*Your skill (and equipment) affects the maximum quality you can reach - don't try to push it too far!
**While you are able to improve things higher than the quality of your tools and your skill level, pushing it more than 5-10 beyond them can take quite some time.
*Improving takes time, make sure you have enough food & water for how long you intend to improve.
Usually when improving something, your skill will raise faster than with item creation.
It ==Improving for Skill== Sweet spot improving is a good idea to concentrate method of improving (imping) quality way over your skill level and that gives double the skill and attribute gain on certain items for certain skills such as a top of [[StatueSleep bonus|Sleep Bonus]] for and other skill gain bonuses. The formula to find where sweet spot ql starts at is x*0.77+23. [[Masonryhttps://www.desmos.com/calculator/jtopsnumpa LINK]] or a to graph to visually find it quickly for your skill (X is your skill and Y is the quality you need to improve over). Forum guide for it [[Wooden Fencehttps://forum.wurmonline.com/index.php?/topic/191764-perpetual-sweet-spot-smithing-guide/ Raybargs sweet spot guide]] for Carpentry
[[Category:Guides]]
==Hints and Tips==
*It is a good idea to concentrate on certain items for certain skills such as a [[Statue]] for [[Masonry]] or a [[Wooden fence]] for Carpentry
*[[Wooden fences]] and walls can be improved with planks.
*You must use a higher ql item to improve an item. You can not improve a 20ql mallet with a 1ql [[log]].
*Only raw materials must have a greater ql than the item your are repairing, tools do not need to be higher ql.
*Ask fellow players for a spare pelt when starting out. Be nice!
*You may be able to trade with a trader for a pelt, if someone else has sold one. Spindles and pottery jars can be useful to barter, and traders are generally found in starter towns.