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		<id>https://www.wurmpedia.com/index.php?title=Meditating&amp;diff=85849</id>
		<title>Meditating</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Meditating&amp;diff=85849"/>
		<updated>2014-04-27T13:37:18Z</updated>

		<summary type="html">&lt;p&gt;Aldur: update 12th level title for Hate path&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''Meditating'''&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
===The Basics===&lt;br /&gt;
To meditate, drop a [[:Category:Meditating rugs|meditation rug]] on the ground, right click it, and choose &amp;quot;Nature -&amp;gt; Meditate&amp;quot;.  Due to the flatness of the rug models, it is recommended to use them in a container you place on the ground, such as a bucket, to enable easier pickup.  The earliest you can join a meditation [[Meditating#Starting_and_Following_a_Path|path]] is at 15 Meditation skill. You can leave it until 20 Meditation skill, but you must join a path at that point if you want to continue skill gain.&lt;br /&gt;
&lt;br /&gt;
===Skill Training===&lt;br /&gt;
Skill can be gained on any tile but you have to move at least 10 tiles from the spot of the previous meditation. A successful meditation is completing the two minute meditation timer but you will not necessarily gain skill every time.&lt;br /&gt;
&lt;br /&gt;
Below 20 meditation skill there is '''no time limit''' between skill gains. You only have to move 10 tiles between meditations. A popular method is to drop a rug on the first tile and a second rug on the 11th tile of a path and to move between the two rugs. Another one is to patrol the perimeter of an 11x11 box and to meditate each corner.&lt;br /&gt;
&lt;br /&gt;
Above 20 meditation skill the chances to gain skill are limited to a few per day:&lt;br /&gt;
&lt;br /&gt;
* The first 5 meditations per day need to be 30 minutes apart at least&lt;br /&gt;
* Every meditation past the 5th must be at least 3 hours after the previous one. The message ''You feel that it will take you a while before you are ready to meditate again'' after the 5th and any following meditation indicates the longer wait time.&lt;br /&gt;
* Every 24 hours after a server restart the counter is reset and you get 5 new chances immediately&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
: Assuming the server was restarted at 12:00 and you start meditating right away. The first 5 meditations can be done at 12:00, 12:30, 13:00, 13:30 and 14:00. The next ones must be at least 3 hours past the previous one and are available at 17:00, 20:00 and 23:00. After getting some [[sleep bonus]] you continue to meditate at 8:00 and 11:00. At 12:00, 24 hours after the server restart the first 5 meditations are available again.&lt;br /&gt;
&lt;br /&gt;
You do not lose a chance nor do you get any meditation skill if you meditate before the wait time is up or if you meditate within 10 tiles of the previous meditation spot. If you are eligible to gain skill (waited long enough and moved the 10 tiles) you will use up a chance and randomly get skill meditation skill. The ratio of skill gain per tries depends on the meditation rug. At lower levels a ratio of about 50% can be reached. Around 70 meditation skill the highest ratio has been about 40%. It is possible that you don't get any skill in one or two days but if the ratio over at least 10-20 tries is way below the listed examples you should try to change the quality of the rug. The listed ratios have been reached with a rug in the range of 20-30 quality.&lt;br /&gt;
&lt;br /&gt;
== Path Management and Advancement ==&lt;br /&gt;
&lt;br /&gt;
=== Starting and Following a Path ===&lt;br /&gt;
&lt;br /&gt;
On certain tiles, there can be a pop-up after finishing meditating that allows you to start a path. There are thought to be many paths, though some are more easily found than others. &lt;br /&gt;
Verified paths are: &lt;br /&gt;
&lt;br /&gt;
The [[Path of Knowledge|Path of Knowledge]]&lt;br /&gt;
&lt;br /&gt;
The [[Path of Power|Path of Power]]&lt;br /&gt;
&lt;br /&gt;
The [[Path of Insanity|Path of Insanity]] &lt;br /&gt;
&lt;br /&gt;
The [[Path of Love|Path of Love]]&lt;br /&gt;
&lt;br /&gt;
The [[Path of Hate|Path of Hate]].&lt;br /&gt;
&lt;br /&gt;
To join a path you need to have at least 15 meditating skill. However, even if you start a path at 15 meditating skill the meditating limitation of one meditation per 30 minutes for skill does not apply until you reach 20 skill.&lt;br /&gt;
&lt;br /&gt;
Once you are on the path, a title will appear next to your name, similar to the [[champion player|champion]] title. Each step of the path brings a new title. At each step, you must wait for an increasing amount of time before you can advance to the next step on the path. Times between steps are shown in the section on Titles below. You can only follow 1 path.&lt;br /&gt;
&lt;br /&gt;
The message you get to start each path seems to take the following form: &amp;quot;As you meditate upon these things you realize that there is a pattern of thinking that you can try to follow. If this path contains the truth or simply the figment of someone's imagination, you do not know. Nonetheless, it may pose an interesting challenge. Do you wish to embark on the philosophical journey of the path of X? If you answer yes, you will be challenged by the selected path as you visit more places like this one and mediate.&amp;quot;. Answering yes will make you an adherent of that particular path, with the title of Uninitiated.&lt;br /&gt;
&lt;br /&gt;
For the subsequent questions of each path, the dialog starts as follows: &amp;quot;If the path of X contains the truth or simply is the figment of someone's imagination, you do not know. Nonetheless, it poses an interesting challenge. The following question springs to mind&amp;quot;, and is then followed by a new question with five possible [[Meditating answers|answers]].&lt;br /&gt;
&lt;br /&gt;
The further along a path you are, the harder it becomes to get the question dialogs to appear. The chance to receive a question is determined by your meditation skill, and the quality/type of the rug you are using. The various rugs in order of increasing effectiveness are: [[Meditation rug]], [[Fine meditation rug]], [[Beautiful meditation rug]], and [[Exquisite meditation rug]]. '''If you fail to receive a question, you can simply keep meditating on the same special tile until you succeed; there is no need to move elsewhere or wait for 30 minutes.'''&lt;br /&gt;
&lt;br /&gt;
If you get a question wrong, the delay timer resets and you must wait out the full period over again. For example if you choose wrongly on the level 4 question, you have to wait another 6 days (real time) before you can try again.&lt;br /&gt;
&lt;br /&gt;
=== Leaving a Path ===&lt;br /&gt;
&lt;br /&gt;
If you have chosen a path, you now have the option Nature -&amp;gt; Leave path. This brings up a dialog that says: &amp;quot;Select quit to stop following this path. The result is immediate and dramatic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you select Quit, you get this message: &amp;quot;You decide to stop pursuing the path of knowledge.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
You do not lose any meditating skill if you leave your path. However, you do lose all progress in the path and any path powers you have gained.&lt;br /&gt;
&lt;br /&gt;
===Path Leaders===&lt;br /&gt;
&lt;br /&gt;
Once you have reached level 3 in your chosen path, you will have a new option Nature -&amp;gt; Path leaders. This brings up a dialog that says &amp;quot;You consider the local leaders of the path:&amp;quot;. &amp;quot;Local&amp;quot; here means the server you are currently on.  Once you reach level 4, your own name becomes eligible to appear on this list.  You will need to be on the list to use the Light Path option for others.&lt;br /&gt;
&lt;br /&gt;
===Enlightenment===&lt;br /&gt;
&lt;br /&gt;
Leaders in paths are able to Enlighten others who are exactly three levels below the leader's current level. For example, a level 9 can advance a level 6 to level 7. Enough time must have passed since the student's last path advance for him to receive the question.  You will not need to move or wait if the attempt fails, but multiple attempts may be necessary. There is a one minute cool-down between attempts, and a difficulty check will affect success chance (see end of this section).&lt;br /&gt;
&lt;br /&gt;
Simple instructions:&lt;br /&gt;
*Leader activates a [[meditation rug]]&lt;br /&gt;
*Student types /invitations&lt;br /&gt;
*Leader right-clicks the student and looks for the ''Light Path'' option&lt;br /&gt;
*Leader repeats this attempt until the student gets the path question dialog window that we're used to seeing for path advances&lt;br /&gt;
*May 2013 update - there is now a one minute cool-down for enlightenment&lt;br /&gt;
&lt;br /&gt;
Example of successful enlightenment:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Path leader:&lt;br /&gt;
 [12:07:16] STUDENT needs to type in the command /invitations.&lt;br /&gt;
 [12:07:27] You attempt to light the path for STUDENT.&lt;br /&gt;
 [12:07:27] You ask STUDENT a question. she seems to think hard.&lt;br /&gt;
 [12:07:58] STUDENT has reached the level of Goodhearted of the path of love!&lt;br /&gt;
&lt;br /&gt;
* Student:&lt;br /&gt;
 [12:07:24] You will now accept invitations to change kingdom and religion.&lt;br /&gt;
 [12:07:27] TEACHER asks you a question.&lt;br /&gt;
 [12:07:58] You think 'Sounds about right'&lt;br /&gt;
 [12:07:58] Congratulations! You have now reached the level of Goodhearted of the path of love!&lt;br /&gt;
&lt;br /&gt;
* Failure (Path leader). If you get those messages just retry after waiting 1 minute:&lt;br /&gt;
 [12:07:20] You attempt to light the path for &amp;lt;Player&amp;gt;.&lt;br /&gt;
 [12:07:20] &amp;lt;Player&amp;gt; does not grasp the question. he needs to meditate more.&lt;br /&gt;
* Failure (Student). If you get those messages just retry after waiting 1 minute:&lt;br /&gt;
  &amp;lt;Player&amp;gt; asks you a very confusing question. You do not understand it and need to contemplate more. &lt;br /&gt;
&lt;br /&gt;
After a path enlightenment the leader cannot do it again for 7 days.&lt;br /&gt;
&lt;br /&gt;
After the v1.1 patch a new difficulty check was added:&lt;br /&gt;
&lt;br /&gt;
Rolf: it's not a skill requirement per se but there's a difficulty check&lt;br /&gt;
&lt;br /&gt;
Rolf: like level you try to achieve *10 or so&lt;br /&gt;
&lt;br /&gt;
Rolf: increasing meditation skill will increase chances yes&lt;br /&gt;
&lt;br /&gt;
Rumour suggests that a successful enlightenment requires a meditation skill of approximately 75% progress to the actual required level to path up yourself. E.g. around 27 meditating needed to be enlightened to level 7.&lt;br /&gt;
&lt;br /&gt;
== Path Levels ==&lt;br /&gt;
''A note to further make clear the timing for path advancement:''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The information in the &amp;quot;Delay to reach&amp;quot; column refers to the time that must pass in real-life hours or days since you gained your last level in the path.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:  When you first convert to a path (represented below as 0 level), you then must wait 12 real-life hours before you can try for level 1.  During that 12 hours, you may still meditate as normal for meditating skill gain (even on Path tiles).  But when you meditate on a Path tile during this period, you will receive a message that says you &amp;quot;need to let your recent progress sink in&amp;quot; for some period of time before you may progress in the path.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meditation titles can be toggled via a check-box in the /titles command. They appear in your display name in the form of &amp;quot;&amp;lt;character name&amp;gt; the &amp;lt;meditation title&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Delay to reach !! Total Time to reach** !! Skill !! [[Path of Knowledge]] Titles !! [[Path of Insanity]] Titles !! [[Path of Power]] Titles !! [[Path of Love]] Titles !![[Path of Hate]] Titles&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| None || None|| 15 || Uninitiated || Uninitiated || Uninitiated || Uninitiated || Uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 12 Hours|| 12 hours || 15  || Initiate || Initiate || Initiate || Initiate || Initiate&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 24 Hours|| 36 hours || 15  || Eager || Disturbed || Gatherer || Nice || Ridiculous&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 3 Days || 4 Days 12 hours || 15  || Explorer || Crazed || Greedy || Gentle || Envious&lt;br /&gt;
|-&lt;br /&gt;
| 4*&lt;br /&gt;
| 6 Days || 10 Days 12 hours || 15  || Sheetfolder || Deranged || Strong || Warm|| Hateful&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 12 Days || 22 Days 12 hours || 15  || Desertmind || Sicko || Released || Goodhearted || Finger&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 24 Days || 46 Days 12 hours || 20 || Observer || Mental || Unafraid || Giving || Sheep&lt;br /&gt;
|-&lt;br /&gt;
| 7*&lt;br /&gt;
| 24 Days || 70 Days 12 hours || 30 || Bookkeeper || Psycho || Brave || Rock || Snake&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 24 Days || 94 Days 12 hours  || 40 || Mud-dweller || Beast || Performer || Splendid || Shark&lt;br /&gt;
|-&lt;br /&gt;
| 9*&lt;br /&gt;
| 24 Days || 142 Days 12 hours || 50 || Thought Eater || Maniac || Liberator || Protector || Infection&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 24 Days || 166 Days 12 hours || 60 || Crooked || Drooling || Force || Respectful || Swarm&lt;br /&gt;
|-&lt;br /&gt;
| 11*&lt;br /&gt;
| 24 Days || 190 Days 12 hours || 70 || Enlightened || Gone || Vibrant Light || Saint || Free&lt;br /&gt;
|-&lt;br /&gt;
| 12*&lt;br /&gt;
| 24 Days || 214 Days 12 hours || 80 || 12th Hierophant || 12th Eidolon || 12th Sovereign || 12th Deva || Harbinger&lt;br /&gt;
|-&lt;br /&gt;
| 13*&lt;br /&gt;
| 24 Days || 238 Days 12 hours || 90 || 13th Hierophant || 13th Eidolon || 13th Sovereign || 13th Deva || ?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 24 Days || 262 Days 12 hours || 90 || 14th Hierophant  || 14th Eidolon || 14th Sovereign || 14th Deva || ?&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 24 Days || 286 Days 12 hours || 90 || 15th Hierophant  || ? || 15th Sovereign || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''* New bonus available at this level, see below for more details''&lt;br /&gt;
&lt;br /&gt;
''** Minimum time from the start of the path to that level. Doesn`t take server off-line time and skill needed into account.''&lt;br /&gt;
&lt;br /&gt;
== Path Bonuses ==&lt;br /&gt;
Follow the link to a bonus to find out what it does.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! [[Path of Knowledge#Bonus|Path of Knowledge]] !! [[Path of Insanity#Bonus|Path of Insanity]] !! [[Path of Power#Bonus|Path of Power]] !! [[Path of Love#Bonus|Path of Love]] !! [[Path of Hate#Bonus|Path of Hate]]&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| '[[Path_of_Knowledge#Get_Info_.28Level_1.29|Get Info (Level 1)]]' || '[[Path of Insanity#Clean Wound|Clean Wound]]' || '[[Path of Power#Trap Immunity|Trap Immunity]]' || '[[Path of Love#Refresh|Refresh]]' || '[[Path of Hate#Rage|Rage (Level 1)]]'&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| '[[Path_of_Knowledge#Get_Info_.28Level_2.29|Get Info (Level 2)]]' || '[[Path of Insanity#Fill|Fill]]' || '[[Path of Power#Erupt/Freeze|Erupt &amp;amp; Freeze]]' || '[[Path of Love#Enchant|Enchant]]' || '[[Path of Hate#Rage|Rage (Level 2)]]'&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| '[[Path_of_Knowledge#Get_Info_.28Level_3.29|Get Info (Level 3)]]', [[Path of Knowledge#No skill loss|No skill loss]] || '[[Path of Insanity#Teleport|Teleport]]' || '[[Path of Power#Elemental Immunity|Elemental Immunity]]' || '[[Path of Love#Love Effect|Love Effect]]' || '[[Path of Hate#Fear|Fear]]'&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| '[[Path_of_Knowledge#Intellect of the Enlightened|Intellect of the Enlightened]]' || '[[Path of Insanity#Shield of the Gone|Shield of the Gone]]' || '[[Path of Power#Stamina of the Vibrant Light|Stamina of the Vibrant Light]]' || '[[Path of Love#Healing Hands|Healing Hands]]' || '[[Path of Hate#Spell Imunity|Spell Imunity]]'&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| '[[Path of Knowledge#Recall Home|Recall Home]]' || '[[Path of Insanity#Recall Home|Recall Home]]' || '[[Path of Power#Recall Home|Recall Home]]' || '[[Path of Love#Recall Home|Recall Home]]' || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| '[[Path of Knowledge#Final Breath|Final Breath]]'  || '[[Path of Insanity#Final Breath|Final Breath]]' || '[[Path of Power#Final Breath|Final Breath]]' || '[[Path of Love#Final Breath|Final Breath]]' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Bonuses ==&lt;br /&gt;
Commonly referred to as a &amp;quot;Refresh tick&amp;quot;. Randomly appears at the end of a successful meditation at higher levels (9+).&lt;br /&gt;
Your food and water will be filled (Nutrition is unaffected) and you will receive a mini skill increase in meditation.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
;You recently meditated here and need to find new insights somewhere else. :Appears at start of meditation.  After a successful meditation on a tile, you need to move 10 tiles in one direction to meditate again or you will not gain any skill. You could still join a path or get the path question, however.&lt;br /&gt;
&lt;br /&gt;
;You start meditating. :Appears at start of meditation.  You start meditating, obviously. &lt;br /&gt;
&lt;br /&gt;
;You fail to relax. :Appears after meditating for five seconds.  You failed starting your meditation, try again.&lt;br /&gt;
&lt;br /&gt;
;You fall into a trance. (Waiting Message) :Appears after meditating for five seconds.  Your attempt is successful. Do not move or you will interrupt the action.&lt;br /&gt;
&lt;br /&gt;
;You finish your meditation. :Appears at the end of a successful meditation.  Additional messages may also appear.&lt;br /&gt;
&lt;br /&gt;
;This is indeed a special place. :Appears at the end of a successful meditation.  You have found a special tile that belongs to a path. There is no message on special tiles of the path of insanity.&lt;br /&gt;
&lt;br /&gt;
;You decide to start pursuing the insights of the path of [...] :Appears at the end of a successful meditation and if you choose &amp;quot;yes&amp;quot; in a path dialog (see above).&lt;br /&gt;
&lt;br /&gt;
;You feel that it will take you a while before you are ready to meditate again. :You have used your 5 meditating skill attemps or some extra attempt after them, and must wait 3 hours for another chance to get skill.&lt;br /&gt;
&lt;br /&gt;
;You gain no inspiration here for your own path. :Appears at the end of a successful meditation.  You were meditating on a special tile that is on a path other than the one you have chosen.&lt;br /&gt;
&lt;br /&gt;
;You have hard time to focus and no question comes to you. You probably need higher meditation skill. :You need more meditating skill if you want to get the question.&lt;br /&gt;
&lt;br /&gt;
;You need to find deeper mysteries in order to advance your skill in meditation now. :You need to join a path in order to gain more meditating skill.&lt;br /&gt;
&lt;br /&gt;
;You should return here when you have become better at meditating. :Appears at the end of a successful meditation.  You have found a special tile but do not have the required skill to start following a path.&lt;br /&gt;
&lt;br /&gt;
;You still need to let your recent progress sink in for a few hours / several hours / days / more than a week / a few weeks. :Appears at the end of a successful meditation.  You get this message after meditating on a special tile if you are following a path but must still wait until the next path question.&lt;br /&gt;
&lt;br /&gt;
=== Waiting Messages ===&lt;br /&gt;
The decision has been made to remove this spoiler. It only takes away surprise and interest from the feature and should not be re-added.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Guru at 50 skill&lt;br /&gt;
* Swami at 70 skill&lt;br /&gt;
* Rama at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Meditating]][[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=77690</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=77690"/>
		<updated>2013-02-03T23:20:28Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Perimeter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
Placing or Trading an already Placed Settlement requires [[Premium]] Time.  If premium time expires for the mayor, the mayor DOES NOT lose the deed or their role as mayor. &lt;br /&gt;
&lt;br /&gt;
The mayor is the most important citizen of a settlement. &lt;br /&gt;
&lt;br /&gt;
A character may only be a citizen or mayor of one settlement at a time per server. The same character can be a citizen or mayor of another settlement on a different server. A player with multiple characters (alts) can have each character in a different settlement on the same server and may own multiple settlements on the same server if each character is the mayor of one settlement.&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people (see [[Kill on Sight]])&lt;br /&gt;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Reduced [[decay]] on structures&lt;br /&gt;
* Maintenance of signs, lamps, banners and flags by spirit guards&lt;br /&gt;
* Village chat&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* Respawn at your own settlement from anywhere on the map when you die&lt;br /&gt;
* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die&lt;br /&gt;
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25&lt;br /&gt;
* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagers&lt;br /&gt;
* A productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
* An enchanting bonus similar to the productivity bonus&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[House (general)|house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
When you use your settlement form to found a deed, you will have a credit of 10 silver. 3 silver will always be reserved for upkeep.  The other 7 silver is used to cover your tile costs, and any left over will also go to your upkeep.  If your inital deed would cost more than 7 silver, you must have the extra amount in your bank account.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
** You can rename a village in the resize option. This resets the productivity bonus of the village.&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*'''Free player cannot plant a deed, even though they may own one (via [[Account_Types#Premium|premium]] expiration).'''&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
**''The initial deed when founding cannot have non-writ houses in the perimeter.''&lt;br /&gt;
**''However, that does not apply when expanding your perimeter.  You can expand a perimeter over houses you do not own.&lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On Chaos or the Epic servers, this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the Epic servers, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
To understand the concept of perimeters and their implications to deed planting, you can check this example: [http://i.imgur.com/4ANSNmE.png]&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing. Premium time is not required to re-size a settlement.&lt;br /&gt;
&lt;br /&gt;
''There's some confusion on this &amp;quot;Extend over a house&amp;quot; rule / ability.  It does happen, but may be a bug.  Once the situation is clarified, we'll update this section.''&amp;lt;br /&amp;gt;&lt;br /&gt;
You may move your perimeter over a house you don't have the writ to. Although once you do normal rules apply and you'll need the writ to do any further adjustments.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
&lt;br /&gt;
'''Warning :''' Do not sail to another server in your cluster between issuing the Disband, and the actual Disbanding of the deed.  Doing so may cause you to not receive the refund from the deed and the upkeep.  Crossing to anther cluster (Epic / Freedom) is okay, as that is a separate avatar, and the original is still on the deed's server.&lt;br /&gt;
&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours. NOTE: In some cases, it only takes 1 hour to disband a settlement. Reason for this is unknown, but may be related to size, age or number of citizens. (This is likely due to the deed being classified as a 'homestead,' which under the old deed system would only take one hour to disband.)&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked. NOTE: This no longer appears to be true, disbanded a deed in May of 2011 and gates remained locked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. A player must be a member of a settlement in order to be appointed as mayor, and must have been a member for at least 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
If your deed is a Dictatorship, the mayor cannot be voted out.  (This was changed, as a 81% vote used to be enough to evict the mayor)&lt;br /&gt;
&lt;br /&gt;
If your deed is a Democracy, your villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% or more of the votes. &lt;br /&gt;
&lt;br /&gt;
Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Spirit Templars (Deed Guards) ==&lt;br /&gt;
Settlements can be protected by [[Spirit Templars]]. Hiring or releasing Templars requires the ''Hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Spirit Templars will attack any aggressive [[creature]]s that enter the settlement area, but not the perimeter.  Unlike [[tower guard]]s, they do not respond to calls for help. &lt;br /&gt;
&lt;br /&gt;
They will also attack anyone who is marked as Kill on Sight for that deed.  ''(See [[KoS]] and [[Reputation]] for details)''.  Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of Templars you can have is 1 per 49 tiles. Example: Number of Templars in a 31x31 deed is 19. On the Epic servers, the maximum number is limited to 20.&lt;br /&gt;
&lt;br /&gt;
Spirit Templars demand payment. Hiring each new Templar will cost 2 silver summoning cost, or 3 silver if the settlement is on an Epic server. This is deducted immediately from the settlement upkeep, before they spawn. Each Templar also adds 1 silver to the monthly settlement upkeep, or 3 silver if the settlement is on an Epic server.&lt;br /&gt;
&lt;br /&gt;
Templars can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
'''only 10% of the upkeep money can be used to pay for deed expansion.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild and Epic servers, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days. Enemies can drain from an adjacent tile and do not need to be on the same tile as the token, even if there is a wall or palisade in the way. &lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
To from or add to one right click on a person with diplomacy rights from another village and ask to form alliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately.&lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts, [[gardening]]&lt;br /&gt;
; Cut old trees: is required for cutting down old trees. This setting will not work on its own, so Forestry must still be enabled for a player with this permission to cut any trees at all.&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Players with this setting will get a large bonus to damage done, and will be able to quickly destroy structures. Allies with this setting will be able to destroy structures, but will not get the damage bonus &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens, disabling this will also keep players from attacking [[:wikipedia:Mob_(video_gaming)|mob's]] on the deed.&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to pick up items, to let them tame animals this permission still needs to be checked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Note that you cannot give specific permissions to solely a single player that is a non-citizen of the deed'''&lt;br /&gt;
&lt;br /&gt;
Be aware that even if you specifically put a player's name into the role field and the village that they are a part of in the village field, any permissions granted under that role name is allowed to any member of the village entered in the village field. For example if Player1 was entered into the role field on VillageFunTime's settlement permissions, was given the permission to terraform, and the village Player1 is a citizen of (say, VillageCoolBreeze) is entered into the village field then if Player2 from the same village as Player1 came to VillageFunTime then Player2 would be able to terraform even though their name was not specified in the role field.&lt;br /&gt;
&lt;br /&gt;
This has been tested as of 21/01/13 and is correct.&lt;br /&gt;
&lt;br /&gt;
== Cost Calculations ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
* [http://wurmtools.com/calculators/deed Wurm Tools cost calculator]&lt;br /&gt;
* (No longer working as of 15 July 2012) [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator New Deed system Cost calculator]&lt;br /&gt;
&lt;br /&gt;
=== Detailed breakdown ===&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron coins&amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron coins&amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron coins&amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron coins&amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; Freedom = 2 silver / Epic = 3 silver coins&amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; Freedom = 1 silver / Epic = 3 silver coins&amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Catapult&amp;diff=77520</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Catapult&amp;diff=77520"/>
		<updated>2013-01-24T21:47:05Z</updated>

		<summary type="html">&lt;p&gt;Aldur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Catapult.jpg&lt;br /&gt;
|active=[[log]] (24.00kg)&lt;br /&gt;
|passive=[[shaft]] (1.00kg)&lt;br /&gt;
|group=Decorations&lt;br /&gt;
|materials=* 6x [[log]] (17.00kg)&lt;br /&gt;
* 5x [[rope]] (0.50kg)&lt;br /&gt;
* 2x [[small wheel axle]]&lt;br /&gt;
|result=*'''{{PAGENAME}}''' &lt;br /&gt;
|skill=fine carpentry&lt;br /&gt;
|improve=fine carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A war machine designed to launch projectiles at walls and buildings.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The [[skill]] used when operating a catapult is [[Catapults]].&lt;br /&gt;
&lt;br /&gt;
Needs 21 strength to use. Can be dragged. Cannot be fired inside caves. &lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A catapult's primary use is the destruction of walls and gates. You can hit another person with it, but it's very difficult.&lt;br /&gt;
&lt;br /&gt;
To use a catapult, you must first load it with ammunition. Almost everything can be catapulted, but [[rock shards]] and [[stone brick]]s do the most damage. [[Quality]] and [[damage]] of the ammunition will affect the amount of damage done to your target. To load a catapult, activate an item in your inventory, right-click the catapult, and select Machine -&amp;gt; Load. &lt;br /&gt;
&lt;br /&gt;
After you load the catapult, it must be winched. With every winch the catapult shoots 1 tile further. The minimum distance a catapult can shoot is 10 tiles, the maximum distance is 50 tiles. To winch a catapult, right-click the catapult after it has been loaded, and select winch.&lt;br /&gt;
This distance is calculated including both the tiles that the catapult and the target are standing on.&lt;br /&gt;
&lt;br /&gt;
To aim the catapult, simply drag it so that it points to the target.&lt;br /&gt;
&lt;br /&gt;
After it has been winched at least 10 laps, you can fire the catapult. Right-click the catapult, select Machine and then select 'Fire'. If it was properly aimed and winched, you will either get a message in event window that you just missed the target, or that you've hit it. If it ''only'' says that you've hit nothing, your aim is off.&lt;br /&gt;
&lt;br /&gt;
It is very important to remember that a catapult will only hit the fences on the north or west sides of a tile. Don't target the tile where the fences is on the south side, target the tile where the fence is on the north side.  Even with very low skill you will hit most of the time or get a message saying you just missed the fence.&lt;br /&gt;
&lt;br /&gt;
== Ammunition ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=sortable&lt;br /&gt;
! Item&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock Shards]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone Brick]] || Less damage then rock shards, however, are also more accurate.&lt;br /&gt;
|-&lt;br /&gt;
| [[Dirt]] || Deals little to no dmg, collects in piles on ground.  Possible use is using to adjust aim or warning shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore]] || Frequently used during raids, as it can't be used by the enemy to repair walls and it's near worthless after shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional notes==&lt;br /&gt;
* A catapult will hit every wall of a tile with a house on it, &amp;lt;s&amp;gt;but will only hit the west and north walls of a tile with fences on it. Because of this it may be a better idea to use dual layers of fences, rather than a one tile wide house, to defend against them.&amp;lt;/s&amp;gt; '''As of update 27/11/12 catapults now hit &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; tile borders!'''&lt;br /&gt;
* Any item launched with the catapult will be either heavily damaged or destroyed. Any item that's not destroyed will be at the tile you've launched it at. &lt;br /&gt;
* Catapults can fire over buildings and walls&lt;br /&gt;
* Catapults cannot hit [[guard tower]]s.&lt;br /&gt;
* You can do a maximum of 20 damage to your target in one successful hit.&lt;br /&gt;
* A brass [[spyglass]] is an excellent tool for measuring distance when winching&lt;br /&gt;
* [[Quality]] not only affects damage as previously stated, but keeping quality 25+ generally yields a chance your ammo is not destroyed.  This allows you in demolition situations to collect spent ammo for using again.&lt;br /&gt;
&lt;br /&gt;
== Freedom servers==&lt;br /&gt;
It is possible to use catapults on Freedom servers, with following limitations: &lt;br /&gt;
* Outside deeds (including perimeters) can destroy any walls (including hedges) but not buildings (regardless if owned or not); &lt;br /&gt;
* On deeds, can destroy anything (including owned houses) if given destroy building permission. Applies to ally and non-citizens as well.&lt;br /&gt;
&lt;br /&gt;
== Multi-story Assault ==&lt;br /&gt;
Testing in progress; but it would appear that firing a catapult at a multi-story building will randomly damage at least one wall, window, floor, opening etc.  Not yet tested on fences which have been built on buildings.  ALL planned walls are damaged by the impact, however floors appear untouched - this could also apply to openings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When attacking with a catapult during a raid, a good strategy is to use ore as ammunition. Ore does the same damage as equivalent quality rock, but unlike rock cannot be used by the defenders to repair or rebuild their walls.&lt;br /&gt;
* Weight does not have a negligible effect on damage caused. A 20kg rock shard will do the same amount of damage as an 80kg shard.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[:WikiPedia:Catapult|WikiPedia article on Catapult]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farming&amp;diff=77429</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farming&amp;diff=77429"/>
		<updated>2013-01-20T14:17:12Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The '''farming''' [[skill]] covers cultivating [[field]]s, sowing seeds, tending the crops, and harvesting the produce. Crops can take several [[day]]s to grow, during which a farmer should farm the field [[tile]]s to remove weeds. This will improve the harvest. [[Quality]] and yield of the harvest increases when you have a high farming skill. Quality of the [[seed]] does not affect the growth time of the fields.&lt;br /&gt;
&lt;br /&gt;
The seeds needed to start farming can be found while [[botanizing]] on [[grass]] or [[steppe]] or from harvesting the crops. Harvested [[cotton]], [[strawberries]], [[pumpkin]], [[wemp plants|wemp]] and [[reed plants]] must be picked to recover seeds for replanting.&lt;br /&gt;
&lt;br /&gt;
Crops can be harvested at any time after the first growth level, but harvesting too early or too late results in zero return. When the farm is ready to harvest (ripe) the crop will look &amp;quot;ready&amp;quot;.  See the Images section from pictures of each crop to see how they look when ripe.&lt;br /&gt;
&lt;br /&gt;
Seeds can be sown on a dirt tile, grass tiles needs to be packed then cultivated. The [[maximum slope]] on which you can sow seeds is 8, where 8 = (highest north-south tile border's slope) + (highest east-west tile border's slope).  For example, the slope can be level EW and 8-steep NS. Or 4-steep EW and 4-steep NS, etc.  Attempting to sow seeds on a greater slope results in a message &amp;quot;The ground is not flat enough for crops to grow. You need to flatten it first&amp;quot;. Farm tiles function the same with a slope 8, flat or anything in between.&lt;br /&gt;
&lt;br /&gt;
Note: Above is not entirely correct, because it is possible to sow on a tile, that has 5-steep EW and 5 steep NS. It is possible the intention was to use [[diagonal slope]] formula to calculate this, but the implementation is bugged.&lt;br /&gt;
&lt;br /&gt;
The current minimum harvest yield is 2.&lt;br /&gt;
&lt;br /&gt;
== Examine details ==&lt;br /&gt;
&lt;br /&gt;
Anyone can verify if a field needs tending. &amp;quot;The crops grow steadily&amp;quot; means the field is in order, while &amp;quot;It could use a touch from the rake or some other farming tool&amp;quot; means it must be tidied with a [[rake]]. If the description mentions &amp;quot;rotting old weeds&amp;quot;, the field is overgrown and can no longer be harvested.&lt;br /&gt;
&lt;br /&gt;
Level 10 farmers can determine which type of crop is growing in a field, except at the lowest growth level (&amp;quot;freshly sown&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Level 15 farmers can mouse over a field and determine crop type, and whether or not the field is tended or untended (ie needs farming)up to one tile away.&lt;br /&gt;
&lt;br /&gt;
Level 20 farmers can determine the growth level of a field. The levels are, chronologically sorted:&lt;br /&gt;
&lt;br /&gt;
# You see a patch of freshly sown field.&lt;br /&gt;
# A few green blades pop out of the ground.&lt;br /&gt;
# Small sprouts with many blades grow here.&lt;br /&gt;
# The sprouts are growing, a bit above half their mature height.&lt;br /&gt;
# The field is almost at full height.&lt;br /&gt;
# '''The field is at full height and ready to harvest!'''&lt;br /&gt;
# '''The field is at full height and ready to harvest!''' (Used to be: The field is overaged, and some crop has been ruined.)&lt;br /&gt;
# (rotten old weeds, crops completely ruined)&lt;br /&gt;
&lt;br /&gt;
Level 30 farmers can determine Whether a tile needs tending/farming(up to two tiles away). You can now see if the field is ripe (up to one tile away).&lt;br /&gt;
&lt;br /&gt;
The stages displayed (in order) are:&lt;br /&gt;
# Freshly sown&lt;br /&gt;
# Sprouting&lt;br /&gt;
# Growing&lt;br /&gt;
# Halfway&lt;br /&gt;
# Almost ripe&lt;br /&gt;
# Ripe&lt;br /&gt;
# Only weeds&lt;br /&gt;
&lt;br /&gt;
Level 60 farmers can determine the number of items they will get after a harvest when they examine the field. It should be noted however, that the number it shows is not very accurate but more of a minimum, since luck and other factors change the final number (you should get a messageof the minimum you will harvest from the field when you examine it).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[Rake]] for farming&lt;br /&gt;
* [[Scythe]] for harvesting [[wheat]], [[barley]], [[oat]] and [[rye]]&lt;br /&gt;
* No tool is required when harvesting any of the other crops.&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
* [[Barley]]&lt;br /&gt;
* [[Corn]] - No skill gain until ~25.&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Garlic]]&lt;br /&gt;
* [[Kelp]]&lt;br /&gt;
* [[Oat]]&lt;br /&gt;
* [[Onion]]&lt;br /&gt;
* [[Potato]]&lt;br /&gt;
* [[Pumpkin]]&lt;br /&gt;
* [[Reed]]&lt;br /&gt;
* [[Rye]]&lt;br /&gt;
* [[Strawberry]]&lt;br /&gt;
* [[Wemp plants]]&lt;br /&gt;
* [[Wheat]]&lt;br /&gt;
&lt;br /&gt;
== Yields ==&lt;br /&gt;
the higher the skill the better chance of getting a higher yield at harvest(all levels were tested on cotton fields so it may differ on other crops)&lt;br /&gt;
* at 20 skill you will get a guaranteed 3&lt;br /&gt;
* at 23 skill you will get a chance at 4 (12/28/12 on pristine (cotton))&lt;br /&gt;
* at 40 skill you will get a guaranteed 4 (42 for wemp)&lt;br /&gt;
* at 60 skill you will get a guaranteed 6&lt;br /&gt;
&lt;br /&gt;
Tending your crops with a rake can also give you a slight skill boost when harvesting.  If you tend your crops twice during their growing cycle you get roughly a 5-6 point boost, so if you were harvesting a tended crop and have 54 skill you will get 6 yield.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Farmer at 50 skill&lt;br /&gt;
* Crofter at 70 skill&lt;br /&gt;
* Master Farmer at 90 skill&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
At the current time, reed still use the old look; it does not have an updated crop image.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center; style=&amp;quot;background-color:#474340;&amp;quot;&lt;br /&gt;
|+ Farms when ripe&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Barley :&lt;br /&gt;
! Corn :&lt;br /&gt;
! Cotton :&lt;br /&gt;
! Garlic :&lt;br /&gt;
! Oat :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Barley-harvest.png|200px]]&lt;br /&gt;
| [[Image:Corn-harvest.png|200px]]&lt;br /&gt;
| [[Image:Cotton-harvest.png|200px]]&lt;br /&gt;
| [[Image:Garlic-harvest.png|200px]]&lt;br /&gt;
| [[Image:Oat-harvest.png|200px]]&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Onion :&lt;br /&gt;
! Potato :&lt;br /&gt;
! Pumpkin :&lt;br /&gt;
! Reed :&lt;br /&gt;
! Rye :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Onion-harvest.png|200px]]&lt;br /&gt;
| [[Image:Potato-harvest.png|200px]]&lt;br /&gt;
| [[Image:Pumpkin-harvest.png|200px]]&lt;br /&gt;
| &amp;lt;!-- [[Image:Reed-harvest.png|200px]] --&amp;gt;  [[Image:Farm-harvest.png|200px]]&amp;lt;center&amp;gt;Uses old look&amp;lt;/center&amp;gt;&lt;br /&gt;
| [[Image:Rye-harvest.png|200px]]&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Strawberry :&lt;br /&gt;
! Wemp :&lt;br /&gt;
! Wheat :&lt;br /&gt;
!&lt;br /&gt;
! Old Look :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Strawberry-harvest.png|200px]]&lt;br /&gt;
| [[Image:Wemp-harvest.png|200px]]&lt;br /&gt;
| [[Image:Wheat-harvest.png|200px]]&lt;br /&gt;
|&lt;br /&gt;
| [[Image:Farm-harvest.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Click on image to see a larger view''&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Farming With Tritus]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Dairy farming]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Aldur&amp;diff=76280</id>
		<title>User:Aldur</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Aldur&amp;diff=76280"/>
		<updated>2012-12-17T06:45:23Z</updated>

		<summary type="html">&lt;p&gt;Aldur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Server''': Exodus&lt;br /&gt;
&lt;br /&gt;
'''Deeds''': Misthaven (x:15 y:19), Somewhere Nearby (x:18 y:18)&lt;br /&gt;
&lt;br /&gt;
'''Alliance''': [http://fnc.ucoz.net/ Freedom and Cheese] ([http://fnc.ucoz.net/forum/10-3-1 alliance map])&lt;br /&gt;
&lt;br /&gt;
'''Personal projects''':&amp;lt;br&amp;gt;&lt;br /&gt;
- Somewhere Nearby, deed for newcomers&amp;lt;br&amp;gt;&lt;br /&gt;
- Windows tool: [http://forum.wurmonline.com/index.php?/topic/68031-windows-tool-wurm-assistant-new-goodies-for-12-12-12/ Wurm Assistant]&lt;br /&gt;
&lt;br /&gt;
'''Contact''': [http://forum.wurmonline.com/index.php?/user/6302-aldur/ Wurm Official Forums profile]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guard_tower&amp;diff=75791</id>
		<title>Guard tower</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guard_tower&amp;diff=75791"/>
		<updated>2012-11-22T19:15:16Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Tower Orientation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Guard tower.png&lt;br /&gt;
|active=[[stone brick]]&lt;br /&gt;
|passive=[[clay]] (2.00kg)&lt;br /&gt;
|group=Decorations&lt;br /&gt;
|materials=* 500x [[stone brick]]&lt;br /&gt;
* 500x [[clay]] (1000.00 kg)&lt;br /&gt;
* 100x [[plank]]s&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=masonry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'' A high guard tower.''&lt;br /&gt;
&lt;br /&gt;
'''Guard tower''' is used for defensive purposes. It also increases [[kingdom]] influence, depending on the allegiance (loyalty to a particular kingdom) of the player who started building the tower. It also spawns [[tower guard]]s who are hostile to enemy kingdoms and aggressive animals. They do not However attack Enemy guards from the same town during a PMK switch over and not when called on each others (as they are all non-aggressive).&lt;br /&gt;
&lt;br /&gt;
== Creating ==&lt;br /&gt;
You cannot create a guard tower inside a building. Failing to start or continue, the material(s) used will be damaged.&lt;br /&gt;
&lt;br /&gt;
Guard towers take up one tile, but will overlap about half a tile in a 3x3 tile area around the central tile.&lt;br /&gt;
When attaching the last piece, try standing a bit diagonally, to place the tower more aligned to the tile.&lt;br /&gt;
&lt;br /&gt;
Do not build fences or a structure on the tile borders of the center tile of a guard tower.  Although the fence may build, it will eventually be destroyed.&lt;br /&gt;
&lt;br /&gt;
Guard towers must be situated at least 50 tiles apart. Towers may be built minimum 150 tiles from another kingdom, except 60 tiles if you are within your own kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: These Values are Currently Being Reconfirmed sue to PMK problems and Player feedback.&lt;br /&gt;
&lt;br /&gt;
===Tower Orientation===&lt;br /&gt;
A guard tower cannot be moved once completed so it is vital to be standing in the right position upon completion so it orients itself in the way the player desires. The position of an unfinished tower is not necessarily the position it will take upon completion.&lt;br /&gt;
&lt;br /&gt;
When finished, the door of the tower will be 45 degrees to the &amp;lt;del&amp;gt;left&amp;lt;/del&amp;gt; right of where the player is currently looking.&lt;br /&gt;
&lt;br /&gt;
'''For example:'''&lt;br /&gt;
&lt;br /&gt;
Suppose a player wants to build a guard tower on &amp;quot;E&amp;quot; that faces &amp;quot;H&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15pt&amp;quot; | A&lt;br /&gt;
| width=&amp;quot;15pt&amp;quot; | B&lt;br /&gt;
| width=&amp;quot;15pt&amp;quot; | C&lt;br /&gt;
|-&lt;br /&gt;
| D || E || F&lt;br /&gt;
|-&lt;br /&gt;
| G || H || I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The player should stand on &amp;quot;E&amp;quot; and face &amp;quot;G&amp;quot; while they're attaching the last piece of the guard tower. This will make the tower face &amp;quot;H&amp;quot; when completed.&lt;br /&gt;
&lt;br /&gt;
Sometimes a tower will jump to the tile the player is facing upon completion. &lt;br /&gt;
&lt;br /&gt;
To prevent this, the player should stand on the edge of &amp;quot;E&amp;quot; farthest from the tile they are facing to orient the tower. &lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
If the player is facing &amp;quot;D&amp;quot; to orient the tower to face &amp;quot;G&amp;quot; then they should be standing on &amp;quot;E&amp;quot; centered along the &amp;quot;E/F&amp;quot; border.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
If the player is facing &amp;quot;I&amp;quot; to place the tower so it faces &amp;quot;F&amp;quot; then the player should be standing on &amp;quot;E&amp;quot; in the &amp;quot;A/B/D/E&amp;quot; corner. &lt;br /&gt;
&lt;br /&gt;
[[Image:Freedomtower.png|thumb|right|A guard tower on the [[Freedom Isles]] up close.]]&lt;br /&gt;
&lt;br /&gt;
== Influence ==&lt;br /&gt;
A tower will create at least 60 tiles of kingdom influence, unless it is at the edge of opposing territory. There are also such things known as &amp;quot;hidden zones.&amp;quot; Hidden zones are areas that mysteriously increase the influence radius of an altar or tower by an unusual amount. Hidden zones are most commonly found on mountains or sometimes lakes. There are also hidden zones in places around the world, sometimes small, sometimes large. Hidden zones have been known to add up to an extra 20 tiles on a altar's presence and sometimes up to 100 tiles on a tower's influence.&lt;br /&gt;
&lt;br /&gt;
== Destroying ==&lt;br /&gt;
Guard towers can be destroyed with a weapon, such as a [[large maul]]. Catapults have no effect on towers. You may only destroy your own kingdom's towers if they are made by you or are located on your settlement.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
For each 10 QL of the tower, it will spawn 1 [[tower guard]], up to 5 guards. A [[rare]] guard tower will spawn 1 Extra [[tower guard]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Range and Response ==&lt;br /&gt;
&lt;br /&gt;
Tower guards attack players of an enemy kingdom automatically. They will not, however, automatically hunt other hostile creatures within their range, rather they will only do so when ordered to by a player. This can be done by saying either &amp;quot;help&amp;quot; or &amp;quot;guards!&amp;quot; in Local chat within range of a guard tower, after which the guards will attack your current target. They will also attack [[KoS]]ed player, if player enters a deed that is protected by a [[Spirit Templar]] (this works on PVP and PVE servers). Note that 2 Guards respond per turn but you can call more a 10 seconds later.&amp;lt;br/&amp;gt;&lt;br /&gt;
Guards will respond to help call if the creature is within range of the Guard tower not of the guards.&amp;lt;br/&amp;gt;&lt;br /&gt;
This Range is 20 to 25 tiles (more testing needed) but you don`t have to be close (worked at 80 tiles not 81 thus local).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Babel/G]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Slope&amp;diff=75195</id>
		<title>Slope</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Slope&amp;diff=75195"/>
		<updated>2012-09-28T12:43:20Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Slope''' is the angle/incline a [[tile]] is set at. Slope, usually expressed in dirts, can be determined by examining a [[tile border]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* With a [[shovel]] activated and enough [[digging]] skill, the slope of a tile border (or whether it is flat) will show by hovering the mouse over it.&lt;br /&gt;
* The more digging skill, the more tiles away the slope of tile borders will show by hovering the mouse over them.&lt;br /&gt;
* Maximum slope before starting to fall down is 23 or 24, but a [[player]] can get hurt walking down if the slope is over 20, depending on [[body strength]], how much the player is [[encumbrance|carrying]] or dragging, etc.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Digging]]&lt;br /&gt;
* [[Maximum slope]]&lt;br /&gt;
* [[Weight]]&lt;br /&gt;
* [[Diagonal slope]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;br /&gt;
[[Category:Misc]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farming&amp;diff=75194</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farming&amp;diff=75194"/>
		<updated>2012-09-28T12:42:16Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The '''farming''' [[skill]] covers cultivating [[field]]s, sowing seeds, tending the crops, and harvesting the produce. Crops can take several [[day]]s to grow, during which a farmer should farm the field [[tile]]s to remove weeds. This will improve the harvest. [[Quality]] and yield of the harvest increases when you have a high farming skill. Quality of the [[seed]] does not affect the growth time of the fields.&lt;br /&gt;
&lt;br /&gt;
The seeds needed to start farming can be found while [[botanizing]] on [[grass]] or [[steppe]] or from harvesting the crops. Harvested [[cotton]], [[strawberries]], [[pumpkin]], [[wemp plants|wemp]] and [[reed plants]] must be picked to recover seeds for replanting.&lt;br /&gt;
&lt;br /&gt;
Crops can be harvested at any time after the first growth level, but harvesting too early or too late results in zero return. When the farm is ready to harvest the top of it will turn yellow.&lt;br /&gt;
&lt;br /&gt;
The [[maximum slope]] on which you can sow seeds is 8, where 8 = (highest north-south tile border's slope) + (highest east-west tile border's slope).  For example, the slope can be level EW and 8-steep NS. Or 4-steep EW and 4-steep NS, etc.  Attempting to sow seeds on a greater slope results in a message &amp;quot;The ground is not flat enough for crops to grow. You need to flatten it first&amp;quot;. Farm tiles function the same with a slope 8, flat or anything in between.&lt;br /&gt;
&lt;br /&gt;
Note: Above is not entirely correct, game is using more complicated [[diagonal slope]] formula to calculate steepness for both diagonal directions of the tile. If that value is greater than 8, tile cannot be sown on. It also appears to be bugged. --[[User:Aldur|Aldur]] ([[User talk:Aldur|talk]]) 07:10, 28 September 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
The current minimum harvest yield is 2.&lt;br /&gt;
&lt;br /&gt;
== Examine details ==&lt;br /&gt;
&lt;br /&gt;
Anyone can verify if a field needs tending. &amp;quot;The crops grow steadily&amp;quot; means the field is in order, while &amp;quot;It could use a touch from the rake or some other farming tool&amp;quot; means it must be tidied with a [[rake]]. If the description mentions &amp;quot;rotting old weeds&amp;quot;, the field is overgrown and can no longer be harvested.&lt;br /&gt;
&lt;br /&gt;
Level 10 farmers can determine which type of crop is growing in a field, except at the lowest growth level (&amp;quot;freshly sown&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Level 15 farmers can mouse over a field and determine crop type, and whether or not the field is tended or untended (ie needs farming)&lt;br /&gt;
&lt;br /&gt;
Level 20 farmers can determine the growth level of a field. The levels are, chronologically sorted:&lt;br /&gt;
&lt;br /&gt;
# You see a patch of freshly sown field.&lt;br /&gt;
# A few green blades pop out of the ground.&lt;br /&gt;
# Small sprouts with many blades grow here.&lt;br /&gt;
# The sprouts are growing, a bit above half their mature height.&lt;br /&gt;
# The field is almost at full height.&lt;br /&gt;
# '''The field is at full height and ready to harvest!'''&lt;br /&gt;
# '''The field is at full height and ready to harvest!''' (Used to be: The field is overaged, and some crop has been ruined.)&lt;br /&gt;
# (rotten old weeds, crops completely ruined)&lt;br /&gt;
&lt;br /&gt;
Level 30 farmers can determine the growth status of nearby fields using the tool-tip when hovering over a tile. At even higher farming skill this tooltip shows at greater distances.&lt;br /&gt;
&lt;br /&gt;
The stages displayed (in order) are:&lt;br /&gt;
# Freshly sown&lt;br /&gt;
# Sprouting&lt;br /&gt;
# Growing&lt;br /&gt;
# Halfway&lt;br /&gt;
# Almost ripe&lt;br /&gt;
# Ripe&lt;br /&gt;
# Only weeds&lt;br /&gt;
&lt;br /&gt;
Level 60 farmers can determine the number of items they will get after a harvest when they examine the field. It should be noted however, that the number it shows is not very accurate but more of a minimum, since luck and other factors change the final number.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[Rake]] for farming&lt;br /&gt;
* [[Scythe]] for harvesting [[wheat]], [[barley]], [[oat]] and [[rye]]&lt;br /&gt;
* No tool is required when harvesting any of the other crops.&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
* [[Barley]]&lt;br /&gt;
* [[Corn]]&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Garlic]]&lt;br /&gt;
* [[Kelp]]&lt;br /&gt;
* [[Oat]]&lt;br /&gt;
* [[Onion]]&lt;br /&gt;
* [[Potato]]&lt;br /&gt;
* [[Pumpkin]]&lt;br /&gt;
* [[Reed]]&lt;br /&gt;
* [[Rye]]&lt;br /&gt;
* [[Strawberry]]&lt;br /&gt;
* [[Wemp plants]]&lt;br /&gt;
* [[Wheat]]&lt;br /&gt;
&lt;br /&gt;
== Yields ==&lt;br /&gt;
the higher the skill the better chance of getting a higher yield at harvest(all levels were tested on cotton fields so it may differ on other crops)&lt;br /&gt;
* at 20 skill you will get a guaranteed 3&lt;br /&gt;
* at 35 skill you will get a chance at 4&lt;br /&gt;
* at 40 skill you will get a guaranteed 4&lt;br /&gt;
* at 60 skill you will get a guaranteed 6&lt;br /&gt;
&lt;br /&gt;
Tending your crops with a rake can also give you a slight skill boost when harvesting.  If you tend your crops twice during their growing cycle you get roughly a 5-6 point boost, so if you were harvesting a tended crop and have 54 skill you will get 6 yield.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Farmer at 50 skill&lt;br /&gt;
* Crofter at 70 skill&lt;br /&gt;
* Master Farmer at 90 skill&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
At the current time, reed still use the old look; it does not have an updated crop image.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center; style=&amp;quot;background-color:#474340;&amp;quot;&lt;br /&gt;
|+ Farms when ripe&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Barley :&lt;br /&gt;
! Corn :&lt;br /&gt;
! Cotton :&lt;br /&gt;
! Garlic :&lt;br /&gt;
! Oat :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Barley-harvest.png|200px]]&lt;br /&gt;
| [[Image:Corn-harvest.png|200px]]&lt;br /&gt;
| [[Image:Cotton-harvest.png|200px]]&lt;br /&gt;
| [[Image:Garlic-harvest.png|200px]]&lt;br /&gt;
| [[Image:Oat-harvest.png|200px]]&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Onion :&lt;br /&gt;
! Potato :&lt;br /&gt;
! Pumpkin :&lt;br /&gt;
! Reed :&lt;br /&gt;
! Rye :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Onion-harvest.png|200px]]&lt;br /&gt;
| [[Image:Potato-harvest.png|200px]]&lt;br /&gt;
| [[Image:Pumpkin-harvest.png|200px]]&lt;br /&gt;
| &amp;lt;!-- [[Image:Reed-harvest.png|200px]] --&amp;gt;  [[Image:Farm-harvest.png|200px]]&amp;lt;center&amp;gt;Uses old look&amp;lt;/center&amp;gt;&lt;br /&gt;
| [[Image:Rye-harvest.png|200px]]&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Strawberry :&lt;br /&gt;
! Wemp :&lt;br /&gt;
! Wheat :&lt;br /&gt;
!&lt;br /&gt;
! Old Look :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Strawberry-harvest.png|200px]]&lt;br /&gt;
| [[Image:Wemp-harvest.png|200px]]&lt;br /&gt;
| [[Image:Wheat-harvest.png|200px]]&lt;br /&gt;
|&lt;br /&gt;
| [[Image:Farm-harvest.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Click on image to see a larger view''&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Farming With Tritus]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Dairy farming]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farming&amp;diff=75193</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farming&amp;diff=75193"/>
		<updated>2012-09-28T12:38:55Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The '''farming''' [[skill]] covers cultivating [[field]]s, sowing seeds, tending the crops, and harvesting the produce. Crops can take several [[day]]s to grow, during which a farmer should farm the field [[tile]]s to remove weeds. This will improve the harvest. [[Quality]] and yield of the harvest increases when you have a high farming skill. Quality of the [[seed]] does not affect the growth time of the fields.&lt;br /&gt;
&lt;br /&gt;
The seeds needed to start farming can be found while [[botanizing]] on [[grass]] or [[steppe]] or from harvesting the crops. Harvested [[cotton]], [[strawberries]], [[pumpkin]], [[wemp plants|wemp]] and [[reed plants]] must be picked to recover seeds for replanting.&lt;br /&gt;
&lt;br /&gt;
Crops can be harvested at any time after the first growth level, but harvesting too early or too late results in zero return. When the farm is ready to harvest the top of it will turn yellow.&lt;br /&gt;
&lt;br /&gt;
The [[maximum slope]] on which you can sow seeds is 8, where 8 = (highest north-south tile border's slope) + (highest east-west tile border's slope).  For example, the slope can be level EW and 8-steep NS. Or 4-steep EW and 4-steep NS, etc.  Attempting to sow seeds on a greater slope results in a message &amp;quot;The ground is not flat enough for crops to grow. You need to flatten it first&amp;quot;. Farm tiles function the same with a slope 8, flat or anything in between.&lt;br /&gt;
&lt;br /&gt;
Note: Above is not entirely correct, game is using more complicated [[diagonal slope]] formula to calculate steepness for both diagonal directions of the tile. If that steepness is greater than 8, tile cannot be sown on. It also appears to be bugged/oddly implemented, probably ignoring direction of slopes. --[[User:Aldur|Aldur]] ([[User talk:Aldur|talk]]) 07:10, 28 September 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
The current minimum harvest yield is 2.&lt;br /&gt;
&lt;br /&gt;
== Examine details ==&lt;br /&gt;
&lt;br /&gt;
Anyone can verify if a field needs tending. &amp;quot;The crops grow steadily&amp;quot; means the field is in order, while &amp;quot;It could use a touch from the rake or some other farming tool&amp;quot; means it must be tidied with a [[rake]]. If the description mentions &amp;quot;rotting old weeds&amp;quot;, the field is overgrown and can no longer be harvested.&lt;br /&gt;
&lt;br /&gt;
Level 10 farmers can determine which type of crop is growing in a field, except at the lowest growth level (&amp;quot;freshly sown&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Level 15 farmers can mouse over a field and determine crop type, and whether or not the field is tended or untended (ie needs farming)&lt;br /&gt;
&lt;br /&gt;
Level 20 farmers can determine the growth level of a field. The levels are, chronologically sorted:&lt;br /&gt;
&lt;br /&gt;
# You see a patch of freshly sown field.&lt;br /&gt;
# A few green blades pop out of the ground.&lt;br /&gt;
# Small sprouts with many blades grow here.&lt;br /&gt;
# The sprouts are growing, a bit above half their mature height.&lt;br /&gt;
# The field is almost at full height.&lt;br /&gt;
# '''The field is at full height and ready to harvest!'''&lt;br /&gt;
# '''The field is at full height and ready to harvest!''' (Used to be: The field is overaged, and some crop has been ruined.)&lt;br /&gt;
# (rotten old weeds, crops completely ruined)&lt;br /&gt;
&lt;br /&gt;
Level 30 farmers can determine the growth status of nearby fields using the tool-tip when hovering over a tile. At even higher farming skill this tooltip shows at greater distances.&lt;br /&gt;
&lt;br /&gt;
The stages displayed (in order) are:&lt;br /&gt;
# Freshly sown&lt;br /&gt;
# Sprouting&lt;br /&gt;
# Growing&lt;br /&gt;
# Halfway&lt;br /&gt;
# Almost ripe&lt;br /&gt;
# Ripe&lt;br /&gt;
# Only weeds&lt;br /&gt;
&lt;br /&gt;
Level 60 farmers can determine the number of items they will get after a harvest when they examine the field. It should be noted however, that the number it shows is not very accurate but more of a minimum, since luck and other factors change the final number.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[Rake]] for farming&lt;br /&gt;
* [[Scythe]] for harvesting [[wheat]], [[barley]], [[oat]] and [[rye]]&lt;br /&gt;
* No tool is required when harvesting any of the other crops.&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
* [[Barley]]&lt;br /&gt;
* [[Corn]]&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Garlic]]&lt;br /&gt;
* [[Kelp]]&lt;br /&gt;
* [[Oat]]&lt;br /&gt;
* [[Onion]]&lt;br /&gt;
* [[Potato]]&lt;br /&gt;
* [[Pumpkin]]&lt;br /&gt;
* [[Reed]]&lt;br /&gt;
* [[Rye]]&lt;br /&gt;
* [[Strawberry]]&lt;br /&gt;
* [[Wemp plants]]&lt;br /&gt;
* [[Wheat]]&lt;br /&gt;
&lt;br /&gt;
== Yields ==&lt;br /&gt;
the higher the skill the better chance of getting a higher yield at harvest(all levels were tested on cotton fields so it may differ on other crops)&lt;br /&gt;
* at 20 skill you will get a guaranteed 3&lt;br /&gt;
* at 35 skill you will get a chance at 4&lt;br /&gt;
* at 40 skill you will get a guaranteed 4&lt;br /&gt;
* at 60 skill you will get a guaranteed 6&lt;br /&gt;
&lt;br /&gt;
Tending your crops with a rake can also give you a slight skill boost when harvesting.  If you tend your crops twice during their growing cycle you get roughly a 5-6 point boost, so if you were harvesting a tended crop and have 54 skill you will get 6 yield.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Farmer at 50 skill&lt;br /&gt;
* Crofter at 70 skill&lt;br /&gt;
* Master Farmer at 90 skill&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
At the current time, reed still use the old look; it does not have an updated crop image.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center; style=&amp;quot;background-color:#474340;&amp;quot;&lt;br /&gt;
|+ Farms when ripe&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Barley :&lt;br /&gt;
! Corn :&lt;br /&gt;
! Cotton :&lt;br /&gt;
! Garlic :&lt;br /&gt;
! Oat :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Barley-harvest.png|200px]]&lt;br /&gt;
| [[Image:Corn-harvest.png|200px]]&lt;br /&gt;
| [[Image:Cotton-harvest.png|200px]]&lt;br /&gt;
| [[Image:Garlic-harvest.png|200px]]&lt;br /&gt;
| [[Image:Oat-harvest.png|200px]]&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Onion :&lt;br /&gt;
! Potato :&lt;br /&gt;
! Pumpkin :&lt;br /&gt;
! Reed :&lt;br /&gt;
! Rye :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Onion-harvest.png|200px]]&lt;br /&gt;
| [[Image:Potato-harvest.png|200px]]&lt;br /&gt;
| [[Image:Pumpkin-harvest.png|200px]]&lt;br /&gt;
| &amp;lt;!-- [[Image:Reed-harvest.png|200px]] --&amp;gt;  [[Image:Farm-harvest.png|200px]]&amp;lt;center&amp;gt;Uses old look&amp;lt;/center&amp;gt;&lt;br /&gt;
| [[Image:Rye-harvest.png|200px]]&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Strawberry :&lt;br /&gt;
! Wemp :&lt;br /&gt;
! Wheat :&lt;br /&gt;
!&lt;br /&gt;
! Old Look :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Strawberry-harvest.png|200px]]&lt;br /&gt;
| [[Image:Wemp-harvest.png|200px]]&lt;br /&gt;
| [[Image:Wheat-harvest.png|200px]]&lt;br /&gt;
|&lt;br /&gt;
| [[Image:Farm-harvest.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Click on image to see a larger view''&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Farming With Tritus]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Dairy farming]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Diagonal_slope&amp;diff=75192</id>
		<title>Diagonal slope</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Diagonal_slope&amp;diff=75192"/>
		<updated>2012-09-28T12:37:46Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Diagonal slope''' is the height difference between 2 opposite corners of the tile. It is a hidden value used to calculate if tile can be passed by a cart, sown on or if the pavement tile corner can be lowered. It is also used in formula that determines player move speed and gravity effects (such as falling off slopes).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This formula seems to be implemented differently (or is bugged) for check if tile can be sown on.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Slope]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Diagonal_slope&amp;diff=75191</id>
		<title>Diagonal slope</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Diagonal_slope&amp;diff=75191"/>
		<updated>2012-09-28T12:37:13Z</updated>

		<summary type="html">&lt;p&gt;Aldur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Diagonal slope''' is the height difference between 2 opposite corners of the tile. It is a hidden value used to calculate if tile can be passed by a cart, sown on or if the pavement tile corner can be lowered. It is also used in formula that determines player move speed and gravity effects (such as falling off slopes).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This formula seems to be implemented differently (or is bugged) for check if tile can be sown on.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Slope]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Diagonal_slope&amp;diff=75190</id>
		<title>Diagonal slope</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Diagonal_slope&amp;diff=75190"/>
		<updated>2012-09-28T12:31:27Z</updated>

		<summary type="html">&lt;p&gt;Aldur: Created page with &amp;quot;'''Diagonal slope''' is the height difference between 2 opposite corners of the tile. It is a hidden value used to calculate if tile can be passed by a cart, sown on or if the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Diagonal slope''' is the height difference between 2 opposite corners of the tile. It is a hidden value used to calculate if tile can be passed by a cart, sown on or if the pavement tile corner can be lowered. It is also used in formula that determines player move speed and gravity effects (such as falling off slopes).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Slope]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farming&amp;diff=75189</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farming&amp;diff=75189"/>
		<updated>2012-09-28T12:10:46Z</updated>

		<summary type="html">&lt;p&gt;Aldur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The '''farming''' [[skill]] covers cultivating [[field]]s, sowing seeds, tending the crops, and harvesting the produce. Crops can take several [[day]]s to grow, during which a farmer should farm the field [[tile]]s to remove weeds. This will improve the harvest. [[Quality]] and yield of the harvest increases when you have a high farming skill. Quality of the [[seed]] does not affect the growth time of the fields.&lt;br /&gt;
&lt;br /&gt;
The seeds needed to start farming can be found while [[botanizing]] on [[grass]] or [[steppe]] or from harvesting the crops. Harvested [[cotton]], [[strawberries]], [[pumpkin]], [[wemp plants|wemp]] and [[reed plants]] must be picked to recover seeds for replanting.&lt;br /&gt;
&lt;br /&gt;
Crops can be harvested at any time after the first growth level, but harvesting too early or too late results in zero return. When the farm is ready to harvest the top of it will turn yellow.&lt;br /&gt;
&lt;br /&gt;
The [[maximum slope]] on which you can sow seeds is 8, where 8 = (highest north-south tile border's slope) + (highest east-west tile border's slope).  For example, the slope can be level EW and 8-steep NS. Or 4-steep EW and 4-steep NS, etc.  Attempting to sow seeds on a greater slope results in a message &amp;quot;The ground is not flat enough for crops to grow. You need to flatten it first&amp;quot;. Farm tiles function the same with a slope 8, flat or anything in between.&lt;br /&gt;
&lt;br /&gt;
Note: Above is not entirely correct, game is using more complicated [[diagonal slope]] formula to calculate steepness for both diagonal directions of the tile. If that steepness is greater than 8, tile cannot be sown on. --[[User:Aldur|Aldur]] ([[User talk:Aldur|talk]]) 07:10, 28 September 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
The current minimum harvest yield is 2.&lt;br /&gt;
&lt;br /&gt;
== Examine details ==&lt;br /&gt;
&lt;br /&gt;
Anyone can verify if a field needs tending. &amp;quot;The crops grow steadily&amp;quot; means the field is in order, while &amp;quot;It could use a touch from the rake or some other farming tool&amp;quot; means it must be tidied with a [[rake]]. If the description mentions &amp;quot;rotting old weeds&amp;quot;, the field is overgrown and can no longer be harvested.&lt;br /&gt;
&lt;br /&gt;
Level 10 farmers can determine which type of crop is growing in a field, except at the lowest growth level (&amp;quot;freshly sown&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Level 15 farmers can mouse over a field and determine crop type, and whether or not the field is tended or untended (ie needs farming)&lt;br /&gt;
&lt;br /&gt;
Level 20 farmers can determine the growth level of a field. The levels are, chronologically sorted:&lt;br /&gt;
&lt;br /&gt;
# You see a patch of freshly sown field.&lt;br /&gt;
# A few green blades pop out of the ground.&lt;br /&gt;
# Small sprouts with many blades grow here.&lt;br /&gt;
# The sprouts are growing, a bit above half their mature height.&lt;br /&gt;
# The field is almost at full height.&lt;br /&gt;
# '''The field is at full height and ready to harvest!'''&lt;br /&gt;
# '''The field is at full height and ready to harvest!''' (Used to be: The field is overaged, and some crop has been ruined.)&lt;br /&gt;
# (rotten old weeds, crops completely ruined)&lt;br /&gt;
&lt;br /&gt;
Level 30 farmers can determine the growth status of nearby fields using the tool-tip when hovering over a tile. At even higher farming skill this tooltip shows at greater distances.&lt;br /&gt;
&lt;br /&gt;
The stages displayed (in order) are:&lt;br /&gt;
# Freshly sown&lt;br /&gt;
# Sprouting&lt;br /&gt;
# Growing&lt;br /&gt;
# Halfway&lt;br /&gt;
# Almost ripe&lt;br /&gt;
# Ripe&lt;br /&gt;
# Only weeds&lt;br /&gt;
&lt;br /&gt;
Level 60 farmers can determine the number of items they will get after a harvest when they examine the field. It should be noted however, that the number it shows is not very accurate but more of a minimum, since luck and other factors change the final number.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[Rake]] for farming&lt;br /&gt;
* [[Scythe]] for harvesting [[wheat]], [[barley]], [[oat]] and [[rye]]&lt;br /&gt;
* No tool is required when harvesting any of the other crops.&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
* [[Barley]]&lt;br /&gt;
* [[Corn]]&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Garlic]]&lt;br /&gt;
* [[Kelp]]&lt;br /&gt;
* [[Oat]]&lt;br /&gt;
* [[Onion]]&lt;br /&gt;
* [[Potato]]&lt;br /&gt;
* [[Pumpkin]]&lt;br /&gt;
* [[Reed]]&lt;br /&gt;
* [[Rye]]&lt;br /&gt;
* [[Strawberry]]&lt;br /&gt;
* [[Wemp plants]]&lt;br /&gt;
* [[Wheat]]&lt;br /&gt;
&lt;br /&gt;
== Yields ==&lt;br /&gt;
the higher the skill the better chance of getting a higher yield at harvest(all levels were tested on cotton fields so it may differ on other crops)&lt;br /&gt;
* at 20 skill you will get a guaranteed 3&lt;br /&gt;
* at 35 skill you will get a chance at 4&lt;br /&gt;
* at 40 skill you will get a guaranteed 4&lt;br /&gt;
* at 60 skill you will get a guaranteed 6&lt;br /&gt;
&lt;br /&gt;
Tending your crops with a rake can also give you a slight skill boost when harvesting.  If you tend your crops twice during their growing cycle you get roughly a 5-6 point boost, so if you were harvesting a tended crop and have 54 skill you will get 6 yield.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Farmer at 50 skill&lt;br /&gt;
* Crofter at 70 skill&lt;br /&gt;
* Master Farmer at 90 skill&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
At the current time, reed still use the old look; it does not have an updated crop image.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center; style=&amp;quot;background-color:#474340;&amp;quot;&lt;br /&gt;
|+ Farms when ripe&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Barley :&lt;br /&gt;
! Corn :&lt;br /&gt;
! Cotton :&lt;br /&gt;
! Garlic :&lt;br /&gt;
! Oat :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Barley-harvest.png|200px]]&lt;br /&gt;
| [[Image:Corn-harvest.png|200px]]&lt;br /&gt;
| [[Image:Cotton-harvest.png|200px]]&lt;br /&gt;
| [[Image:Garlic-harvest.png|200px]]&lt;br /&gt;
| [[Image:Oat-harvest.png|200px]]&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Onion :&lt;br /&gt;
! Potato :&lt;br /&gt;
! Pumpkin :&lt;br /&gt;
! Reed :&lt;br /&gt;
! Rye :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Onion-harvest.png|200px]]&lt;br /&gt;
| [[Image:Potato-harvest.png|200px]]&lt;br /&gt;
| [[Image:Pumpkin-harvest.png|200px]]&lt;br /&gt;
| &amp;lt;!-- [[Image:Reed-harvest.png|200px]] --&amp;gt;  [[Image:Farm-harvest.png|200px]]&amp;lt;center&amp;gt;Uses old look&amp;lt;/center&amp;gt;&lt;br /&gt;
| [[Image:Rye-harvest.png|200px]]&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! Strawberry :&lt;br /&gt;
! Wemp :&lt;br /&gt;
! Wheat :&lt;br /&gt;
!&lt;br /&gt;
! Old Look :&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Strawberry-harvest.png|200px]]&lt;br /&gt;
| [[Image:Wemp-harvest.png|200px]]&lt;br /&gt;
| [[Image:Wheat-harvest.png|200px]]&lt;br /&gt;
|&lt;br /&gt;
| [[Image:Farm-harvest.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Click on image to see a larger view''&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Farming With Tritus]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Dairy farming]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Aldur&amp;diff=75188</id>
		<title>User:Aldur</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Aldur&amp;diff=75188"/>
		<updated>2012-09-28T11:41:59Z</updated>

		<summary type="html">&lt;p&gt;Aldur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exodus, Misthaven (x:15 y:19)&lt;br /&gt;
&lt;br /&gt;
Part of Freedom and Cheese Alliance&lt;br /&gt;
&lt;br /&gt;
contact: mailto:wurmaldur@gmail.com&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Hedges&amp;diff=73688</id>
		<title>Hedges</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Hedges&amp;diff=73688"/>
		<updated>2012-07-05T18:33:43Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Hedge Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Forestry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{indev}}&lt;br /&gt;
&lt;br /&gt;
{{itemM&lt;br /&gt;
|name=Hedge&lt;br /&gt;
|image=Hedge.jpg&lt;br /&gt;
|active=[[Sprout]]&lt;br /&gt;
|passive=[[Tile Border]]&lt;br /&gt;
|groupM=Plant&lt;br /&gt;
|materials=*4x [[Sprout]]&lt;br /&gt;
|result=*'''Hedge'''&lt;br /&gt;
|skill=Forestry&lt;br /&gt;
|note=All sprouts will be consumed in one action}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A natural fence made from planting sprouts. The lowest height of hedge does not block movement.&lt;br /&gt;
&lt;br /&gt;
It appears that different hedges will grow to different possible heights. Lavender stays at the lowest height.&lt;br /&gt;
&lt;br /&gt;
== Hedge Materials ==&lt;br /&gt;
Confirmed types of hedge are: [[Camellia]], [[Lavender]], [[Maple]], [[Rose]], [[Cedar]], [[Oleander]], [[Thorn]]&lt;br /&gt;
&lt;br /&gt;
Types that are not available are: Apple, Birch, Cherry, Grape, Lemon, Oak, Olive, Pine, Willow&lt;br /&gt;
&lt;br /&gt;
== Creating ==&lt;br /&gt;
A total of 5 sprouts of the same type are needed to plant a hedge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Fences]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Rosemary&amp;diff=73682</id>
		<title>Rosemary</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Rosemary&amp;diff=73682"/>
		<updated>2012-07-05T17:06:59Z</updated>

		<summary type="html">&lt;p&gt;Aldur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Botanizing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''A herb with twig-like stems and small white flowers, as well as a very nice scent.''&lt;br /&gt;
&lt;br /&gt;
A [[botanizing|botanized]] herb used in [[cooking]] [[stew]]s, [[soup]]s, and [[casserole]]s. Place in a [[pottery bowl]] with a nut or berry item to create a casserole. It can be eaten by itself to fill a tiny amount of the hunger bar. &lt;br /&gt;
&lt;br /&gt;
Also a very powerful (Potency 4) ingredient for a [[healing cover]], in which form it is of more worth than a cooking herb.&lt;br /&gt;
&lt;br /&gt;
[[Category:Botanized items]]&lt;br /&gt;
[[Category:Cooking items]]&lt;br /&gt;
[[Category:Natural substances items]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Sprout&amp;diff=73676</id>
		<title>Sprout</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Sprout&amp;diff=73676"/>
		<updated>2012-07-05T08:51:32Z</updated>

		<summary type="html">&lt;p&gt;Aldur: added Notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB| Main]] / [[:Category:Skills|Skills]] / [[Forestry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[file:Sprout.png]]&lt;br /&gt;
== Description ==&lt;br /&gt;
''A delicate tree sprout with a few tender leaves.''&lt;br /&gt;
&lt;br /&gt;
A [[tree]] or a bush sprout, picked from one.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
* To pick a sprout: Activate a [[sickle]], right-click a tree or bush and select 'Pick sprout'.&lt;br /&gt;
&lt;br /&gt;
Only mature to very old trees form sprouts. Note that not all trees have sprouts even then (e.g. if somebody has already picked it), so you might need to check several to have the option. The option to pick a sprout refreshes periodically, every couple of weeks, or sometimes at server restarts.&lt;br /&gt;
&lt;br /&gt;
* To [[Gardening|plant]] a sprout: Activate the sprout and select 'Plant' on a dirt tile or 'Nature'-&amp;gt;'Plant' on a grass tile. &lt;br /&gt;
&lt;br /&gt;
The amount of [[damage]] on a sprout affects the chance of successfully planting it. &lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
# Planting new trees.&lt;br /&gt;
# Making a [[fruit press]].&lt;br /&gt;
# Making a [[cheese drill]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Sprout quality does not determine tree quality.&lt;br /&gt;
&lt;br /&gt;
== Skills used== &lt;br /&gt;
:*[[Forestry]] (picking sprouts)&lt;br /&gt;
:*[[Gardening]] (planting sprouts)&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Tree&amp;diff=73675</id>
		<title>Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Tree&amp;diff=73675"/>
		<updated>2012-07-05T08:47:34Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Trees and Direction! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trees and Direction! ==&lt;br /&gt;
&lt;br /&gt;
After chopping a Tree Down, It appears they all fall in the same direction..&lt;br /&gt;
This is true!&lt;br /&gt;
All Logs Point North - South, but which end is which??&lt;br /&gt;
&lt;br /&gt;
Felled Trees will tell you the Answer,&lt;br /&gt;
&lt;br /&gt;
EDIT:&lt;br /&gt;
After More Recent Studdies on Tree Compasses,&lt;br /&gt;
It shows that Trees fall to the Center of the Map..&lt;br /&gt;
&lt;br /&gt;
New Town&lt;br /&gt;
&lt;br /&gt;
When a tree falls it is a GENERAL Location not Exact, so chop a few and decide.&lt;br /&gt;
Happy Travels and Enjoy!&lt;br /&gt;
-Galverix 'Wanderer'&lt;br /&gt;
&lt;br /&gt;
Trees now fall in any direction. Just look at [http://wurmonline.com/forum/index.php?action=gallery;sa=view;id=643].&lt;br /&gt;
[[User:Arvid|Arvid]] 04:13, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I believe that you can still tell direction with trees.  some portion of the felled tree will always overlap the northwest corner of the tile the tree occupied.  If less than a felled tree results, then the resulting log or wood scrap will appear on the northwest corner of the tile the tree occupied.  If anyone else can verify this, please add it to the article. [[User:Arcas|Arcas]] 02:48, 30 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It's much easier to just use planets and sun for that, don't encourage deforestation. :)&lt;br /&gt;
&lt;br /&gt;
==Overaged Trees==&lt;br /&gt;
&lt;br /&gt;
From my experience, overaged trees DO give more wood. It seems to be of a lesser QL though. Needs more testing/input from others. - battlepants&lt;br /&gt;
&lt;br /&gt;
Yes, they do give more wood. I can get maximum ql from all ages and types of trees, though it's possible the age affects the difficulty. - [[User:Thorgot|thorgot]] 08:50, 28 February 2010 (UTC)&lt;br /&gt;
:I like to confirm this. Grinding woodcutting on overaged fruit trees netted me more skillgain then cutting very old trees in the same amount of time. Overaged trees take maybe 60% the damage from a hit than very old trees. [[User:KaiH|KaiH]] 09:19, 28 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tree&amp;diff=73674</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tree&amp;diff=73674"/>
		<updated>2012-07-05T08:45:17Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
There are tiles in Wurm where a tree or bush grows. Trees can be cut down and chopped up by using a [[hatchet]]. This uses the [[woodcutting]] skill. You can also use a myriad of other tools for cutting a tree down, but this will be far less effective. The amount of [[wood]] produced depends on the age of the tree and the type of tree. See [[woodcutting]] for more information on cutting down trees. &lt;br /&gt;
&lt;br /&gt;
Trees can be categorised in 3 types: lumber trees, fruit trees, and bushes. Fruit trees will produce extremely little wood when cut down, and bushes produce no wood, but these two types can be harvested while they are in their harvest [[season]].&lt;br /&gt;
&lt;br /&gt;
[[Sprouts]] can be picked from a tree by using a [[sickle]] on it. This uses the [[forestry]] skill. These sprouts can then be used to plant new trees. Planting a sprout uses the [[gardening]] skill. Removing the sprout from a tree reduces the age of the tree slightly. &lt;br /&gt;
&lt;br /&gt;
Very old trees with sprouts and overaged trees can be pruned with a sickle. This reduces their age and delays the 'old and shriveled' stage.&lt;br /&gt;
&lt;br /&gt;
==Tree Types==&lt;br /&gt;
===Lumber Trees===&lt;br /&gt;
Lumber trees give large amounts of [[wood]] when chopped at an old age. Most types of wood also have special properties.&lt;br /&gt;
&lt;br /&gt;
* [[Birch]] - Less wood is needed to reach the maximum burntime of a fire.&lt;br /&gt;
* [[Cedar]] - Items made out of cedar decay slower. Arrows made out of cedar are easier to improve. Cedar [[charcoal pile]]s will burn longer but produce less [[charcoal]].&lt;br /&gt;
* [[Maple]] - Maple trees is a lumber tree that can be harvested for [[maple sap]] with a container (such as a [[bucket]]) while it's in [[season]]. Arrows made out of maple take less damage. &lt;br /&gt;
* [[Oak]] - Rare tree. Oak tools take less damage when used. An oak will kill other trees within 2 tiles. Oak [[charcoal pile]]s will burn longer and produce more [[charcoal]]&lt;br /&gt;
* [[Pine]] - Pinewood has no special properties, but pines are abundant and grow fast.&lt;br /&gt;
* [[Willow]] - Rare tree. Willow wood is good for [[bow]]s and [[fishing rod]]s. A willow will kill other trees within 2 tiles.&lt;br /&gt;
&lt;br /&gt;
===Fruit Trees===&lt;br /&gt;
[[Fruit]] trees have fruits which can be harvested during harvest season, but they give very little wood. They are also notorious for spreading incredibly fast and removing potential growth locations for other trees with more utility.&lt;br /&gt;
&lt;br /&gt;
* [[Apple]] - apples&lt;br /&gt;
* [[Cherry]] - cherries&lt;br /&gt;
* [[Lemon]] - lemons&lt;br /&gt;
* [[Olive]] - olives&lt;br /&gt;
&lt;br /&gt;
===Bushes===&lt;br /&gt;
Bushes don't give any wood at all when chopped down. Like fruit trees, they can also be harvested.&lt;br /&gt;
&lt;br /&gt;
* [[Camellia]] - camellia&lt;br /&gt;
* [[Grape]] - grapes&lt;br /&gt;
* [[Lavender]] - lavender&lt;br /&gt;
* [[Oleander]] - oleander&lt;br /&gt;
* [[Rose]] - rose petals&lt;br /&gt;
* [[Thorn]] - not harvestable, dangerous&lt;br /&gt;
&lt;br /&gt;
==Tree/Bush Ages==&lt;br /&gt;
* '''Young''' &lt;br /&gt;
** Not harvestable &lt;br /&gt;
** Lumber Trees yield one 1.60, 3.20 or 4.80 kg [[log]]; Fruit trees and very young lumber trees yield a [[wood scrap]]&lt;br /&gt;
* '''Mature'''&lt;br /&gt;
** Harvestable &lt;br /&gt;
** Lumber trees yield one 11.20 kg log; Fruit trees yield one 2.00 kg or 2.40 kg log&lt;br /&gt;
** Will produce sprouts&lt;br /&gt;
* '''Old'''&lt;br /&gt;
** Harvestable&lt;br /&gt;
** Lumber Trees yield a fallen tree, weights: 106,67kg, 120kg (with sprout), 133.33kg or 146.67kg (with sprout); Fruit trees yield one 3.20 kg, 3.60 kg (with a sprout) or 4.00 kg log&lt;br /&gt;
** Will produce sprouts&lt;br /&gt;
* '''Very Old''' &lt;br /&gt;
** Harvestable&lt;br /&gt;
** Lumber Trees yield a fallen tree with a weight of 160.00 kg if they do not have a sprout, 173,33 kg if they do; Fruit trees yield one 4.80 kg or 5.20 kg (with a sprout) log&lt;br /&gt;
** Can be pruned back to the beginning stages of very old when they are close to growing to the next level of overaged&lt;br /&gt;
** Will produce sprouts&lt;br /&gt;
* '''Overaged'''&lt;br /&gt;
** Not harvestable&lt;br /&gt;
** Lumber Trees yield a fallen tree with a weight of 186.67 kg; Fruit trees yield one 5.60 kg log&lt;br /&gt;
** Can be pruned back to the beginning stages of very old (so that they can be harvested if in season)&lt;br /&gt;
* '''Old and Shriveled'''&lt;br /&gt;
** Not harvestable &lt;br /&gt;
** Lumber Trees yield one 4.80 kg log; Fruit trees yield a woodscrap&lt;br /&gt;
** Will replant itself after it dies.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Trees generally take several real weeks to grow to &amp;quot;old&amp;quot;, &amp;quot;very old&amp;quot; or &amp;quot;overaged&amp;quot;, which are the prime types for cutting. Oak is known to take several months to reach old age.&lt;br /&gt;
* Trees infected by [[mycelium]] do not produce fruit.&lt;br /&gt;
* Sprout quality does not determine tree quality.&lt;br /&gt;
&lt;br /&gt;
==See Also ==&lt;br /&gt;
* [[Enchanted tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[category:trees|Trees]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mine_door_(wood)&amp;diff=73659</id>
		<title>Mine door (wood)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mine_door_(wood)&amp;diff=73659"/>
		<updated>2012-07-04T19:42:30Z</updated>

		<summary type="html">&lt;p&gt;Aldur: Undo revision 73658 by Aldur (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Wooden mine door&lt;br /&gt;
|image=Wooden mine door.png&lt;br /&gt;
|active=[[plank]]&lt;br /&gt;
|passive=[[large nails]]&lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=* 20x [[plank]] &lt;br /&gt;
* 1x [[large nails]]&lt;br /&gt;
* 1x [[door lock]]&lt;br /&gt;
|result=1 '''{{PAGENAME}}''' (42.00 kg)&lt;br /&gt;
|skill=carpentry}}&lt;br /&gt;
&lt;br /&gt;
A '''wood mine door''' is a [[carpentry item]] used to limit access to a [[mine]].&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
* Activate the mine door, right-click a mine [[tile border]], and select ''build door''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Plank [[QL]] affects the chance of success while constructing.&lt;br /&gt;
* Right-click on the door to manage the permissions.&lt;br /&gt;
* Decays over time (loses Strength and disappears when it drops to 0).&lt;br /&gt;
* Unlike the [[rock mine door]], a wooden mine door can be improved with a [[plank]] after it is placed. Any quality plank can be used, but stronger doors will benefit less from low quality planks.&lt;br /&gt;
* A wooden mine door is the only mine door usable on [[Golden Valley (server)|Golden Valley]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Mine door (rock)]]&lt;br /&gt;
* [[Mine door (gold)]]&lt;br /&gt;
* [[Mine door (silver)]]&lt;br /&gt;
* [[Mine door (steel)]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:Mine_door_(wood).png]]&lt;br /&gt;
[[Image:Mine door item(wood).png]]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/M]][[Category:Mine doors]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mine_door_(wood)&amp;diff=73658</id>
		<title>Mine door (wood)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mine_door_(wood)&amp;diff=73658"/>
		<updated>2012-07-04T19:37:58Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Wooden mine door&lt;br /&gt;
|image=Wooden mine door.png&lt;br /&gt;
|active=[[plank]]&lt;br /&gt;
|passive=[[large nails]]&lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=* 20x [[plank]] &lt;br /&gt;
* 1x [[large nails]]&lt;br /&gt;
* 1x [[door lock]]&lt;br /&gt;
|result=1 '''{{PAGENAME}}''' (42.00 kg)&lt;br /&gt;
|skill=carpentry}}&lt;br /&gt;
&lt;br /&gt;
A '''wood mine door''' is a [[carpentry item]] used to limit access to a [[mine]].&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
* Activate the mine door, right-click a mine [[tile border]], and select ''build door''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Plank [[QL]] affects the chance of success while constructing.&lt;br /&gt;
* Right-click on the door to manage the permissions.&lt;br /&gt;
* Unlike the [[rock mine door]], a wooden mine door can be improved with a [[plank]] after it is placed. Any quality plank can be used, but stronger doors will benefit less from low quality planks.&lt;br /&gt;
* A wooden mine door is the only mine door usable on [[Golden Valley (server)|Golden Valley]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Mine door (rock)]]&lt;br /&gt;
* [[Mine door (gold)]]&lt;br /&gt;
* [[Mine door (silver)]]&lt;br /&gt;
* [[Mine door (steel)]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:Mine_door_(wood).png]]&lt;br /&gt;
[[Image:Mine door item(wood).png]]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/M]][[Category:Mine doors]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mine_door_(wood)&amp;diff=73657</id>
		<title>Mine door (wood)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mine_door_(wood)&amp;diff=73657"/>
		<updated>2012-07-04T19:26:59Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Notes */ improving with plank, door decay, door improvement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Wooden mine door&lt;br /&gt;
|image=Wooden mine door.png&lt;br /&gt;
|active=[[plank]]&lt;br /&gt;
|passive=[[large nails]]&lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=* 20x [[plank]] &lt;br /&gt;
* 1x [[large nails]]&lt;br /&gt;
* 1x [[door lock]]&lt;br /&gt;
|result=1 '''{{PAGENAME}}''' (42.00 kg)&lt;br /&gt;
|skill=carpentry}}&lt;br /&gt;
&lt;br /&gt;
A '''wood mine door''' is a [[carpentry item]] used to limit access to a [[mine]].&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
* Activate the mine door, right-click a mine [[tile border]], and select ''build door''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Plank [[QL]] affects the chance of success while constructing.&lt;br /&gt;
* Right-click on the door to manage the permissions.&lt;br /&gt;
* Decays over time (loses Strength and disappears when it drops to 0).&lt;br /&gt;
* Unlike the [[rock mine door]], a wooden mine door can be improved with a [[plank]] after it is placed. Any quality plank can be used, but stronger doors will benefit less from low quality planks.&lt;br /&gt;
* A wooden mine door is the only mine door usable on [[Golden Valley (server)|Golden Valley]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Mine door (rock)]]&lt;br /&gt;
* [[Mine door (gold)]]&lt;br /&gt;
* [[Mine door (silver)]]&lt;br /&gt;
* [[Mine door (steel)]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:Mine_door_(wood).png]]&lt;br /&gt;
[[Image:Mine door item(wood).png]]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/M]][[Category:Mine doors]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Bridle&amp;diff=73613</id>
		<title>Talk:Bridle</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Bridle&amp;diff=73613"/>
		<updated>2012-07-01T19:21:04Z</updated>

		<summary type="html">&lt;p&gt;Aldur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've recently put a Bridle on my horse and I get the impression it turns faster. And that Bridle is not even 10 QL. [[User:Aldur|Aldur]] ([[User talk:Aldur|talk]]) 14:21, 1 July 2012 (CDT)&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Bridle&amp;diff=73612</id>
		<title>Talk:Bridle</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Bridle&amp;diff=73612"/>
		<updated>2012-07-01T19:20:41Z</updated>

		<summary type="html">&lt;p&gt;Aldur: Created page with &amp;quot;I've recently put a Bridle on my horse and I get the impression it turns faster. And that Bridle is not even 10 QL.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've recently put a Bridle on my horse and I get the impression it turns faster. And that Bridle is not even 10 QL.&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Colossus&amp;diff=73611</id>
		<title>Colossus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Colossus&amp;diff=73611"/>
		<updated>2012-07-01T16:07:46Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Colossus.png&lt;br /&gt;
|active=[[colossus brick]]&lt;br /&gt;
|passive=[[clay]] (2.00kg)&lt;br /&gt;
|group=Decorations&lt;br /&gt;
|materials=* 1999x [[clay]] (2kg each)&lt;br /&gt;
* 1999x [[colossus brick]]s&lt;br /&gt;
|result='''{{PAGENAME}}'''&lt;br /&gt;
|skill=masonry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''colossus''' is a huge statue twice the height of a [[guard tower]] and 3 [[tile]]s long and wide.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A colossus cannot be painted at the moment, because no current container can hold enough [[dye]] for it, nor is there anybody with enough strength to carry such a container.&lt;br /&gt;
* A colossus is considerably harder to create than guard tower.&lt;br /&gt;
&lt;br /&gt;
== Known Colossi ==&lt;br /&gt;
=== [[Server types|Independance]] ===&lt;br /&gt;
* Colossus of Bay View - ''[[Bay View]]''&lt;br /&gt;
* Robfox - Birthday gift for [[Player:Robfox|Robfox]], located in the water south of ''[[Samling]]''&lt;br /&gt;
* Failossus - ''[[PCG Freedom Village]]''&lt;br /&gt;
* Colossus of Foreverskyz - ''[[Exile's Gate]]''&lt;br /&gt;
* Colossus of the Southern bear - located south-east of  ''[[Free_Bears|Freebears]]''&lt;br /&gt;
* Colossus of Hillside hideout&lt;br /&gt;
* Colossus of Home Sweet Home&lt;br /&gt;
* [[Halcyon]] Colossus&lt;br /&gt;
* Colossus of Liberty - [[Freedom Harbor]]&lt;br /&gt;
* Colossus of Atrestos&lt;br /&gt;
* Colossus of Shadow - [[Shadow's Reach]]&lt;br /&gt;
* Colossus of Fifteen Men And A Bottle Of Rum - [[Fifteen Men And A Bottle Of Rum]]&lt;br /&gt;
&lt;br /&gt;
=== [[Server types|Wild]] ===&lt;br /&gt;
* Colossus of Landing - ''[[The Landing]]''&lt;br /&gt;
* Colossus of Mole Hill - ''[[Fort Mole]]''&lt;br /&gt;
* Colossus of The Shroud - ''[[The Shroud]]''&lt;br /&gt;
* Colossus of Aab - ''[[The Shroud]]''&lt;br /&gt;
* Colossus of Whosville - ''[[Whosville]]''&lt;br /&gt;
* Colossus of Dark Citadel - ''[[Dark Citadel]]''&lt;br /&gt;
* Colossus of the Innkeeper - ''[[Kyara]]''&lt;br /&gt;
&lt;br /&gt;
=== [[Golden Valley (server)|Golden Valley]] ===&lt;br /&gt;
* Colossus of Zephyr - ''[[Glitterdale]]''&lt;br /&gt;
* Brolossus of Brohalla - ''[[Brohalla]]''&lt;br /&gt;
* Colossus of The Mighty Arcania - ''[[Arcania's Crib]]''&lt;br /&gt;
&lt;br /&gt;
=== [[Server types|Exodus]] ===&lt;br /&gt;
* Colossus of Calenduleae - Boppingtonville&lt;br /&gt;
* Colossus of Pineview Dominion - New Pineview Waterfront&lt;br /&gt;
* Colossus of Harbour Hideout - Jackals Cove&lt;br /&gt;
* Colossus of The outlanders - Jackals Cove&lt;br /&gt;
&lt;br /&gt;
=== [[Server types|Serenity]] ===&lt;br /&gt;
*Coolosus of Shoehorn Cove&lt;br /&gt;
&lt;br /&gt;
=== [[Server types|Affliction]] ===&lt;br /&gt;
* Brolossus of Africa&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tower_guard&amp;diff=73610</id>
		<title>Tower guard</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tower_guard&amp;diff=73610"/>
		<updated>2012-07-01T15:58:20Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[Image:Helloweenguard.jpg|thumb|A tower at helloween in Wurm Online]]&lt;br /&gt;
[[Image:Isleguard.png|thumb|An isle tower guard.]]&lt;br /&gt;
&lt;br /&gt;
''This person seems to be able to put up some resistance. These guards will help defend you if you say help.''&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
* If you butcher them, you can get human meat and lose alignment.&lt;br /&gt;
* They usually die by the time they are &amp;quot;aged&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For every 10 [[quality]] of the tower you will get '''one''' guard. The minimum quality required to get a tower guard is 10.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You can ask tower guards to attack a hostile animal that is attacking you (that you are targeting), by yelling ''&amp;quot;help&amp;quot;'' or ''&amp;quot;guards!&amp;quot;'' in Local chat window,&lt;br /&gt;
this is case sensitive and must be all lower case in order to call the guards.&lt;br /&gt;
&lt;br /&gt;
== Fight Skill ==&lt;br /&gt;
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]].&lt;br /&gt;
They can gain or lose fighting skill.&lt;br /&gt;
The limit is either twice or half the initial skill, whether they kill or get killed a lot.&lt;br /&gt;
&lt;br /&gt;
== Equipping ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Jenn-Kellon]] guards have skill in [[longsword]]s&lt;br /&gt;
* [[Mol-Rehan]] guards have skill in [[axe]]s&lt;br /&gt;
* [[Horde of the Summoned]] guards have skill in [[maul]]s&lt;br /&gt;
* All kingdom guards have skill in [[medium shield]]s&lt;br /&gt;
&lt;br /&gt;
== Halloween ==&lt;br /&gt;
&lt;br /&gt;
During halloween, the tower guard model is usually changed to something spooky. Despite their spookiness, the guards remain harmless to allies.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*It is use full to bind saying Help  local to a key. To do this - Press F1 to open console and type in Bind {key} &amp;quot;say Help&amp;quot;. Replace {key} with the key you wish to bind it to. From now on that key will call the tower guards unless rebound.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;del&amp;gt;Guards only need to be close to the Target, not you, this means you can call them on a target from a distance.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Target needs to be within 20 tile radius of a Tower for guards to respond. At maximum distance only one guard arrives per call for help. Distance between you and the Target does not matter (NOTE: it may be about 80 tiles maximum, requires more testing), nor does the distance between guard and Target/You.&lt;br /&gt;
&lt;br /&gt;
*Guards will not answer calls for help against targets inside caves, unless they themselves are inside that cave and target is within tower range.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*Guards can walk though locked gates.&lt;br /&gt;
&lt;br /&gt;
*Calling guards more than once can help as more will respond. This is because upon requesting help, only few will answer and the rest stays 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. It is believed that this is intentional, so that you can personally allocate guards where and when they are needed. Number of guards responding per call seems to depend on total number of guards as well as distance between target and tower.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Guard_tower&amp;diff=73608</id>
		<title>Talk:Guard tower</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Guard_tower&amp;diff=73608"/>
		<updated>2012-07-01T15:25:10Z</updated>

		<summary type="html">&lt;p&gt;Aldur: /* Range */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have removed this information from the Guard tower page: (Towers spawn at least one guard no matter the quality).&lt;br /&gt;
&lt;br /&gt;
It would seem that this is incorrect as sub 10ql towers do not seem to be spawning guards. &lt;br /&gt;
&lt;br /&gt;
If further confirmation is possible please notate and comment. Thanks! ~ Levedara Oct 19/2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tower Guard activating on KoS calls - tested with an alt: --[[User:Axeblade|Axeblade]] 17:43, 22 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
18:29:38] You enter Port Side.&lt;br /&gt;
&lt;br /&gt;
[18:29:38] Portsideinviter raises the village alarm!&lt;br /&gt;
&lt;br /&gt;
[18:29:38] A horn sounds and the gates are locked. Port Side is put on alert!&lt;br /&gt;
&lt;br /&gt;
[18:29:38] You feel the presence of Vynora.&lt;br /&gt;
&lt;br /&gt;
[18:29:43] The deities bless you with a faint light.&lt;br /&gt;
&lt;br /&gt;
[18:30:09] You are dead.&lt;br /&gt;
&lt;br /&gt;
[18:30:09] You are halted on the way to the netherworld by a dark spirit, demanding knowledge.&lt;br /&gt;
&lt;br /&gt;
[18:30:09] The spirit touches you and you feel drained.&lt;br /&gt;
&lt;br /&gt;
[18:30:28] Portsideinviter raises the village alarm!&lt;br /&gt;
&lt;br /&gt;
[18:30:30] You are cast back into the light.&lt;br /&gt;
&lt;br /&gt;
[18:30:33] The deities bless you with a faint light.&lt;br /&gt;
&lt;br /&gt;
[18:30:45] You are now too far away to Attack Freedom Isles tower guard.&lt;br /&gt;
&lt;br /&gt;
[18:30:59] You are dead.&lt;br /&gt;
&lt;br /&gt;
[18:30:59] You are halted on the way to the netherworld by a dark spirit, demanding knowledge.&lt;br /&gt;
&lt;br /&gt;
[18:30:59] The spirit touches you and you feel drained.&lt;br /&gt;
&lt;br /&gt;
[18:31:05] You are cast back into the light.&lt;br /&gt;
&lt;br /&gt;
[18:31:09] The deities bless you with a faint light.&lt;br /&gt;
&lt;br /&gt;
[18:31:28] You are now too far away to Attack Freedom Isles tower guard.&lt;br /&gt;
&lt;br /&gt;
[18:31:30] You are now too far away to Attack Freedom Isles tower guard.&lt;br /&gt;
&lt;br /&gt;
[18:31:34] You are dead.&lt;br /&gt;
&lt;br /&gt;
[18:31:34] You are halted on the way to the netherworld by a dark spirit, demanding knowledge.&lt;br /&gt;
&lt;br /&gt;
[18:31:34] The spirit touches you and you feel drained.&lt;br /&gt;
&lt;br /&gt;
[18:31:39] You are cast back into the light.&lt;br /&gt;
&lt;br /&gt;
[18:31:46] The deities bless you with a faint light.&lt;br /&gt;
&lt;br /&gt;
[18:31:50] Portsideinviter raises the village alarm!&lt;br /&gt;
&lt;br /&gt;
[18:31:50] A horn sounds and the gates are locked. Port Side is put on alert!&lt;br /&gt;
&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Logging started 2011-09-22&lt;br /&gt;
&lt;br /&gt;
[18:29:33] You are dead.&lt;br /&gt;
&lt;br /&gt;
[18:29:45] Spirit templar moves in to attack you.&lt;br /&gt;
&lt;br /&gt;
[18:29:47] Spirit templar seems to target your lower right parts.&lt;br /&gt;
&lt;br /&gt;
[18:29:48] You try to hit a Spirit templar.&lt;br /&gt;
&lt;br /&gt;
[18:29:48] Spirit templar targets your lower right parts.&lt;br /&gt;
&lt;br /&gt;
'''[18:29:50] Freedom isles tower guard moves in to attack you.'''&lt;br /&gt;
&lt;br /&gt;
[18:29:52] Spirit templar hits you hard in the right foot and hurts it.&lt;br /&gt;
&lt;br /&gt;
[18:29:55] Spirit templar suddenly goes into a frenzy.&lt;br /&gt;
&lt;br /&gt;
[18:29:56] Spirit templar seems to target your upper left parts.&lt;br /&gt;
&lt;br /&gt;
'''[18:29:56] Freedom Isles tower guard mauls you extremely hard in the right hand and damages it.&lt;br /&gt;
&lt;br /&gt;
[18:29:56] Freedom Isles tower guard freezes you.'''&lt;br /&gt;
&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Test was done at -100 , -75 , - 70 , -50 and -30&lt;br /&gt;
&lt;br /&gt;
Tower guards don`t respond below -30 , same as the spirit Templar&lt;br /&gt;
&lt;br /&gt;
Something should said about being able to put unfinished towers in inventory. -- [[User:Kanif|Kanif]] 14:04, 14 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Range ==&lt;br /&gt;
&lt;br /&gt;
I've been testing and it seems guard response range is exactly 20 tiles. However only one guard answered per call on this distance. [[User:Aldur|Aldur]] ([[User talk:Aldur|talk]]) 10:25, 1 July 2012 (CDT)Aldur&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Aldur&amp;diff=73607</id>
		<title>User:Aldur</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Aldur&amp;diff=73607"/>
		<updated>2012-07-01T15:24:08Z</updated>

		<summary type="html">&lt;p&gt;Aldur: Created page with &amp;quot;Exodus, Somewhere Nearby (x:18 y:18)  Part of Freedom and Cheese Alliance  contact: mailto:wurmaldur@gmail.com&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exodus, Somewhere Nearby (x:18 y:18)&lt;br /&gt;
&lt;br /&gt;
Part of Freedom and Cheese Alliance&lt;br /&gt;
&lt;br /&gt;
contact: mailto:wurmaldur@gmail.com&lt;/div&gt;</summary>
		<author><name>Aldur</name></author>
		
	</entry>
</feed>