl|pearls]], and sometimes, nothing at all. Prying open the clam will discard the shell.<br />
* Clams can be caught in all waters and depths. The fishing rod and fishing net are both effective for catching them.<br />
* Further research is pending as to the best conditions in which to catch clams: day/night/seasons/etc.<br />
<br />
== See Also ==<br />
<br />
* [[Fishing]]<br />
* [[Fish]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Waystone&diff=110951Waystone2019-03-06T16:12:32Z<p>Mordoskull: Added a missing comma</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Paving]] / '''{{PAGENAME}}'''<br />
<br />
{{itemBox<br />
|name={{PAGENAME}}<br />
|active=[[chisel]]<br />
|passive=[[rock shard]] (5.50 kg)<br />
|group=Highway<br />
|materials=* 1x [[rock shard]]<br />
* 1x [[shaft]]<br />
* 1x brass [[compass]]<br />
|result=*'''{{PAGENAME}}''' (6.60 kg)<br />
|skill=paving<br />
}}<br />
<br />
== Description ==<br />
''A marker to designate a junction in a highway.''<br />
<br />
== Notes ==<br />
* 21 paving skill is required to create, continue creating, and install a waystone.<br />
* Waystones are removed from a highway with either a [[crowbar]] or via replacement with a [[catseye]].<br />
* To replace a waystone with a catseye, activate the catseye in your inventory, right-click the waystone, and select "replace". Note - you must be the person who planted the waystone in order to replace it in this way.<br />
*Waystones can be picked up into the inventory after creation.<br />
<br />
== Uses ==<br />
<br />
* In addition to typical menu items, right-clicking a waystone will also bring up the options to '''view protection''', '''view links''', and '''find route''':<br />
** '''View Protection:''' 30-second action that highlights protected, surrounding tiles in green. <br />
** '''View Links:''' 30-second action that shows direction, with green arrows, to nearby waystones.<br />
** '''Find Route:''' Brings up a dialog box in which players can select a deed and then find directions to it. For this to work, the deed being searched must have a waystone in it and be a part of the highway system.<br />
<br />
<br />
[[Category:Highway]]<br />
[[Category:Babel/W]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Charcoal_pile&diff=110948Charcoal pile2019-03-06T04:21:25Z<p>Mordoskull: Each pile only needs 1 kindling to be created, not 2 (item box fix)</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Coal-making]] / '''{{PAGENAME}}'''<br />
{{ItemBox<br />
|name={{PAGENAME}}<br />
|image=Charcoal pile.png<br />
|active=[[kindling]] <br />
|passive=[[log]] (24 kg)<br />
|group=Pile<br />
|materials=* 1x [[kindling]]<br />
* 1x [[log]] (24 kg to start)<br />
* 20x [[log]]s (17 kg each to continue)<br />
* 2x [[pile of dirt]] <br />
|result=*'''{{PAGENAME}}''' (0.10 kg)<br />
|skill=Coal-making}}<br />
<br />
== Description ==<br />
''A large kiln-like structure made from logs covered in dirt. The purpose is to turn the logs into tar and charcoal.''<br />
<br />
'''Charcoal pile''' is a large structure made from [[log]]s and [[pile of dirt|dirt]] and lit up with a [[kindling]]. When it burns, it slowly creates [[charcoal]], [[tar]], and [[ash]].<br />
<br />
== Creating ==<br />
* The [[quality]] of the kindling affects the chance of creating a charcoal pile.<br />
* The maximum quality of a coal pile is limited by the average quality of the raw materials. The [[coal-making]] skill, however, affects how much each added ingredient actually adds to the pile's quality.<br />
* It uses 1 kindling and 1 log to create. <br />
* Piles cannot be created or continued inside a [[House (general)|house]] and cannot be improved.<br />
<br />
== Usage ==<br />
* After finishing the pile, light it with your [[steel and flint]] and a kindling in your inventory. <br />
* Once lit, the pile will produce charcoal, tar, and ash of the initial quality of the pile. Production of these materials occurs whenever a decay tick increases the pile's damage. These products can then be removed at any time without harm to further production.<br />
* The pile will burn for one to six real-life days until it reaches 100 damage. At this time, the pile will disappear and all remaining products will form an item pile on the ground.<br />
* The higher the quality of the pile, the higher the quality of its products and the longer the pile will burn, hence more items produced as well:<br />
<br />
Battlepants' test for the approximation of pile quality and number of produce.<br />
* 29.75ql birchpile produced 17 charcoals<br />
* 56.58ql birchpile produced 30 charcoals<br />
* 46.01ql walnutpile produced 25 charcoals<br />
<br />
* Light as soon as possible. Unlit piles will quickly start to take "invisible" damage until lit, which is when the damage then becomes apparent. Products are then produced with the effective quality of the pile at the time of lighting.<br />
<br />
== Notes ==<br />
* A single charcoal, ash, and tar is produced at each decay tick.<br />
* Wood type affects production:<br />
** Cedarwood piles burn slower due to their decay tick mechanic, but produce the same amount as a non special wood type.<br />
** Oakenwood piles produce more materials as they take less decay per tick and thus have more ticks.<br />
** Walnut Piles give a 10% bonus on the quality of the items it produces.<br />
** Other wood types have no effect on burn time or charcoal production.<br />
* The last log added determines the wood type of the pile.<br />
* Making 20 piles from discovery without sleep bonus will net around 24 Coal-making Skill.<br />
* Per testing, items produced by the charcoal pile are safe from decay for approximately 3 days while still inside the active, producing pile. Removal of items and then placement back inside, however, may nullify this decay-free period.<br />
* It is possible to create a rare charcoal pile. A rare pile will then burn slightly longer and has the ability to randomly produce a number of rare [[charcoal]], rare [[ash]], and rare [[tar]].<br />
* Charcoal piles cannot be improved.<br />
* All charcoal piles fully and completely occupy one tile and, despite wood type, visually appear the same.<br />
[[Category:Structures]]<br />
[[Category:Containers]]<br />
[[Category:Babel/C]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Charcoal_pile&diff=110947Charcoal pile2019-03-06T01:26:26Z<p>Mordoskull: Added note on appearance and size</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Coal-making]] / '''{{PAGENAME}}'''<br />
{{ItemBox<br />
|name={{PAGENAME}}<br />
|image=Charcoal pile.png<br />
|active=[[kindling]] <br />
|passive=[[log]] (24 kg)<br />
|group=Pile<br />
|materials=* 2x [[kindling]]<br />
* 1x [[log]] (24 kg to start)<br />
* 20x [[log]]s (17 kg each to continue)<br />
* 2x [[pile of dirt]] <br />
|result=*'''{{PAGENAME}}''' (0.10 kg)<br />
|skill=Coal-making}}<br />
<br />
== Description ==<br />
''A large kiln-like structure made from logs covered in dirt. The purpose is to turn the logs into tar and charcoal.''<br />
<br />
'''Charcoal pile''' is a large structure made from [[log]]s and [[pile of dirt|dirt]] and lit up with a [[kindling]]. When it burns, it slowly creates [[charcoal]], [[tar]], and [[ash]].<br />
<br />
== Creating ==<br />
* The [[quality]] of the kindling affects the chance of creating a charcoal pile.<br />
* The maximum quality of a coal pile is limited by the average quality of the raw materials. The [[coal-making]] skill, however, affects how much each added ingredient actually adds to the pile's quality.<br />
* It uses 1 kindling and 1 log to create. <br />
* Piles cannot be created or continued inside a [[House (general)|house]] and cannot be improved.<br />
<br />
== Usage ==<br />
* After finishing the pile, light it with your [[steel and flint]] and a kindling in your inventory. <br />
* Once lit, the pile will produce charcoal, tar, and ash of the initial quality of the pile. Production of these materials occurs whenever a decay tick increases the pile's damage. These products can then be removed at any time without harm to further production.<br />
* The pile will burn for one to six real-life days until it reaches 100 damage. At this time, the pile will disappear and all remaining products will form an item pile on the ground.<br />
* The higher the quality of the pile, the higher the quality of its products and the longer the pile will burn, hence more items produced as well:<br />
<br />
Battlepants' test for the approximation of pile quality and number of produce.<br />
* 29.75ql birchpile produced 17 charcoals<br />
* 56.58ql birchpile produced 30 charcoals<br />
* 46.01ql walnutpile produced 25 charcoals<br />
<br />
* Light as soon as possible. Unlit piles will quickly start to take "invisible" damage until lit, which is when the damage then becomes apparent. Products are then produced with the effective quality of the pile at the time of lighting.<br />
<br />
== Notes ==<br />
* A single charcoal, ash, and tar is produced at each decay tick.<br />
* Wood type affects production:<br />
** Cedarwood piles burn slower due to their decay tick mechanic, but produce the same amount as a non special wood type.<br />
** Oakenwood piles produce more materials as they take less decay per tick and thus have more ticks.<br />
** Walnut Piles give a 10% bonus on the quality of the items it produces.<br />
** Other wood types have no effect on burn time or charcoal production.<br />
* The last log added determines the wood type of the pile.<br />
* Making 20 piles from discovery without sleep bonus will net around 24 Coal-making Skill.<br />
* Per testing, items produced by the charcoal pile are safe from decay for approximately 3 days while still inside the active, producing pile. Removal of items and then placement back inside, however, may nullify this decay-free period.<br />
* It is possible to create a rare charcoal pile. A rare pile will then burn slightly longer and has the ability to randomly produce a number of rare [[charcoal]], rare [[ash]], and rare [[tar]].<br />
* Charcoal piles cannot be improved.<br />
* All charcoal piles fully and completely occupy one tile and, despite wood type, visually appear the same.<br />
[[Category:Structures]]<br />
[[Category:Containers]]<br />
[[Category:Babel/C]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Waystone&diff=110946Waystone2019-03-06T00:19:34Z<p>Mordoskull: Created "Uses" section and elaborated on the 3 special right-click menu items (as best I could)</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Paving]] / '''{{PAGENAME}}'''<br />
<br />
{{itemBox<br />
|name={{PAGENAME}}<br />
|active=[[chisel]]<br />
|passive=[[rock shard]] (5.50 kg)<br />
|group=Highway<br />
|materials=* 1x [[rock shard]]<br />
* 1x [[shaft]]<br />
* 1x brass [[compass]]<br />
|result=*'''{{PAGENAME}}''' (6.60 kg)<br />
|skill=paving<br />
}}<br />
<br />
== Description ==<br />
''A marker to designate a junction in a highway.''<br />
<br />
== Notes ==<br />
* 21 paving skill is required to create, continue creating, and install a waystone.<br />
* Waystones are removed from a highway with either a [[crowbar]] or via replacement with a [[catseye]].<br />
* To replace a waystone with a catseye, activate the catseye in your inventory, right-click the waystone, and select "replace". Note - you must be the person who planted the waystone in order to replace it in this way.<br />
*Waystones can be picked up into the inventory after creation.<br />
<br />
== Uses ==<br />
<br />
* In addition to typical menu items, right-clicking a waystone will also bring up the options to '''view protection''', '''view links''', and '''find route''':<br />
** '''View Protection:''' 30-second action that highlights protected, surrounding tiles in green. <br />
** '''View Links:''' 30-second action that shows direction, with green arrows, to nearby waystones.<br />
** '''Find Route:''' Brings up a dialog box in which players can select a deed and then find directions to it. For this to work the deed being searched must have a waystone in it and be a part of the highway system.<br />
<br />
<br />
[[Category:Highway]]<br />
[[Category:Babel/W]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Steel_and_flint&diff=110945Steel and flint2019-03-05T23:16:19Z<p>Mordoskull: Added note about skill given during use.</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Blacksmithing]] / '''{{PAGENAME}}'''<br />
<br />
{{ItemBox<br />
|name=Steel and Flint<br />
|image=Steel and Flint.png<br />
|active=[[flint]] (0.10 kg)<br />
|passive=[[steel lump]] (0.30 kg)<br />
|group=Miscellaneous<br />
|materials=no<br />
|result=* 1x '''{{PAGENAME}}''' (0.40 kg)<br />
|skill=blacksmithing<br />
|improve=blacksmithing<br />
}}<br />
<br />
== Description ==<br />
''A piece of sharp flint and a steel handle, which will produce sparks when struck against each other.''<br />
<br />
'''Steel and flint''' is a [[tool]] used to light [[campfire]]s, [[candle]]s, [[charcoal pile]]s, [[forge]]s, [[lamp]]s, [[lantern]]s, [[oven]]s, and [[torch]]es.<br />
<br />
== Creating ==<br />
* The [[quality]] of the [[flint]] affects success chance when creating.<br />
* The quality of the [[steel lump]] affects the quality of the finished steel and flint.<br />
* Neither the flint nor the steel lump need to be [[Temperature|glowing hot]] to begin creation.<br />
<br />
== Using ==<br />
To light something up, activate the steel and flint, right-click the [[item]] you want to light up and select 'Light'.<br />
<br />
To snuff a candle, lamp, lantern or torch, right-click it, and select 'Snuff'.<br />
<br />
==Notes==<br />
* A 50 [[Quality]] version of this item is included in the beginner tool pack. This steel and flint is kept upon PvE [[death]].<br />
* Use of the steel and flint to ignite any kind of fire gives [[firemaking|firemaking skill]].<br />
<br />
[[Category:Tools]]<br />
[[Category:Steel products]]<br />
[[Category:Babel/S]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Kindling&diff=110944Kindling2019-03-05T23:11:31Z<p>Mordoskull: Added note on skills gained in creation</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Woodcutting]] / '''{{PAGENAME}}'''<br />
<br />
{{itemBox<br />
|name={{PAGENAME}}<br />
|image=Kindling.png<br />
|active=[[carving knife]], [[saw]] or [[:Category:Axes|Axe]]<br />
|passive=[[log]] or [[wood scrap]] (1,5 kg)<br />
|group=Kindling<br />
|materials=no<br />
|result=*'''{{PAGENAME}}''' (1,5 kg)<br />
|skill=woodcutting<br />
|improve=no<br />
}}<br />
<br />
== Description ==<br />
''Small and large pieces of chopped wood, perfect for lighting a fire with.''<br />
<br />
Small and large pieces of chopped [[wood]], used in [[firemaking]].<br />
<br />
== Usage ==<br />
Activate a [[steel and flint]] with a [[kindling]] in your inventory, and right-click a [[campfire]], [[stone oven]] or [[stone forge]], and select '''Light'''. <br />
<br />
Two [[kindling]] are used in the creation of each [[Coal Pile]]<br />
<br />
=== Tips ===<br />
<br />
The max quality of the finished kindling is determined by the quality of the [[log]] or [[wood scrap]] used. This is important for [[campfire|campfires]] since the quality will decide heating speed, but not so for [[oven|ovens]] and [[forge|forges]] since their innate quality decides that instead.<br />
<br />
Creating kindling gives [[body strength]] and [[body stamina]] in addition to the skill of the tool being used for the creation action.<br />
<br />
[[Category:Babel/K]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Coal-making&diff=110943Coal-making2019-03-05T23:03:29Z<p>Mordoskull: Small wording adjustment for clarity</p>
<hr />
<div>[[CDB|Main]] / [[:Category:Skills|Skills]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
The skill used for the creation of [[charcoal pile]]s, which themselves produce [[charcoal]], [[tar]] and [[ash]]. A high skill will result in higher quality piles, which will make more and higher quality products. <br />
<br />
== Products ==<br />
:*[[Charcoal pile]]<br />
:*[[Charcoal]]<br />
:*[[Tar]]<br />
:*[[Ash]]<br />
<br />
== [[Titles]] ==<br />
* Coaler at 50 skill<br />
* Renowned Coaler at 70 skill<br />
* Master Coaler at 90 skill<br />
<br />
[[Category:Skills]][[Category:Babel/C]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Charcoal_pile&diff=110942Charcoal pile2019-03-05T23:01:28Z<p>Mordoskull: Elaborated more on effects of pile quality on products created</p>
<hr />
<div>[[CDB|Main]] / [[Skills]] / [[Coal-making]] / '''{{PAGENAME}}'''<br />
{{ItemBox<br />
|name={{PAGENAME}}<br />
|image=Charcoal pile.png<br />
|active=[[kindling]] <br />
|passive=[[log]] (24 kg)<br />
|group=Pile<br />
|materials=* 2x [[kindling]]<br />
* 1x [[log]] (24 kg to start)<br />
* 20x [[log]]s (17 kg each to continue)<br />
* 2x [[pile of dirt]] <br />
|result=*'''{{PAGENAME}}''' (0.10 kg)<br />
|skill=Coal-making}}<br />
<br />
== Description ==<br />
''A large kiln-like structure made from logs covered in dirt. The purpose is to turn the logs into tar and charcoal.''<br />
<br />
'''Charcoal pile''' is a large structure made from [[log]]s and [[pile of dirt|dirt]] and lit up with a [[kindling]]. When it burns, it slowly creates [[charcoal]], [[tar]], and [[ash]].<br />
<br />
== Creating ==<br />
* The [[quality]] of the kindling affects the chance of creating a charcoal pile.<br />
* The maximum quality of a coal pile is limited by the average quality of the raw materials. The [[coal-making]] skill, however, affects how much each added ingredient actually adds to the pile's quality.<br />
* It uses 1 kindling and 1 log to create. <br />
* Piles cannot be created or continued inside a [[House (general)|house]] and cannot be improved.<br />
<br />
== Usage ==<br />
* After finishing the pile, light it with your [[steel and flint]] and a kindling in your inventory. <br />
* Once lit, the pile will produce charcoal, tar, and ash of the initial quality of the pile. Production of these materials occurs whenever a decay tick increases the pile's damage. These products can then be removed at any time without harm to further production.<br />
* The pile will burn for one to six real-life days until it reaches 100 damage. At this time, the pile will disappear and all remaining products will form an item pile on the ground.<br />
* The higher the quality of the pile, the higher the quality of its products and the longer the pile will burn, hence more items produced as well:<br />
<br />
Battlepants' test for the approximation of pile quality and number of produce.<br />
* 29.75ql birchpile produced 17 charcoals<br />
* 56.58ql birchpile produced 30 charcoals<br />
* 46.01ql walnutpile produced 25 charcoals<br />
<br />
* Light as soon as possible. Unlit piles will quickly start to take "invisible" damage until lit, which is when the damage then becomes apparent. Products are then produced with the effective quality of the pile at the time of lighting.<br />
<br />
== Notes ==<br />
* A single charcoal, ash, and tar is produced at each decay tick.<br />
* Wood type affects production:<br />
** Cedarwood piles burn slower due to their decay tick mechanic, but produce the same amount as a non special wood type.<br />
** Oakenwood piles produce more materials as they take less decay per tick and thus have more ticks.<br />
** Walnut Piles give a 10% bonus on the quality of the items it produces.<br />
** Other wood types have no effect on burn time or charcoal production.<br />
* The last log added determines the wood type of the pile.<br />
* Making 20 piles from discovery without sleep bonus will net around 24 Coal-making Skill.<br />
* Per testing, items produced by the charcoal pile are safe from decay for approximately 3 days while still inside the active, producing pile. Removal of items and then placement back inside, however, may nullify this decay-free period.<br />
* It is possible to create a rare charcoal pile. A rare pile will then burn slightly longer and has the ability to randomly produce a number of rare [[charcoal]], rare [[ash]], and rare [[tar]].<br />
* Charcoal piles cannot be improved.<br />
[[Category:Structures]]<br />
[[Category:Containers]]<br />
[[Category:Babel/C]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Dioptra&diff=110941Dioptra2019-03-05T20:40:40Z<p>Mordoskull: Updated dioptra pic</p>
<hr />
<div>{{ItemBox<br />
|name=Dioptra<br />
|image=dioptra2.jpg<br />
|active=[[protractor]]<br />
|passive=[[sight]]<br />
|group=Tools<br />
|materials=* 1x [[Protractor]]<br />
* 1x [[Sight]]<br />
* 1x [[Compass]]<br />
* 3x [[Shaft]]<br />
|result=* '''{{PAGENAME}}''' (0.50kg)<br />
|skill=blacksmithing<br />
|improve=blacksmithing<br />
|note=* Improve with a [[bronze lump]].<br />
}}[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Blacksmithing]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
<br />
''An astronomical and surveying instrument, mounted on a tripod.''<br />
<br />
The [[dioptra]] is a tool used in [[bridge]] planning, along with a [[range pole]]. It may also be used to get a general idea of your location.<br />
<br />
== Usage ==<br />
==== Surveying ====<br />
:A dioptra is utilized by activating it and right-clicking another player holding a range pole. There will be a '''Survey''' option with automatic event log messages as follows:<br />
<br />
:{{event|inline|You carefully place the dioptra on its tripod in front of you.<br />You make sure the dioptra is level.<br />You point the dioptra at <Player>.<br />You wave at <Player>.<br />You line up the dioptra with <Player>.<br />You look through the dioptra.<br />You focus on the range pole.<br />You read the graduations on the range pole and work out the height difference.<br /><Player> is <xx> tiles <North/South> and <xx> tiles <East/West> of you. Also you appear to be <xx> dirt <higher/lower> than <Player>.<br />You stop surveying.<br />You pack up the dioptra.}}<br />
<br />
:If your helper is standing in water, you also get the height you are above water.<br />
:*'''Note:''' Your helper's stamina is drained while they are holding the range pole, which may result in drowning when holding the pole in water.<br />
<br />
:{{event|inline|As your helper is stood in water, you work out how high you are above the water, and it is <xx>.}}<br />
<br />
:Can also be used in a cave to determine the slope to the helper holding the range pole.<br />
<br />
:{{event|inline|The range pole is <xx> tiles straight West of you. Also you appear to be <xx> dirt lower than the range pole.}}<br />
<br />
==== Navigation ====<br />
:Activate the dioptra and right-click any of Wurm's [[moons]] and select '''Use'''. Your general geographical location will be displayed in the event window.<br />
<br />
:{{event|inline|You carefully place the dioptra on its tripod in front of you.<br>You make sure the dioptra is level.<br>You line up the dioptra with <moon>.<br>You work out you are in the <location> regions.<br>You pack up the dioptra.}}<br />
==== Bridge planning ====<br />
:A dioptra is utilized by activating it and right-clicking another player holding a [[range pole]]. There will be a '''Plan Bridge''' option which will proceed to plan the bridge with automatic event log messages as follows:<br />
<br />
:{{event|inline|You carefully place the dioptra on its tripod in front of you.<br>You make sure the dioptra is level.<br>You point the dioptra at <Player>.<br>You wave at <Player>.<br>You line up the dioptra with <Player>.<br>You look through the dioptra.<br>You focus on the range pole.<br>You read the graduations on the range pole and work out the height difference.<br>You check the heights of the plan ends.<br>You appear to be <xx> dirt <Higher/lower> than <Player>.<br>You work out the orientation and width for the bridge.<br>You check for clearance between the bridge ends.<br>You check for protruding foliage.<br>You check for nearby cave entrances.<br>You check for any items in the way.<br>You check that you have permissions to build the bridge.<br>You check for any bridges that may interfere with this bridge.<br>You check there would be no buildings under this bridge.<br>You work out the styles of bridges that would fit.<br>You start working out the bridge components required.<br>Planned bridge area is <x> tile(s) long and <x> tile(s) wide.<br>You stop surveying.<br>You pack up the dioptra.}}<br />
<br />
:Should there be any reason why the bridge can not be planned, it will interrupt the sequence with the appropriate message.<br />
<br />
== Creation ==<br />
A dioptra is a somewhat difficult item to make. Assuming you use a [[protractor]] of about equal quality to your blacksmithing skill it can be created with as low as 30 skill in blacksmithing. It is recommended to improve the protractor first before you try to create it in order to increase the success rate. The quality of protractor affects creation chance.<br />
<br />
* The dioptra uses 0.025 kgs of [[bronze lump]] to improve.<br />
* A starter [[compass]] may be be used in the creation.<br />
*90 blacksmithing skill, 14ql protractor gives 29% chance<br />
*66 blacksmithing skill, 14ql protractor gives 16% chance; 43ql protractor 50% chance<br />
*42 blacksmithing skill, 42ql protractor gives 25% chance<br />
*31.9 blacksmithing skill, 18ql protractor gives 6% chance<br />
<br />
== Additional Notes ==<br />
*Although brass is used to create the [[protractor]], and bronze is used to create the [[sight]], the finished dioptra tool is bronze and is therefore improved with [[bronze lump]].<br />
*Quality of dioptra affects how long the planned bridge may be.<br />
*The maximum distance in metres between planner and helper is quality x 1.6, as an approximation for the number of tiles it is quality x 0.4, but as its almost impossible to stand on the tile borders its best to add 1-2 quality<br />
*The dioptra has a relatively high value and is worth the same as, for example, mooring ropes and door locks of equal quality. [[Get price]] = QL^2 * 0.50.<br />
<br />
==See also==<br />
* [[Range pole]]<br />
* [[Sight]]<br />
* [[Protractor]]<br />
<br />
{{rare}}<br />
Rarity on dioptra affects the distance of the bridge that is being planned.<br />
<br />
[[Category:Bridges]]<br />
[[Category:Babel/D]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Mail&diff=110939Mail2019-03-05T20:17:31Z<p>Mordoskull: Added asterisks forgotten on last edit of large wooden shield</p>
<hr />
<div>[[CDB|Main]] / '''{{PAGENAME}}'''<br />
<br />
Quote from the Sending dialog : ''Use mailboxes with caution and inexpensive items until you rely on the spirits. They are still learning, and take no responsibility for lost items.''<br />
<br />
== Description ==<br />
You can send mail to other players in the game via spirit containers which have been enchanted by priests/priestesses of Fo, Nahjo or Libila with the spells [[courier]] or [[Dark Messenger|dark messenger]].<br />
<br />
Mailboxes do receive damage and can be destroyed by decay, causing the cast on it to disappear.<br />
<br />
== Types of spirit containers ==<br />
There is no difference in operation between the various spirit containers.<br />
*[[Spirit house]] - ''fine carpentry''<br />
*[[Spirit mansion]] - ''fine carpentry''<br />
*[[Spirit cottage]] - ''masonry''<br />
*[[Spirit castle]] - ''masonry''<br />
<br />
== Sending process ==<br />
To send the mail, <br />
# Drop the item(s) into the spirit container, then right-click the container, and select ''Send''. <br />
# There are two dialogues that will control how the items are sent. <br />
## The first allows you to specify the name of the recipient, and what items should be sent using C.O.D. (cash on delivery). It also allows to skip the second dialog. <br />
## The second dialogue allows you to see how much the delivery charge will be, and to specify the C.O.D. amount you will charge the recipient if applicable. <br />
<br />
You cannot send an item to a member of an enemy [[kingdom]] on [[Chaos]]. You get the message: "You may not trade with the enemy."<br />
<br />
'''NOTICE: Items will be mailed to the server the recipient is currently present on. It can only be retrieved from that server.'''<br />
<br />
== Receiving process ==<br />
<br />
When you login, you will receive a message if you have any mail. ''You sense imps speaking your name and saying you have 1 mail waiting to be picked up.''<br />
<br />
To receive or check for mail, right-click any spirit container and select ''Check''. If an item is sent as ''Cash On Delivery'' you need to have the money in your bank to cover the delivery charge before you can receive the items. <br />
<br />
You also have the option to return the items to the sender. <br />
<br />
== Non-retrieved items ==<br />
<br />
If the recipient does not pick up their mail within two weeks, they are automatically returned-to-sender. <br />
<br />
If the original sender does not pick up the returned items within two weeks, they are destroyed. <br />
<br />
If the recipient uses return-to-sender and the original sender does not pick up the items within 7 days, they are destroyed. <br />
<br />
<span style="text-decoration: underline;">'''There is no way to extract items from the mail system if you are not the recipient !'''</span><br />
<br />
'''If you are sending something valuable, ensure that the recipient is available to pick it up before you send it. If you return an item to the sender, it would be good manners to contact them to ensure they retrieve it before the two week deadline.'''<br />
<br />
== Postage charges ==<br />
The postage is 1 [[Bank of Wurm|copper]] per item for same or cross-server mailing. Cross-server mailing is currently limited to within the [[Freedom|Freedom Isles]] ([[Independence]], [[Deliverance]], [[Exodus]], [[Celebration]], [[Xanadu]], [[Pristine]], [[Release]], and [[Chaos]]). <br />
<br />
The postage fee is taken from the bank account of the sender as the items are sent, unless they are C.O.D., in which case it is taken from the recipient when received.<br />
<br />
=== Exceptions ===<br />
* An inscribed [[papyrus sheet]] is 1 [[Bank of Wurm|iron]] to mail.<br />
* Combined items (such as metal lumps, wood scraps, liquids, etc) are 1 copper per 5 kg.<br />
<br />
== Delivery times ==<br />
Any items sent via mailbox have a predetermined time for mailing. The strength of the enchant affects this (and appears to be 101 minus the cast strength in minutes).<br />
<br />
* 31 - A bit more than one hour (estimate 70 minutes)<br />
* 48 - A bit less than one hour (estimate 55 minutes)<br />
* 63 - Less than one hours (estimate 35 to 40 minutes)<br />
* 78 - Less than 30 minutes (estimate 25 minutes)<br />
* 90 - Less than ten minutes<br />
* 99 - Less than ten minutes (2 minutes)<br />
<br />
== Can be sent ==<br />
*[[Almanac]] (1c 20i for a full almanac with all 20 harvest reports)<br />
*[[Archaeology journal]] (1c plus 1i per paper sheet inside)<br />
*[[Backpack]] (and everything that can fit in one)<br />
*[[Cauldron]] (and everything that can fit in one)<br />
*[[Small barrel]] (and everything that can fit in one)<br />
*[[Armour|Armour pieces]] (including [[Barding]])<br />
*[[Birdcage]]<br />
*[[Bow]]<br />
*[[Butchering knife]]<br />
*[[Candelabra]]<br />
*[[Carving knife]]<br />
*[[Stone chisel]]<br />
*[[Dredge]]<br />
*[[Explorer tent]]<br />
*[[Fence bars]]<br />
*[[File]]<br />
*[[Fishing net]]<br />
*[[Hammer]]<br />
*[[Hatchet]]<br />
*[[Horse shoe]]<br />
*[[Huge axe]]<br />
*[[Lantern]]<br />
*[[Large anvil]]<br />
*[[Large maul]]<br />
*[[Large wooden shield]]**<br />
*[[Longsword]]<br />
*[[Mallet]]<br />
*[[Meditation rug]]<br />
*[[Metal]] [[Lump|lump]] (multiple sent in container, or all as a combined lump postage is still by kilo)<br />
*[[Needle]]<br />
*[[Pelt]]<br />
*[[Pickaxe]]<br />
*[[Picnic basket]]<br />
*[[Pile of dirt]]<br />
*[[Practice doll]]<br />
*[[Rake]]<br />
*[[Rock shards]]<br />
*[[Saddle]]<br />
*[[Saw]]<br />
*[[Scythe]]<br />
*[[Shields]] (all of them are mailable)<br />
*[[Short bow]]<br />
*[[Short sword]]<br />
*[[Shovel]]<br />
*[[Sickle]]<br />
*[[Small anvil]]<br />
*[[Small axe]]<br />
*[[Small magical chest]]<br />
*[[Smelting pot]]<br />
*[[Spindle]]<br />
*[[Square sail]]<br />
*[[Steel and flint]]<br />
*[[Strip of leather]]<br />
*[[Triangular sail]] (and all smaller than it, like [[square piece of cloth]])<br />
* Troll mask<br />
*[[Trowel]]<br />
*[[Two handed sword]]<br />
*[[Whetstone]]<br />
*[[Waystone]]<br />
*[[Witchs hat]]<br />
*[[Fireworks]]<br />
*[[Crude axe]]**<br />
<br />
<nowiki>**</nowiki>Can be sent but were tested with a runed mailbox. Must still be tested with non-runed mailboxes.<br />
<br />
==Cannot be sent==<br />
*[[Bulk storage bin]]<br />
*[[Deck board]]*<br />
*[[Fishing rod]]*<br />
*[[Flag]]*<br />
*[[Halberd]]*<br />
*[[Hull plank]]<br />
*[[Kingdom banner]]*<br />
*[[Lamp]]*<br />
*[[Large crate]]<br />
*[[Log]]*<br />
*[[Long spear]]*<br />
*[[Longbow]]*<br />
*[[Nodrop]] items (Spyglass, Sleep powder etc)<br />
*[[Ore]] (any kind)*<br />
*[[Plank]]*<br />
*[[Range pole]]*<br />
*[[Slab]]*<br />
*[[Small barrel rack]]<br />
*[[Small crate]]<br />
*[[Spinning wheel]]<br />
*[[Tall kingdom banner]]<br />
*[[Tapestry]]*<br />
*Unfinished items of any kind<br />
*[[Wine barrel rack]]<br />
*[[Wooden beam]]*<br />
<br />
<nowiki>*</nowiki>Can be sent in mailboxes with a '''[[Runes|zinc rune of Magranon]]''' attached.<br />
<br />
== Notes ==<br />
<br />
Items sent in containers still incur fees. Example : A [[backpack]] with 3 [[wood scrap]]s in it would cost you 4 x 1 copper (1x backpack, 3x wood scrap) to send due to being counted as 4 separate items. However, combining items (e.g. lumps) does decrease the mailing cost - combined items that are mailed will cost 1 copper per 5 kg, so a 5kg lump costs the same as one 1 kg lump.<br />
<br />
<br />
[[Category:Misc]]<br />
[[Category:Babel/M]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Mail&diff=110938Mail2019-03-05T20:16:04Z<p>Mordoskull: Added the Large wooden shield as mailable</p>
<hr />
<div>[[CDB|Main]] / '''{{PAGENAME}}'''<br />
<br />
Quote from the Sending dialog : ''Use mailboxes with caution and inexpensive items until you rely on the spirits. They are still learning, and take no responsibility for lost items.''<br />
<br />
== Description ==<br />
You can send mail to other players in the game via spirit containers which have been enchanted by priests/priestesses of Fo, Nahjo or Libila with the spells [[courier]] or [[Dark Messenger|dark messenger]].<br />
<br />
Mailboxes do receive damage and can be destroyed by decay, causing the cast on it to disappear.<br />
<br />
== Types of spirit containers ==<br />
There is no difference in operation between the various spirit containers.<br />
*[[Spirit house]] - ''fine carpentry''<br />
*[[Spirit mansion]] - ''fine carpentry''<br />
*[[Spirit cottage]] - ''masonry''<br />
*[[Spirit castle]] - ''masonry''<br />
<br />
== Sending process ==<br />
To send the mail, <br />
# Drop the item(s) into the spirit container, then right-click the container, and select ''Send''. <br />
# There are two dialogues that will control how the items are sent. <br />
## The first allows you to specify the name of the recipient, and what items should be sent using C.O.D. (cash on delivery). It also allows to skip the second dialog. <br />
## The second dialogue allows you to see how much the delivery charge will be, and to specify the C.O.D. amount you will charge the recipient if applicable. <br />
<br />
You cannot send an item to a member of an enemy [[kingdom]] on [[Chaos]]. You get the message: "You may not trade with the enemy."<br />
<br />
'''NOTICE: Items will be mailed to the server the recipient is currently present on. It can only be retrieved from that server.'''<br />
<br />
== Receiving process ==<br />
<br />
When you login, you will receive a message if you have any mail. ''You sense imps speaking your name and saying you have 1 mail waiting to be picked up.''<br />
<br />
To receive or check for mail, right-click any spirit container and select ''Check''. If an item is sent as ''Cash On Delivery'' you need to have the money in your bank to cover the delivery charge before you can receive the items. <br />
<br />
You also have the option to return the items to the sender. <br />
<br />
== Non-retrieved items ==<br />
<br />
If the recipient does not pick up their mail within two weeks, they are automatically returned-to-sender. <br />
<br />
If the original sender does not pick up the returned items within two weeks, they are destroyed. <br />
<br />
If the recipient uses return-to-sender and the original sender does not pick up the items within 7 days, they are destroyed. <br />
<br />
<span style="text-decoration: underline;">'''There is no way to extract items from the mail system if you are not the recipient !'''</span><br />
<br />
'''If you are sending something valuable, ensure that the recipient is available to pick it up before you send it. If you return an item to the sender, it would be good manners to contact them to ensure they retrieve it before the two week deadline.'''<br />
<br />
== Postage charges ==<br />
The postage is 1 [[Bank of Wurm|copper]] per item for same or cross-server mailing. Cross-server mailing is currently limited to within the [[Freedom|Freedom Isles]] ([[Independence]], [[Deliverance]], [[Exodus]], [[Celebration]], [[Xanadu]], [[Pristine]], [[Release]], and [[Chaos]]). <br />
<br />
The postage fee is taken from the bank account of the sender as the items are sent, unless they are C.O.D., in which case it is taken from the recipient when received.<br />
<br />
=== Exceptions ===<br />
* An inscribed [[papyrus sheet]] is 1 [[Bank of Wurm|iron]] to mail.<br />
* Combined items (such as metal lumps, wood scraps, liquids, etc) are 1 copper per 5 kg.<br />
<br />
== Delivery times ==<br />
Any items sent via mailbox have a predetermined time for mailing. The strength of the enchant affects this (and appears to be 101 minus the cast strength in minutes).<br />
<br />
* 31 - A bit more than one hour (estimate 70 minutes)<br />
* 48 - A bit less than one hour (estimate 55 minutes)<br />
* 63 - Less than one hours (estimate 35 to 40 minutes)<br />
* 78 - Less than 30 minutes (estimate 25 minutes)<br />
* 90 - Less than ten minutes<br />
* 99 - Less than ten minutes (2 minutes)<br />
<br />
== Can be sent ==<br />
*[[Almanac]] (1c 20i for a full almanac with all 20 harvest reports)<br />
*[[Archaeology journal]] (1c plus 1i per paper sheet inside)<br />
*[[Backpack]] (and everything that can fit in one)<br />
*[[Cauldron]] (and everything that can fit in one)<br />
*[[Small barrel]] (and everything that can fit in one)<br />
*[[Armour|Armour pieces]] (including [[Barding]])<br />
*[[Birdcage]]<br />
*[[Bow]]<br />
*[[Butchering knife]]<br />
*[[Candelabra]]<br />
*[[Carving knife]]<br />
*[[Stone chisel]]<br />
*[[Dredge]]<br />
*[[Explorer tent]]<br />
*[[Fence bars]]<br />
*[[File]]<br />
*[[Fishing net]]<br />
*[[Hammer]]<br />
*[[Hatchet]]<br />
*[[Horse shoe]]<br />
*[[Huge axe]]<br />
*[[Lantern]]<br />
*[[Large anvil]]<br />
*[[Large maul]]<br />
*[[Large wooden shield]]<br />
*[[Longsword]]<br />
*[[Mallet]]<br />
*[[Meditation rug]]<br />
*[[Metal]] [[Lump|lump]] (multiple sent in container, or all as a combined lump postage is still by kilo)<br />
*[[Needle]]<br />
*[[Pelt]]<br />
*[[Pickaxe]]<br />
*[[Picnic basket]]<br />
*[[Pile of dirt]]<br />
*[[Practice doll]]<br />
*[[Rake]]<br />
*[[Rock shards]]<br />
*[[Saddle]]<br />
*[[Saw]]<br />
*[[Scythe]]<br />
*[[Shields]] (all of them are mailable)<br />
*[[Short bow]]<br />
*[[Short sword]]<br />
*[[Shovel]]<br />
*[[Sickle]]<br />
*[[Small anvil]]<br />
*[[Small axe]]<br />
*[[Small magical chest]]<br />
*[[Smelting pot]]<br />
*[[Spindle]]<br />
*[[Square sail]]<br />
*[[Steel and flint]]<br />
*[[Strip of leather]]<br />
*[[Triangular sail]] (and all smaller than it, like [[square piece of cloth]])<br />
* Troll mask<br />
*[[Trowel]]<br />
*[[Two handed sword]]<br />
*[[Whetstone]]<br />
*[[Waystone]]<br />
*[[Witchs hat]]<br />
*[[Fireworks]]<br />
*[[Crude axe]]**<br />
<br />
<nowiki>**</nowiki>Can be sent but were tested with a runed mailbox. Must still be tested with non-runed mailboxes.<br />
<br />
==Cannot be sent==<br />
*[[Bulk storage bin]]<br />
*[[Deck board]]*<br />
*[[Fishing rod]]*<br />
*[[Flag]]*<br />
*[[Halberd]]*<br />
*[[Hull plank]]<br />
*[[Kingdom banner]]*<br />
*[[Lamp]]*<br />
*[[Large crate]]<br />
*[[Log]]*<br />
*[[Long spear]]*<br />
*[[Longbow]]*<br />
*[[Nodrop]] items (Spyglass, Sleep powder etc)<br />
*[[Ore]] (any kind)*<br />
*[[Plank]]*<br />
*[[Range pole]]*<br />
*[[Slab]]*<br />
*[[Small barrel rack]]<br />
*[[Small crate]]<br />
*[[Spinning wheel]]<br />
*[[Tall kingdom banner]]<br />
*[[Tapestry]]*<br />
*Unfinished items of any kind<br />
*[[Wine barrel rack]]<br />
*[[Wooden beam]]*<br />
<br />
<nowiki>*</nowiki>Can be sent in mailboxes with a '''[[Runes|zinc rune of Magranon]]''' attached.<br />
<br />
== Notes ==<br />
<br />
Items sent in containers still incur fees. Example : A [[backpack]] with 3 [[wood scrap]]s in it would cost you 4 x 1 copper (1x backpack, 3x wood scrap) to send due to being counted as 4 separate items. However, combining items (e.g. lumps) does decrease the mailing cost - combined items that are mailed will cost 1 copper per 5 kg, so a 5kg lump costs the same as one 1 kg lump.<br />
<br />
<br />
[[Category:Misc]]<br />
[[Category:Babel/M]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Clam&diff=110937Clam2019-03-05T19:25:44Z<p>Mordoskull: Re-situated image to right side instead of middle of page in separate section</p>
<hr />
<div>== Description ==<br />
<br />
[[File:clam.jpg|500px|thumb|right]]<br />
<br />
''A clam that may have something useful in it.''<br />
<br />
''You will need to pry open the clam with a knife.''<br />
<br />
== Notes ==<br />
<br />
* Clams are harvested by using a [[fishing net]] in shallow water.<br />
* Activate any kind of [[knife]] to pry the clam open. Inside the clam can be found seafood meat, [[Metal lumps|lumps of metal]], [[Pearl|pearls]], and sometimes, nothing at all. Prying open the clam will discard the shell.<br />
* Clams can be caught along shorelines, even in caves.<br />
* Further research is pending as to the best conditions in which to catch clams: day/night/seasons/etc.<br />
<br />
== See Also ==<br />
<br />
* [[Fishing]]<br />
* [[Fish]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Clam&diff=110936Clam2019-03-05T18:39:08Z<p>Mordoskull: Added links to in-text terms: knife, lumps of metal, pearls.</p>
<hr />
<div>== Description ==<br />
<br />
''A clam that may have something useful in it.''<br />
<br />
''You will need to pry open the clam with a knife.''<br />
<br />
== Notes ==<br />
<br />
* Clams are harvested by using a [[fishing net]] in shallow water.<br />
* Activate any kind of [[knife]] to pry the clam open. Inside the clam can be found seafood meat, [[Metal lumps|lumps of metal]], [[Pearl|pearls]], and sometimes, nothing at all. Prying open the clam will discard the shell.<br />
* Clams can be caught along shorelines, even in caves.<br />
* Further research is pending as to the best conditions in which to catch clams: day/night/seasons/etc.<br />
<br />
== Images ==<br />
<br />
<gallery heights=300px mode="packed-hover"><br />
File:clam.jpg|A Common Clam<br />
</gallery><br />
<br />
== See Also ==<br />
<br />
* [[Fishing]]<br />
* [[Fish]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Clam&diff=110935Clam2019-03-05T18:35:41Z<p>Mordoskull: Added "See Also" section and two links therein</p>
<hr />
<div>== Description ==<br />
<br />
''A clam that may have something useful in it.''<br />
<br />
''You will need to pry open the clam with a knife.''<br />
<br />
== Notes ==<br />
<br />
* Clams are harvested by using a [[fishing net]] in shallow water.<br />
* Activate any kind of knife to pry the clam open. Inside the clam can be found seafood meat, lumps of metal, pearls, and sometimes, nothing at all. Prying open the clam will discard the shell.<br />
* Clams can be caught along shorelines, even in caves.<br />
* Further research is pending as to the best conditions in which to catch clams: day/night/seasons/etc.<br />
<br />
== Images ==<br />
<br />
<gallery heights=300px mode="packed-hover"><br />
File:clam.jpg|A Common Clam<br />
</gallery><br />
<br />
== See Also ==<br />
<br />
* [[Fishing]]<br />
* [[Fish]]</div>Mordoskullhttps://www.wurmpedia.com/index.php?title=Mining&diff=110931Mining2019-03-05T17:15:12Z<p>Mordoskull: Formatting tweaks to header layout to set to pedia standard.</p>
<hr />
<div>[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''<br />
<br />
== Description ==<br />
<br />
[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]<br />
<br />
'''Mining''' is the skill of excavating [[rock shards]] and [[ore]] veins. <br />
<br />
== Method ==<br />
There are several "modes" of '''mining''', depending on where and what you mine. The method is much the same for all of them: Activate a [[pickaxe]], right-click the place to mine and select Mining -> (action). Mining speed is determined by mining skill, [[pickaxe]] [[quality]], [[Skills:Pickaxe|pickaxe skill]] and the [[Wind of Ages]] cast, ordered from greatest effect to least.<br />
<br />
Because Wurm is not a true 3D world, the cave layer is essentially a second world beneath the surface. It is possible to mine upwards and downwards with a few [[Mining warnings|limitations]].<br />
<br />
* Mining straight mines at zero slope. Mining upward or downward mines at a slope of 20 in that direction. From this, a set of variants is applied based on skill which ultimately determines the final slope of the tile. This skill-based variance set is such that: <50 skill is +/- 3, 50-70 is +/- 2, 70-90 is +/- 1, 90+ is 0. Only the final action that breaks the wall (upward, downward, or straight) determines the direction mined. <br />
* You may not mine upward out of rock and into the [[dirt]] that is covering it.<br />
* You can mine downward until you reach the [[water]] table, but can not mine deeper than one tile level below water level.<br />
* It is not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel. <br />
<br />
<br />
<br />
:'''Read More''': [[Wind of Ages]] | [[quality|Quality]] | [[pickaxe|Pickaxe]]<br />
<br />
=== Opening a mine ===<br />
The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].<br />
<br />
The [[slope]] of the [[tile border]]s around the left and right of the required entrance are an important factor, too shallow of an opening and the entrance would be too steep to easily walk in and out of. The slope on both sides should ideally be greater than 10 each to ensure that the entrance is easy to navigate. Poor tunnel slopes can be fixed, however, it is very difficult. <br />
<br />
: Activate a pickaxe and '''right click''' the rock or cliff, select '''Mining''' > '''Tunnel'''.<br />
<br />
Each tunneling action has a chance to create a [[rock shard]]. After a number of [[rock shards]] are created, usually 9, the message {{event|inline|You will soon create an entrance}} will appear. A [[rock shard]] or two later, and an entrance will be created.<br />
<br />
* Tunnels can not be opened if the north-west corner is more than 4 dirts below [[Water#Water level|water level]].<br />
* You cannot [[Mining#Surface_mining|surface mine]] to correct an oddly shaped entrance once it is open. So you must make sure to have the tile in the exact shape you want it to be before you open the mine.<br />
* The maximum height of a tunnel entrance is 270 slope.<br />
* The maximum height of an tunnel entrance is 90 slope if you plan to add a mine door. <br />
* You may create a mine entrance up to 3 tiles wide.<br />
** To widen a tunnel, the tile you mine must only be connected to ONE open tunnel only<br />
** Mine doors cannot be placed on tunnel entrances that are 2 or more tiles wide.<br />
<br />
<br />
:'''Read More''': [[Slope]] | [[Digging]] | [[Water#Water level|Water Table]]<br />
<br />
=== Tunnel excavation ===<br />
Mining a cave wall inside of a mine will remove that tile of rock. It takes anywhere from 45-50 mining actions to produce the message {{event|inline|The wall will break soon}} after which it takes an average of 5 actions to fully remove the tile.<br />
<br />
: Activate a pickaxe and '''right click''' the cave tile, select '''Mining''' > '''Mine'''.<br />
* It is possible to mine up, down or flat but only the final action is taken into account. The resulting slope of up or down will be approximately 20.<br />
* There are slight deviations in mine slopes (up to 3 "Slope") when a mine shaft progresses.This is based off Mining Skill.<br />
** skill less than 50, +-3<br />
** skill = 50, variance is +-2<br />
** skill = 70, variance is +-1<br />
** skill = 90+ no variance<br />
* When connecting two mine shafts, the direction of the mining is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.<br />
* Each action will produce one rock shard.<br />
* All items mined from the cave wall will appear in a pile on the ground on the tile you're stood; this often includes items such as [[salt]] and [[gem]]s, all of which are found randomly.<br />
* It is not possible to create an exit from the inside if there is dirt covering the planned exit, this must be fully uncovered and bare just as If you were to create an entrance from the outside.<br />
** If the outside tile if covered by dirt while trying to mine out the message {{event|inline|The cave wall looks very unstable and dirt flows in. You would be buried alive}}<br />
<br />
:'''Read More''': [[Gem|Gems]] | [[Salt]]<br />
<br />
=== Ore mining ===<br />
[[Ore]] is produced by mining on ore [[vein]]s found inside of a mine. When an ore vein is depleted a tunnel is created the same as when mining rock. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore veins for tunneling purposes. Shards may also be produced from [[marble]] and [[slate]] veins.<br />
<br />
: Activate a pickaxe and '''right click''' the ore or shard tile, select '''Mining''' > '''Mine'''.<br />
* Each action will produce one ore or shard of the vein's type on the floor in a pile where you are standing.<br />
<br />
:'''Read More''': [[Prospecting]] | [[Ore]]<br />
<br />
=== Floor and ceiling mining ===<br />
Mining the floor or ceiling of a cave does not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. Note that, as with [[digging]], these actions affect the closest corner of the tile and not the tile itself. A ceiling tile can be mined upward around 31 times before it is too high to reach (given that you haven't lowered the floor before you start). A floor tile can be mined down well past swimming depth to let boats such as Corbitas pass through. It is a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level. <br />
<br />
: Activate a pickaxe and '''right click''' the floor or ceiling tile, select '''Mining''' > '''Mine'''.<br />
* When removing a rock tile adjacent to a section of the mine which has been modified as such it's important to know that the floor of the new section connecting the modified corners will match up (providing you didn't mine up or down), but the ceiling will not. The ceiling will take the standard height.<br />
* You can fix slopes with [[Concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.<br />
* Mining ceilings for rock shards is much faster than mining on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.<br />
* When mining the ceiling to high you will receive the message {{event|inline|You cannot reach the ceiling}}.<br />
* When mining the floor too low, (with an already high ceiling, before hitting the water level) you will receive the message:{{event|inline|Lowering the floor further would make the cavern unstable}}.<br />
* When mining the floor you can create uneven surfaces thus make it hard to move around on. For the best access in a mine it is recommended not to mine the floor directly unless you have a plan for it. The actions "mine up" and "mine down" create a predictable slopes of 20 and are good if you want a sloped passage, although floor mining can be very useful if used in the right way. <br />
:Proceed with caution when adjusting the floors as mining is not easily reversed. When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining.<br />
<br />
:'''Read More''': [[Mining warnings|Mining Warnings]] | [[Concrete]] | [[Digging]]<br />
<br />
=== Leveling ===<br />
Standing on a flat cave tile will permit the leveling of an adjacent tile so that it will be at the same height. To see if a tile is flat simply activate a pickaxe and hover over the tile.<br />
: Activate a pickaxe and '''right click''' the cave floor tile, select '''Mining''' > '''Level'''.<br />
* In order to raise any corners [[concrete]] must be held in the inventory.<br />
<br />
:'''Read More''': [[Concrete]] <br />
<br />
=== Surface mining ===<br />
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons. To mine on the surface, all adjacent corners of the tile must be clear of dirt. When mining into water the maximum depth permitted is -24 from the water level. To mine the surface rock, first '''activate''' a [[pickaxe]]. While standing on the corner you wish to modify, '''right-click''' on the rock of cliff tile, select '''Mining''' > '''Mine'''. It may take one or more actions to lower a single dirt level of rock. Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]].<br />
:Slope reduction: {{event|inline|You mine some rock shards.}}<br />
:No reduction: {{event|inline|You chip away at the rock.}}<br />
<br />
:'''Read more''': [[Surface mining]] | [[Digging]] | [[Slope]]<br />
<br />
== Other information ==<br />
=== Mine doors ===<br />
You can limit access to your mine with the use of a '''[[mine door]]'''. Several types of mine doors are available. Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does '''not''' protect mine doors.<br />
* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a mine door.<br />
<br />
:'''Read More''': [[Mine door|Mine Doors]]<br />
=== Dropshaft ===<br />
Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts. They are not easily traversable. Vehicles and horses will not be able to move between the levels, and a player must [[Climbing|climb]] to move between the two.<br />
<br />
When a drop shaft is going to be created you will receive this message before the wall breaks: {{event|inline|You hear falling rocks from the other side of the wall. A deep shaft will probably emerge.}}<br />
<br />
Should a dropshaft be required, simply mine out the rock tile which separates two mines of different levels. Some players have created dropshafts to gain fast access to water or create short-cuts. There is no falling [[damage]] inside mines, so falling down these shafts is not going to injure the player.<br />
:Proceed with caution as these are very hard, often impossible, to modify once created.<br />
<br />
:'''Read More''': [[Climbing]] | [[Damage]]<br />
<br />
=== Cave-ins ===<br />
Any excavated cave tile has a chance of caving in. When this occurs the tile will become either a rock or ore/shard vein and will need to be re-excavated. A recently collapsed rock tile may not require as many actions to re-open, however an ore tile will likely require many hundred, or even thousand, actions to remove.<br />
<br />
Reinforcing a cave wall with a [[support beam]] will lower the chance of a cave-in on tiles surrounding that support. Once reinforced they may not be excavated, however a mayor may mine out the support should it reside on their deed. This would take approximately 50 actions just to remove the support. Ore veins are considered similar to reinforced walls for purposes of stability.<br />
* The chance that a tile is replaced with a vein or shard other than rock is extremely low.<br />
* You also have the option to manually cave in mine tiles using the spell [[Strongwall]] and using a [[shaker orb]] which can be bought from a trader for 5 silver and is a one time use item.<br />
<br />
:'''Read More''': [[Support Beam]] | [[Strongwall]] | [[shaker orb|Shaker Orb]]<br />
<br />
== Skillgain ==<br />
<br />
==== Characteristics gained ====<br />
* Body / [[Body strength]], [[Body stamina]]<br />
* Mind / [[Mind logic]]<br />
* Soul / [[Soul strength]]<br />
<br />
Different ore veins have different difficulties. The easiest is mining plain rock, followed by [[iron vein]]s and [[copper vein]]s. The hardest are silver and gold. As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL by-product. <br />
<br />
Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile quality.<br />
<br />
'''Note''': In order to gain skill from a mining action the by product has to be anywhere in between 1.01 and 39.99 quality range.<br />
<br />
'''Note''': All tests were done with a 25ql pickaxe.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Tile type !! Skill<br />
|-<br />
| [[Rock]], [[Zinc vein|Zinc]] || 1-25<br />
|-<br />
| [[Iron vein|Iron]], [[Rock salt]] || 25-35<br />
|-<br />
| [[Tin vein|Tin]] || 35-50<br />
|-<br />
| [[Copper vein|Copper]], [[Slate]], [[Lead vein|Lead]] || 50-75<br />
|-<br />
| [[Silver vein|Silver]] || 75-90<br />
|-<br />
| [[Gold vein|Gold]], [[Marble]], [[Sandstone]] || 90+<br />
|-<br />
|+ Optimal Skill Gain<br />
|}<br />
<br />
<br />
'''Optimal Pickaxe Selection for Skill Gain'''<br />
<br />
If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining. You can use the formula:<br />
<br />
''(Skill + Tool QL) divided by 2, then subtract 20 = <optimal difficulty><br />
''<br />
<br />
Plug in the variables you know, and solve for the remaining variable.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ore type !! Difficulty<br />
|-<br />
| Stone || 2<br />
|-<br />
| Zinc || 2<br />
|-<br />
| Iron || 3<br />
|-<br />
| Tin || 10<br />
|-<br />
| Copper || 20<br />
|-<br />
| Slate || 20<br />
|-<br />
| Lead || 20<br />
|-<br />
| Rock salt || 30 <br />
|-<br />
| Silver || 35<br />
|-<br />
| Gold || 40<br />
|-<br />
| Reinforced || 40<br />
|-<br />
| Marble || 40<br />
|-<br />
| Sandstone || 45<br />
|-<br />
|}<br />
<br />
<br />
<br />
:'''Read More''': [[Mining guide]] | [[Prospecting]] | [[Ores]]<br />
<br />
== Resources ==<br />
There are several types of resource which can be found while mining:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Tile type !! Mining By-Products<br />
|-<br />
| [[Rock]] || [[Rock shards]]<br />
|- <br />
| [[Rock salt]] || [[Rock salt|Rock salt shards]]<br />
|- <br />
| [[Slate]] || [[Slate shards]]<br />
|-<br />
| [[Sandstone]] || [[Sandstone shards]]<br />
|- <br />
| [[Marble wall|Marble]] || [[Marble shards]]<br />
|- <br />
| [[Iron Vein]] || [[Iron ore]]<br />
|- <br />
| [[Copper Vein]] || [[Copper ore]]<br />
|-<br />
| [[Tin Vein]] || [[Tin ore]]<br />
|- <br />
| [[Zinc Vein]] || [[Zinc ore]]<br />
|-<br />
| [[Lead Vein]] || [[Lead ore]]<br />
|- <br />
| [[Silver Vein]] || [[Silver ore]]<br />
|-<br />
| [[Gold Vein]] || [[Gold ore]]<br />
|+ Mining Resources <br />
|}<br />
<br />
Other resources which can be found include [[salt]], [[gems]], [[source crystal]]s and [[flint]].<br />
<br />
:'''Read More''': [[Prospecting]] | [[Resources]]<br />
<br />
== See also ==<br />
* [[Pickaxe]]<br />
* [[Prospecting]]<br />
* [[Support beam]]<br />
* [[Stuck]]<br />
* [[Mining warnings]]<br />
* [[Strongwall]]<br />
<br />
== [[Titles]] ==<br />
* Miner at 50 skill<br />
* Prime Minester at 70 skill<br />
* Mastermine at 90 skill<br />
*'''The World is Mine''' at 100 skill<br />
<br />
== Notes ==<br />
* Mining can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.<br />
* See [[Mining_warnings]] for more indepth information on each situation.<br />
<br />
[[Category:Skills]]<br />
[[Category:While_moving]]<br />
[[Category:Babel/M]]</div>Mordoskull