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	<updated>2026-06-04T08:12:06Z</updated>
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	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wagon&amp;diff=131461</id>
		<title>Wagon</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wagon&amp;diff=131461"/>
		<updated>2026-05-13T16:15:49Z</updated>

		<summary type="html">&lt;p&gt;Ame: pulling changed to dragging which is more wurm term for it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Wagon&lt;br /&gt;
|image=Freedom Isles wagon.jpg&lt;br /&gt;
|examine=A fairly large wagon designed to be dragged by four animals.&lt;br /&gt;
|active=[[plank]]&lt;br /&gt;
|passive=[[small wheel axle]]&lt;br /&gt;
|group=Carts&lt;br /&gt;
|materials=* 2x [[cotton sheet]]s&lt;br /&gt;
* 21x [[plank]]s &lt;br /&gt;
* 10x [[small nails]]&lt;br /&gt;
* 4x [[shaft]]s&lt;br /&gt;
* 2x [[small wheel axle]]s&lt;br /&gt;
* 2x [[yoke]]s&lt;br /&gt;
|materialbreakdown=* 2x [[cotton sheet]]s&lt;br /&gt;
* 33x [[plank]]s &lt;br /&gt;
* 10x [[small nails]]&lt;br /&gt;
* 14x [[shaft]]s&lt;br /&gt;
* 2x [[yoke]]s&lt;br /&gt;
|result=* '''{{PAGENAME}}'''&lt;br /&gt;
|skill=fine carpentry&lt;br /&gt;
|requiredskill=40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
A '''wagon''' is a large [[vehicle]] used to transport cargo and [[player]]s. It must be pulled by hitched [[animals]] and has a larger capacity than [[small cart]]s and [[large cart]]s.&lt;br /&gt;
&lt;br /&gt;
A wagon can be used as a mobile [[container]], can carry one passenger, and can be [[load cargo|loaded]] into most larger [[ship]]s.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
* Requires 21 [[mind logic]] to command.&lt;br /&gt;
* Requires 23 [[body strength]] to use the [[load cargo]] function.&lt;br /&gt;
* A wagon can carry one passenger, at the very back of the wagon.&lt;br /&gt;
* Can be secured with a [[small padlock]] or [[large padlock]].&lt;br /&gt;
* Cannot be dragged and must have at least 2 animals hitched to move.&lt;br /&gt;
* Can be [[haul]]ed.&lt;br /&gt;
&lt;br /&gt;
== Hitchable creatures ==&lt;br /&gt;
&lt;br /&gt;
Many of Wurm's creatures may be hitched to pull a wagon.&lt;br /&gt;
&lt;br /&gt;
{{Hitchable}}&lt;br /&gt;
&lt;br /&gt;
== Creation == &lt;br /&gt;
&lt;br /&gt;
* At least 40 [[fine carpentry]] is required to create and continue building a wagon.&lt;br /&gt;
* The quality of the materials, such as [[plank]]s, plays a large part in the chance of success.&lt;br /&gt;
* The [[QL]] of additional components plays a major role in the attach chance, especially at lower fine carpentry skill levels.&lt;br /&gt;
* Using starting components with too low QL may result in a wagon being uncraftable, even with sufficient fine carpentry skill.&lt;br /&gt;
* The last wood piece added determines the wood type.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
A wagon normally holds a maximum of 100 items directly in the hold. The total capacity can be increased by placing other [[container]]s, such as [[large crate]]s, inside.&lt;br /&gt;
&lt;br /&gt;
* Wagons can hold 20 [[small crate]]s, or 3,000 items.&lt;br /&gt;
* Wagons can hold 27 [[raft]]s.&lt;br /&gt;
* Wagons can hold 12 [[large crate]]s, or 3,600 items.&lt;br /&gt;
* Wagons can hold 16 &amp;quot;10% reduced size runed&amp;quot; [[large crate]]s, or 4,800 items.&lt;br /&gt;
* Can hold 1 [[forge]] and 2 [[creature cage]]s.&lt;br /&gt;
* Can be loaded with approximately 65 [[felled tree]]s, or up to around 75 when runed.&lt;br /&gt;
* A runed wagon can fit 1 [[bulk storage bin]] or 1 [[food storage bin]] plus 2 [[large crate]]s.&lt;br /&gt;
* A wagon can hold 9 [[bee hive]]s without being runed.&lt;br /&gt;
* See the [[Container]] page for more information.&lt;br /&gt;
&lt;br /&gt;
== Loadable items ==&lt;br /&gt;
&lt;br /&gt;
''Not an exhaustive list.''&lt;br /&gt;
&lt;br /&gt;
To load items, you must be embarked as commander. Right-click the item and select ''Load''.&lt;br /&gt;
&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Beehive]]&lt;br /&gt;
* [[Forge]]&lt;br /&gt;
* [[Oven]]&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* [[Kiln]]&lt;br /&gt;
* [[Floor loom]]&lt;br /&gt;
* [[Large barrel]]&lt;br /&gt;
* [[Large crate]]&lt;br /&gt;
* [[Small crate]]&lt;br /&gt;
* [[Ornate fountain]]&lt;br /&gt;
* [[Planter rack]]&lt;br /&gt;
* [[Small cart]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Bow rack]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Coffin]]&lt;br /&gt;
* [[Bench]]&lt;br /&gt;
* [[Large dining table]]&lt;br /&gt;
* [[Archery target]]&lt;br /&gt;
* [[Armour stand]]&lt;br /&gt;
* [[Saddle rack]]&lt;br /&gt;
* [[Shield rack]]&lt;br /&gt;
* [[Hitching post]]&lt;br /&gt;
* [[Chicken coop]]&lt;br /&gt;
&lt;br /&gt;
'''When runed only'''&lt;br /&gt;
&lt;br /&gt;
* [[Bulk storage bin]]&lt;br /&gt;
* [[Food storage bin]]&lt;br /&gt;
* [[Large cart]], only on PvE servers&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* [[Bison]]s have a speed bonus when dragging wagons, making them faster than [[horse]]s when hitched to a wagon.&lt;br /&gt;
* Ebony black draft [[horses]] have a slight dragging speed boost over other colors.&lt;br /&gt;
* The wood cannot be dyed with [[dye]], but it can be colored a random color with an adamantine [[rune]] of Jackal.&lt;br /&gt;
* Wagons created in the various [[kingdom]]s will display the colors specific to each kingdom, similar to [[kingdom banner]]s, but the fabric itself cannot be dyed further.&lt;br /&gt;
* Can be [[load cargo|loaded]] into all [[ship]]s larger than a [[small sailing boat]], with the exception of a [[cog]].&lt;br /&gt;
* Requires the equivalent of approximately 39 large crates of space to be loaded.&lt;br /&gt;
* A vehicle's quality helps offset the weight in a vehicle. This effect starts above 30 quality and can reduce the weight penalty up to 3x at 100 quality.&lt;br /&gt;
&lt;br /&gt;
== Wagon styles ==&lt;br /&gt;
&lt;br /&gt;
Wagons from PvP kingdoms have different designs on the cloth portion and are sometimes considered collector's editions. If a kingdom changes its design, current wagons will change to the new design.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:wagons.jpg]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Carts]]&lt;br /&gt;
[[Category:Vehicles]]&lt;br /&gt;
[[Category:Travel]]&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Hauled_items]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Digging&amp;diff=131460</id>
		<title>Digging</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Digging&amp;diff=131460"/>
		<updated>2026-05-13T15:56:07Z</updated>

		<summary type="html">&lt;p&gt;Ame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Digging is the [[skill]] of terraforming or moving [[dirt]] around. It is used either to raise or lower a [[tile]] or the sides of a tile, to change the appearance of the world around you. Digging requires a [[shovel]] and increases several [[characteristics]]: [[body strength]], [[body stamina]], and [[mind logic]]. [[Destroy pavement|Destroying pavement]] and cultivating a [[packed dirt]] tile also increases the digging skill.&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
*Activate a shovel and right-click a tile and select &amp;quot;Dig&amp;quot;. This will lower the [[ground]] and drop the dug material in a collectible pile on that tile or nearby.&lt;br /&gt;
&lt;br /&gt;
*'''Note that the material is dug from the corners of tiles; Where your avatar's feet are (which of the four corners in the tile you stand in) is where the tile will be dug down(exception is if you use dig action to the corner of the tile and even if you stand on another corner it will still dig from the targeted corner). Where you right-click to select the dig command has absolutely no impact whatsoever on where you dig.''' So, for example, by standing in the northwestern corner of a tile and digging, just that area of the tile and connecting tiles will drop. The other three corners of the tile will remain at their original level. By then hovering the cursor over neighboring tile borders, one can then see the results of their work via slope count (1 slope = 1 dirt = 1 dig action). Dropping dirt on tile corners works the same way but by raising the corner in which the player is standing when dropping the dirt.&lt;br /&gt;
&lt;br /&gt;
*The maximum slope you can dig on, level, or flatten is 3 x [your digging skill] + 1. e.g. A skill of 50.25 in digging will mean you can dig on, or adjacent to, a slope of up to 151 dirt.&lt;br /&gt;
*For skills below 10, you can dig slopes up to 30.&lt;br /&gt;
&lt;br /&gt;
*It is not possible to dig on [[cliff]] or [[rock tile]]s. Rock tiles can be [[Mining#Surface_mining|mined]] down.&lt;br /&gt;
&lt;br /&gt;
*To lower a whole [[dirt tile|dirt]], [[moss tile|moss]], [[tundra]], [[steppe tile|steppe]], or [[sand tile]], you must stand in each of the four corners and dig. To raise a tile, you must drop dirt on the tile corners. Clay tiles will lower every 50-100 actions while digging corners. When on tiles like [[peat]] or [[tar]], digging produces material each dig, but will not lower the corner. You must use [[level]]ing for these tiles. &lt;br /&gt;
&lt;br /&gt;
*To check if a tile is flat, you can either right-click a tile and select '''[[flattening|Flatten]]''' or examine the tile's borders. If all tile borders say &amp;quot;The [[slope]] is level&amp;quot;, then tile is flat. You can also see the difference in height between tile sides by examining the tile's borders. The reference will be a certain number of units of material either away from you or toward you relative to where you are standing. For example, if the slope is 2 dirt steep ''towards'' you, go to the other end of the tile border you examined and dig twice to level the edge in question. To avoid confusion in the beginning when examining tile borders, stand near, or preferably on, the blank non-highlightable &amp;quot;mini-square&amp;quot; at the corner of a tile.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You need 10 digging and 20 body strength to destroy pavement.&lt;br /&gt;
* You need 20 body strength to dig on roads.&lt;br /&gt;
* Trees will obstruct digging is when there is a tree in the NE, NW, and SW tiles. Cut down that tree and you can continue digging. &lt;br /&gt;
* Digging holds a chance to reward you with [[strange bone]]s &amp;amp; [[emerald]]s. Anybody, even non premium accounts have the chance of finding emeralds. Only premium accounts have the chance of finding rare bones.&lt;br /&gt;
* Having a shovel activated will give a mouse tool indicating the [[slope]] of a tile border when you mouse over it.&lt;br /&gt;
* Digging can be done while moving, so long as you do not move too far (two tiles) from the tile you are currently digging.&lt;br /&gt;
* You can dig dirt from another [[Corner]] of the [[Tile]] than where you stand if you mouseover the [[Tile]] [[Corner]] and do dig action to that [[Corner]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope on dirt is limited to 150 on the [[Defiance]] and [[Elevation]] servers, no matter how high the skill a player may have. &lt;br /&gt;
&lt;br /&gt;
== Warning Messages ==&lt;br /&gt;
; The concrete would only flow away.&lt;br /&gt;
: Occurs when trying to raise a rock tile that is greater than 40 slope. It only takes into consideration the 4 adjacent slope borders.&lt;br /&gt;
; The frozen soil is too hard to dig effectively.&lt;br /&gt;
: Occurs when there is tundra next to it&lt;br /&gt;
; The &amp;lt;item&amp;gt; would flow down into a &amp;lt;structure/fence&amp;gt;. You are not allowed to drop &amp;lt;item&amp;gt; on &amp;lt;structures/fences&amp;gt;&lt;br /&gt;
: Occurs when trying to drop a dirt that is adjacent to a structure/fence in which the slope is more than 40.&lt;br /&gt;
; The &amp;lt;structure/fence&amp;gt; is in the way.&lt;br /&gt;
: Occurs when trying to dig in a corner where there is a &amp;lt;structure/fence&amp;gt; present.&lt;br /&gt;
; The object nearby prevents digging further down.&lt;br /&gt;
: An object, such as a [[bulk storage bin]] may prevent digging steep slopes.&lt;br /&gt;
; The road would be too steep to traverse.&lt;br /&gt;
: You cannot dig a highway road to over 20 slope steep.&lt;br /&gt;
; The water is too deep to cultivate here.&lt;br /&gt;
: Occurs when trying to cultivate a tile in which the northwest corner is not 0 dirts or more above the water table.&lt;br /&gt;
; The water is too deep or too shallow to dig using that tool&lt;br /&gt;
: You can only dig 7 dirt below water level with a shovel before you have to switch to a [[dredge]].&lt;br /&gt;
; The water is too deep and would only dissolve the concrete.&lt;br /&gt;
: When using [[concrete]] to raise a tile below water the lowest height that the tile can be is 25.&lt;br /&gt;
; The water is too deep to pack the dirt here.&lt;br /&gt;
: Occurs when trying to pack a tile in which the northwest corner is more than 0 dirts below the water table.&lt;br /&gt;
; The water is too deep to pave here.&lt;br /&gt;
: Occurs when trying to pave a tile in which the northwest corner is more than 0 dirts below the water table.&lt;br /&gt;
; You are not allowed to drop dirt there.&lt;br /&gt;
: Cannot drop dirt on paved road when the corner is surrounded on all sides by trees or similar tiles.&lt;br /&gt;
; You are not skilled enough to dig in such steep slopes.&lt;br /&gt;
: Slopes become too steep when the dirt slope is greater than 3x your digging skill. This includes any slopes on any tiles bordering the tile you wish to dig on. For example, with 15 digging skill, you can dig on, level, or flatten a slope up to 45 steep.&lt;br /&gt;
; You can't flatten at that depth.&lt;br /&gt;
: Occurs when trying to flatten a tile in which is the involved tiles are 7 or more dirts below the water table.&lt;br /&gt;
; You can't level at that depth.&lt;br /&gt;
: Occurs when trying to level a tile in which the involved tiles are 7 or more dirts below the water table.&lt;br /&gt;
; The area is too crowded with (trees / bushes / trees and bushes) to dig properly.&lt;br /&gt;
: This message happens when the corner is surrounded by 3 or 4 tree or bush tiles. Cut down one (or more) to continue.&lt;br /&gt;
; You cannot dig in such terrain.&lt;br /&gt;
: This message will occur when trying to lower floorboards through a dig action.&lt;br /&gt;
; You hit rock.&lt;br /&gt;
: All the dirt above the rock layer in this tile corner has been dug away.&lt;br /&gt;
; You suddenly become very weak, and your arm muscles fail you. You just can not dig here it seems.&lt;br /&gt;
: You are trying to dig within a planned house.&lt;br /&gt;
; You can't figure out how to remove the stone. You must become a bit better at digging first.&lt;br /&gt;
: You need 10 digging to remove pavement.&lt;br /&gt;
; You need to be stronger to destroy pavement.&lt;br /&gt;
: Body strength of 20 and a digging skill of 10 is required for destroying pavement.&lt;br /&gt;
; You need to be stronger to dig on roads.&lt;br /&gt;
: You need 20 body strength to dig on roads.&lt;br /&gt;
; Your shovel fails to penetrate the earth no matter what you try. Weird.&lt;br /&gt;
: You are trying to dig in an area protected by the GMs. Find a different spot.&lt;br /&gt;
&lt;br /&gt;
==Burying==&lt;br /&gt;
&lt;br /&gt;
Activate a shovel, right-click the corpse and select '''Bury'''.&lt;br /&gt;
&lt;br /&gt;
*Note: a [[crude shovel]] does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; provide the bury action.&lt;br /&gt;
&lt;br /&gt;
Burying is generally designed for the disposal of a corpse. An unbutchered corpse will attract carnivores so therefore it is a respectful act to bury an animal after you kill it. It is a good idea to [[butchering|butcher]] the animal with a [[butchering knife]] before it is buried. Also, remember to bury your own corpse after you pick up its inventory.&lt;br /&gt;
&lt;br /&gt;
If you try to bury something on a rock tile, cave tile, or a dirt tile where the dirt is less than 3 dirts deep you will fail and get the message, &amp;quot;The ground is too hard to bury anything in using a shovel, try using a pickaxe.&amp;quot; However, it is possible to bury corpses on a rock tile and or a cave tile with a [[pickaxe]].&lt;br /&gt;
&lt;br /&gt;
==Under water==&lt;br /&gt;
Until 7 dirt below sea level, you can dig as above water, but deeper than 7 you must [[dredge]] instead of dig.&lt;br /&gt;
&lt;br /&gt;
==Digging for Rock Guide==&lt;br /&gt;
To set up a mine where there is no exposed rock, you must first reveal the rock layer under the dirt layer. Dig at a reasonable distance above [[water]]. Keep digging in one corner until &amp;quot;You hit rock&amp;quot; or do not have enough skill to continue digging. Once you hit rock in one corner, then you must dig in all other corners until they have hit rock also. When you hit rock in all four corners, then the rock tile will be uncovered. If you lack the skill to dig in &amp;quot;such steep slopes&amp;quot;, you could dig the nearby tiles down further as well, to reduce the slope to the corners you are working on.&lt;br /&gt;
&lt;br /&gt;
==Tile Difficulties==&lt;br /&gt;
Digging difficulty varies by tile. The formula starts at 1 + (the highest slope from that corner/5, rounded down), then adds the specific tile difficulty. &lt;br /&gt;
&lt;br /&gt;
* Dirt - 0&lt;br /&gt;
* Peat - 0&lt;br /&gt;
* Sand - 10&lt;br /&gt;
* Moss - 10&lt;br /&gt;
* Clay - 20&lt;br /&gt;
* Tundra - 20&lt;br /&gt;
* Marsh - 30&lt;br /&gt;
* Tar - 35&lt;br /&gt;
* Steppe - 40&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* [[Digging]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]]&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Digger at 50 skill&lt;br /&gt;
* Excavator at 70 skill&lt;br /&gt;
* Land Shaper at 90 skill&lt;br /&gt;
* Earthwurm at 100 skill&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Tile types]]&lt;br /&gt;
* [[Guides/Flattening|Flattening]]&lt;br /&gt;
* [[Leveling]]&lt;br /&gt;
* [[Guides/FlatRaising|Flatraising]]&lt;br /&gt;
* [[Guides/Landbridges|Landbridges]]&lt;br /&gt;
* [[Mining#Surface_excavation|Sculpting rock layer with a pickaxe]]&lt;br /&gt;
* [[Slope]]: an explanation on how to read slopes&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Digging&amp;diff=131459</id>
		<title>Digging</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Digging&amp;diff=131459"/>
		<updated>2026-05-13T15:53:51Z</updated>

		<summary type="html">&lt;p&gt;Ame: clarifying wording for digging corners at different corner than where you stand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Digging is the [[skill]] of terraforming or moving [[dirt]] around. It is used either to raise or lower a [[tile]] or the sides of a tile, to change the appearance of the world around you. Digging requires a [[shovel]] and increases several [[characteristics]]: [[body strength]], [[body stamina]], and [[mind logic]]. [[Destroy pavement|Destroying pavement]] and cultivating a [[packed dirt]] tile also increases the digging skill.&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
*Activate a shovel and right-click a tile and select &amp;quot;Dig&amp;quot;. This will lower the [[ground]] and drop the dug material in a collectible pile on that tile or nearby.&lt;br /&gt;
&lt;br /&gt;
*'''Note that the material is dug from the corners of tiles; Where your avatar's feet are (which of the four corners in the tile you stand in) is where the tile will be dug down(exception is if you use dig action to the corner of the tile and even if you stand on another corner it will still dig from the targeted corner). Where you right-click to select the dig command has absolutely no impact whatsoever on where you dig.''' So, for example, by standing in the northwestern corner of a tile and digging, just that area of the tile and connecting tiles will drop. The other three corners of the tile will remain at their original level. By then hovering the cursor over neighboring tile borders, one can then see the results of their work via slope count (1 slope = 1 dirt = 1 dig action). Dropping dirt on tile corners works the same way but by raising the corner in which the player is standing when dropping the dirt.&lt;br /&gt;
&lt;br /&gt;
*The maximum slope you can dig on, level, or flatten is 3 x [your digging skill] + 1. e.g. A skill of 50.25 in digging will mean you can dig on, or adjacent to, a slope of up to 151 dirt.&lt;br /&gt;
*For skills below 10, you can dig slopes up to 30.&lt;br /&gt;
&lt;br /&gt;
*It is not possible to dig on [[cliff]] or [[rock tile]]s. Rock tiles can be [[Mining#Surface_mining|mined]] down.&lt;br /&gt;
&lt;br /&gt;
*To lower a whole [[dirt tile|dirt]], [[moss tile|moss]], [[tundra]], [[steppe tile|steppe]], or [[sand tile]], you must stand in each of the four corners and dig. To raise a tile, you must drop dirt on the tile corners. Clay tiles will lower every 50-100 actions while digging corners. When on tiles like [[peat]] or [[tar]], digging produces material each dig, but will not lower the corner. You must use [[level]]ing for these tiles. &lt;br /&gt;
&lt;br /&gt;
*To check if a tile is flat, you can either right-click a tile and select '''[[flattening|Flatten]]''' or examine the tile's borders. If all tile borders say &amp;quot;The [[slope]] is level&amp;quot;, then tile is flat. You can also see the difference in height between tile sides by examining the tile's borders. The reference will be a certain number of units of material either away from you or toward you relative to where you are standing. For example, if the slope is 2 dirt steep ''towards'' you, go to the other end of the tile border you examined and dig twice to level the edge in question. To avoid confusion in the beginning when examining tile borders, stand near, or preferably on, the blank non-highlightable &amp;quot;mini-square&amp;quot; at the corner of a tile.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You need 10 digging and 20 body strength to destroy pavement.&lt;br /&gt;
* You need 20 body strength to dig on roads.&lt;br /&gt;
* Trees will obstruct digging is when there is a tree in the NE, NW, and SW tiles. Cut down that tree and you can continue digging. &lt;br /&gt;
* Digging holds a chance to reward you with [[strange bone]]s &amp;amp; [[emerald]]s. Anybody, even non premium accounts have the chance of finding emeralds. Only premium accounts have the chance of finding rare bones.&lt;br /&gt;
* Having a shovel activated will give a mouse tool indicating the [[slope]] of a tile border when you mouse over it.&lt;br /&gt;
* Digging can be done while moving, so long as you do not move too far (two tiles) from the tile you are currently digging.&lt;br /&gt;
* You can dig dirt from different [[Corner]] of the [[Tile]] than where you stand if you mouseover the [[Tile]] [[Corner]] and do dig action to that [[Corner]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope on dirt is limited to 150 on the [[Defiance]] and [[Elevation]] servers, no matter how high the skill a player may have. &lt;br /&gt;
&lt;br /&gt;
== Warning Messages ==&lt;br /&gt;
; The concrete would only flow away.&lt;br /&gt;
: Occurs when trying to raise a rock tile that is greater than 40 slope. It only takes into consideration the 4 adjacent slope borders.&lt;br /&gt;
; The frozen soil is too hard to dig effectively.&lt;br /&gt;
: Occurs when there is tundra next to it&lt;br /&gt;
; The &amp;lt;item&amp;gt; would flow down into a &amp;lt;structure/fence&amp;gt;. You are not allowed to drop &amp;lt;item&amp;gt; on &amp;lt;structures/fences&amp;gt;&lt;br /&gt;
: Occurs when trying to drop a dirt that is adjacent to a structure/fence in which the slope is more than 40.&lt;br /&gt;
; The &amp;lt;structure/fence&amp;gt; is in the way.&lt;br /&gt;
: Occurs when trying to dig in a corner where there is a &amp;lt;structure/fence&amp;gt; present.&lt;br /&gt;
; The object nearby prevents digging further down.&lt;br /&gt;
: An object, such as a [[bulk storage bin]] may prevent digging steep slopes.&lt;br /&gt;
; The road would be too steep to traverse.&lt;br /&gt;
: You cannot dig a highway road to over 20 slope steep.&lt;br /&gt;
; The water is too deep to cultivate here.&lt;br /&gt;
: Occurs when trying to cultivate a tile in which the northwest corner is not 0 dirts or more above the water table.&lt;br /&gt;
; The water is too deep or too shallow to dig using that tool&lt;br /&gt;
: You can only dig 7 dirt below water level with a shovel before you have to switch to a [[dredge]].&lt;br /&gt;
; The water is too deep and would only dissolve the concrete.&lt;br /&gt;
: When using [[concrete]] to raise a tile below water the lowest height that the tile can be is 25.&lt;br /&gt;
; The water is too deep to pack the dirt here.&lt;br /&gt;
: Occurs when trying to pack a tile in which the northwest corner is more than 0 dirts below the water table.&lt;br /&gt;
; The water is too deep to pave here.&lt;br /&gt;
: Occurs when trying to pave a tile in which the northwest corner is more than 0 dirts below the water table.&lt;br /&gt;
; You are not allowed to drop dirt there.&lt;br /&gt;
: Cannot drop dirt on paved road when the corner is surrounded on all sides by trees or similar tiles.&lt;br /&gt;
; You are not skilled enough to dig in such steep slopes.&lt;br /&gt;
: Slopes become too steep when the dirt slope is greater than 3x your digging skill. This includes any slopes on any tiles bordering the tile you wish to dig on. For example, with 15 digging skill, you can dig on, level, or flatten a slope up to 45 steep.&lt;br /&gt;
; You can't flatten at that depth.&lt;br /&gt;
: Occurs when trying to flatten a tile in which is the involved tiles are 7 or more dirts below the water table.&lt;br /&gt;
; You can't level at that depth.&lt;br /&gt;
: Occurs when trying to level a tile in which the involved tiles are 7 or more dirts below the water table.&lt;br /&gt;
; The area is too crowded with (trees / bushes / trees and bushes) to dig properly.&lt;br /&gt;
: This message happens when the corner is surrounded by 3 or 4 tree or bush tiles. Cut down one (or more) to continue.&lt;br /&gt;
; You cannot dig in such terrain.&lt;br /&gt;
: This message will occur when trying to lower floorboards through a dig action.&lt;br /&gt;
; You hit rock.&lt;br /&gt;
: All the dirt above the rock layer in this tile corner has been dug away.&lt;br /&gt;
; You suddenly become very weak, and your arm muscles fail you. You just can not dig here it seems.&lt;br /&gt;
: You are trying to dig within a planned house.&lt;br /&gt;
; You can't figure out how to remove the stone. You must become a bit better at digging first.&lt;br /&gt;
: You need 10 digging to remove pavement.&lt;br /&gt;
; You need to be stronger to destroy pavement.&lt;br /&gt;
: Body strength of 20 and a digging skill of 10 is required for destroying pavement.&lt;br /&gt;
; You need to be stronger to dig on roads.&lt;br /&gt;
: You need 20 body strength to dig on roads.&lt;br /&gt;
; Your shovel fails to penetrate the earth no matter what you try. Weird.&lt;br /&gt;
: You are trying to dig in an area protected by the GMs. Find a different spot.&lt;br /&gt;
&lt;br /&gt;
==Burying==&lt;br /&gt;
&lt;br /&gt;
Activate a shovel, right-click the corpse and select '''Bury'''.&lt;br /&gt;
&lt;br /&gt;
*Note: a [[crude shovel]] does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; provide the bury action.&lt;br /&gt;
&lt;br /&gt;
Burying is generally designed for the disposal of a corpse. An unbutchered corpse will attract carnivores so therefore it is a respectful act to bury an animal after you kill it. It is a good idea to [[butchering|butcher]] the animal with a [[butchering knife]] before it is buried. Also, remember to bury your own corpse after you pick up its inventory.&lt;br /&gt;
&lt;br /&gt;
If you try to bury something on a rock tile, cave tile, or a dirt tile where the dirt is less than 3 dirts deep you will fail and get the message, &amp;quot;The ground is too hard to bury anything in using a shovel, try using a pickaxe.&amp;quot; However, it is possible to bury corpses on a rock tile and or a cave tile with a [[pickaxe]].&lt;br /&gt;
&lt;br /&gt;
==Under water==&lt;br /&gt;
Until 7 dirt below sea level, you can dig as above water, but deeper than 7 you must [[dredge]] instead of dig.&lt;br /&gt;
&lt;br /&gt;
==Digging for Rock Guide==&lt;br /&gt;
To set up a mine where there is no exposed rock, you must first reveal the rock layer under the dirt layer. Dig at a reasonable distance above [[water]]. Keep digging in one corner until &amp;quot;You hit rock&amp;quot; or do not have enough skill to continue digging. Once you hit rock in one corner, then you must dig in all other corners until they have hit rock also. When you hit rock in all four corners, then the rock tile will be uncovered. If you lack the skill to dig in &amp;quot;such steep slopes&amp;quot;, you could dig the nearby tiles down further as well, to reduce the slope to the corners you are working on.&lt;br /&gt;
&lt;br /&gt;
==Tile Difficulties==&lt;br /&gt;
Digging difficulty varies by tile. The formula starts at 1 + (the highest slope from that corner/5, rounded down), then adds the specific tile difficulty. &lt;br /&gt;
&lt;br /&gt;
* Dirt - 0&lt;br /&gt;
* Peat - 0&lt;br /&gt;
* Sand - 10&lt;br /&gt;
* Moss - 10&lt;br /&gt;
* Clay - 20&lt;br /&gt;
* Tundra - 20&lt;br /&gt;
* Marsh - 30&lt;br /&gt;
* Tar - 35&lt;br /&gt;
* Steppe - 40&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* [[Digging]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]]&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Digger at 50 skill&lt;br /&gt;
* Excavator at 70 skill&lt;br /&gt;
* Land Shaper at 90 skill&lt;br /&gt;
* Earthwurm at 100 skill&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Tile types]]&lt;br /&gt;
* [[Guides/Flattening|Flattening]]&lt;br /&gt;
* [[Leveling]]&lt;br /&gt;
* [[Guides/FlatRaising|Flatraising]]&lt;br /&gt;
* [[Guides/Landbridges|Landbridges]]&lt;br /&gt;
* [[Mining#Surface_excavation|Sculpting rock layer with a pickaxe]]&lt;br /&gt;
* [[Slope]]: an explanation on how to read slopes&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Strongwall&amp;diff=131286</id>
		<title>Strongwall</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Strongwall&amp;diff=131286"/>
		<updated>2026-03-15T03:45:05Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Notes */ Updated reinforced wall removal to current times and same info was twice in Notes i removed the other&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Religion|Religion]] / [[:Category:Spells|Spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=70&lt;br /&gt;
|favor=70&lt;br /&gt;
|difficulty=70 (0)&lt;br /&gt;
|target=Tile&lt;br /&gt;
|castingtime=180&lt;br /&gt;
|god=[[Magranon]], [[Libila]] (PvP servers only)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Strongwall changes open cave tiles to [[cave wall]]s or [[support beam|reinforce]]s existing cave walls. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* This spell always succeeds, even though it has a difficulty of 70.&lt;br /&gt;
* Can be used on any cave wall to make a reinforced wall.&lt;br /&gt;
* Can be used on any cave floor to recreate a stone pillar (wall)&lt;br /&gt;
* Can not be used on any cave floor to reinforce the ground for pavement. You can only collapse tiles like a [[shaker orb]]&lt;br /&gt;
* The spell can be cast on mine entrances to close them, including from outside, similar to a [[shaker orb]]. &lt;br /&gt;
* Attached mine doors must be destroyed before strong wall can be cast on the entrance.&lt;br /&gt;
* A reinforced wall on deed can be removed with crowbar and off deed with Disintegrate spell.&lt;br /&gt;
* You must have the permissions 'build', 'drop', and 'cast spells (deity)' to cast this spell on deed.&lt;br /&gt;
* [[Libila]] priests may only cast this spell on PvP servers.&lt;br /&gt;
* The tile will keep its original quality, regardless of if it was a rock or vein tile before being mined out.&lt;br /&gt;
**Mining out a vein and casting strong wall on same floor tile WILL NOT get you a new vein but a rock wall. (i.e. mining a wall out and strong walling a new wall in same tile  does not affect the tile's quality).&lt;br /&gt;
&lt;br /&gt;
== Warnings ==&lt;br /&gt;
; You should remove the items first. : You can't cast the spell on a floor of a cave tile occupied by a creature (or by yourself) or any by any items.&lt;br /&gt;
; That tile is occupied by creatures. : You can't cast the spell on a floor of a cave tile occupied by a creature (or by yourself).&lt;br /&gt;
; You do not have permission to do that. : You need the permissions 'build', 'drop', and 'cast spells (deity)' to cast Strongwall on a deed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Libila spells]]&lt;br /&gt;
[[Category:Magranon spells]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Support_beam&amp;diff=131285</id>
		<title>Support beam</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Support_beam&amp;diff=131285"/>
		<updated>2026-03-15T03:42:24Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Additional Notes */ Updated collapse and reinforce info to current time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Support Beam&lt;br /&gt;
|image=Support Beam.png&lt;br /&gt;
|active=[[Shaft]] (1kg)&lt;br /&gt;
|passive=[[Log]] (24kg)&lt;br /&gt;
|group=Mine doors and support beams&lt;br /&gt;
|materials=*4 [[Shaft]]s (1kg) &lt;br /&gt;
*2 [[Iron ribbon]]s&lt;br /&gt;
*2 [[Log]]s (18/24kg)&lt;br /&gt;
|result=*Unfinished support beam&lt;br /&gt;
*'''{{PAGENAME}}''' (60.0kg)&lt;br /&gt;
|skill=carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A wooden construction made from [[log]]s, [[plank]]s and [[ribbon|metal ribbon]]s intended to support walls in [[mine]]s.''&lt;br /&gt;
&lt;br /&gt;
Used in caves/[[mine]]s/tunnels to create [[reinforced cave wall]]s or [[reinforced cave floor]]s.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* [[Activate]] a support beam, right-click a [[cave wall]] or [[cave floor]], and select &amp;quot;Reinforce&amp;quot;.&lt;br /&gt;
* The quality of a support beam does not matter; a 9ql and a 90ql support beam will function in exactly the same way.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
* The first log used in creation must be 24kg, however, the second may be 18-24kg.&lt;br /&gt;
* When creating, the [[quality]] of the shaft affects your success chance.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
* Reinforced floors can have subterranean [[paving]] added after the application of mortar to provide a speed bonus&lt;br /&gt;
* Reinforced walls can be [[clad]] to provide additional aesthetic options&lt;br /&gt;
* A support beam is required on ''every'' wall of a cave tile (both sides) to prevent the tile from collapsing.&lt;br /&gt;
* A reinforced wall on deed can be removed with crowbar and off deed with [[Disintegrate]] spell.&lt;br /&gt;
* A reinforced floor can be mined to remove beam reinforcement with 21 [[body strength]]. No shard is produced in this process, and the slope does not change.&lt;br /&gt;
* Finished support beams do not fit into a small cart, rowing boat, or small sailboat.&lt;br /&gt;
* Adding a reinforcement is considered [[paving]] for priests.&lt;br /&gt;
&lt;br /&gt;
[[Image:Reinforced_cave_wall.png|thumb|500px|Reinforced cave wall]]&lt;br /&gt;
[[Image:Reinforced_cave_floor.png|thumb|500px|Reinforced cave floor]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Strongwall]] - A spell which can reinforce cave walls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Carpentry items]]&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Mine doors and support beams]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Reinforced_cave_wall&amp;diff=131284</id>
		<title>Reinforced cave wall</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Reinforced_cave_wall&amp;diff=131284"/>
		<updated>2026-03-15T03:39:44Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Notes */ Updated collapse and reinforce info to current time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / [[:Category:Cave tiles|Cave tiles]] /'''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''The cave wall has been reinforced with thick wooden beams and metal bands.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A reinforced cave wall is a cave wall that has been propped up with a [[support beam]], designed to prevent adjacent floor tile collapse, if floor tile has other adjacent rock walls that are not reinforced then it still has chance for collapse. Ore veins are automatically considered reinforced for collapse chance purposes.&lt;br /&gt;
&lt;br /&gt;
[[File:Reinforced_cave_wall.jpg|200px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
* All walls around a floor tile need to be reinforced to help protect against collapsing.&lt;br /&gt;
&lt;br /&gt;
* Reinforced cave walls on deed can be removed with crowbar and off deed with [[Disintegrate]] spell.&lt;br /&gt;
&lt;br /&gt;
* Attempting to mine a reinforced tile outside of a deed gives the error message 'The rock is too hard to mine'.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cave tiles]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mining&amp;diff=131283</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mining&amp;diff=131283"/>
		<updated>2026-03-14T14:26:05Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Cave-ins */ It had alot of old and wrong information about collapses, reinforced walls and how to remove them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Mining is the skill of excavating [[stone shards]], [[marble shards]], [[slate shards]], [[sandstone shards]] and [[ore]] veins.'''&lt;br /&gt;
&lt;br /&gt;
== Opening a mine (Tunnel) ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' any [[cliff]] or [[rock tile]] and select '''mining''' &amp;gt; '''tunnel'''. '''[[Mining warnings|Find potential error messages here.]]'''&lt;br /&gt;
*The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].&lt;br /&gt;
*The minimum slope of the rock surface to be mined is +1 but also have further requirements. The two lowest corners of your tile will form the bottom edge of your opening. If there are not two corners lower than the others (not equal) you cant tunnel. After opening that lower border will be reshaped completely flat at level of the lower corner.&lt;br /&gt;
*If there are two lower corners identified then the opposite border will be the top of your mine opening and will be completely flat as well, leveled at lower corner of the opposite border. &lt;br /&gt;
*'''You cannot [[Mining#Surface_mining|surface mine]] to correct an oddly shaped entrance once it is open.''' So you must make sure to have the tile in the exact shape you want it to be before you open the mine.&lt;br /&gt;
*When tunneling, entrance tile is limited by reinforced cave floor as any others (requires that all four corner of the entrance tile not be also one of a reinforced tile). So, when you are tunneling an entrance from the outside and receive the message, {{event|inline|The ground sounds strangely hollow and brittle. You have to abandon the mining operation.}}, you most likely have a reinforced floor inside the tunnel you are trying to open. Enter the mine from another angle and remove the reinforced floor.&lt;br /&gt;
*Tunneling from the outside will make a downwards entrance 20 slope or more, even if there is a flat cave inside. Tunneling out from the inside will only remove the rock walls without changing the ground level.&lt;br /&gt;
*To correct that entry slope you can further raise the mine corner floor with concrete but if ground reach is deep underwater. If you don't want any ugly water on the floor in the mine, ensure that both lower corners of the entrance are at least at height 28 (hover the corner with the mouse).&lt;br /&gt;
*Each tunneling action has a chance to create a [[stone shards|stone shard]]. After a number of [[stone shards]] are created, usually 9, the message {{event|inline|You will soon create an entrance}} will appear, after 51 actions. A stone shard or two later, and an entrance will be created.&lt;br /&gt;
*The maximum height of a tunnel entrance is 270 slope, but you would not be able to continue mining because of ceiling height restrictions. Tunnel slopes should be less than 235.&lt;br /&gt;
*The maximum height of an tunnel entrance is 90 slope if you plan to add a mine door. &lt;br /&gt;
*You may create a mine entrance up to 3 tiles wide.&lt;br /&gt;
**To widen a tunnel, the tile you mine must only be connected to ONE open tunnel only&lt;br /&gt;
** Mine doors can be placed on tunnel entrances that are 1 tile or wider, except on PvP servers. Note that you will need more than one mine door for wider entrances!&lt;br /&gt;
** It is not possible to create an opening next to an opening that has a mine door attached.&lt;br /&gt;
&lt;br /&gt;
== Tunnel excavation ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' on [[rock tile]] select '''mining''' &amp;gt; '''mine'''.&lt;br /&gt;
&lt;br /&gt;
Mining a cave wall inside of a mine will remove that tile of rock. It takes 45 mining actions to produce the message {{event|inline|The wall will break soon}} after which it takes 1 to 11 actions to fully remove the tile.&lt;br /&gt;
&lt;br /&gt;
* It is possible to mine up, down or flat but only the final action is taken into account.  The resulting slope of up or down will be approximately 20. Ceiling will be 30 above the created floor whatever its shape is.&lt;br /&gt;
* There are slight deviations in mine slopes (up to 3 &amp;quot;Slope&amp;quot;) when a mine shaft progresses.This is based off Mining Skill.&lt;br /&gt;
** skill less than 50, +-3&lt;br /&gt;
** skill = 50, variance is +-2&lt;br /&gt;
** skill = 70, variance is +-1&lt;br /&gt;
** skill = 90+ no variance&lt;br /&gt;
* When mining a tile next to an opened tile, slope of the existing tile will be kept but may also change with same variance.&lt;br /&gt;
* When connecting two mine shafts, the direction of the mining is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.&lt;br /&gt;
* Each action will produce one stone shard.&lt;br /&gt;
* All items mined from the cave wall will appear in a pile on the ground on the tile you're standing; this often includes items such as [[salt]] and [[gem]]s, all of which are found randomly.&lt;br /&gt;
* It is not possible to create an exit from the inside if there is dirt covering the planned exit, this must be fully uncovered and bare just as if you were to create an entrance from the outside.&lt;br /&gt;
* If the outside tile is covered by dirt while trying to mine out, the message {{event|inline|The cave wall looks very unstable and dirt flows in. You would be buried alive}}&lt;br /&gt;
&lt;br /&gt;
== Mining resources==&lt;br /&gt;
[[Ore]] is produced by mining metal ore [[vein]]s found inside of a mine. [[Marble]], [[slate]], [[rock salt (vein)|rock salt]], and [[sandstone vein|sandstone]] veins produce shards. A [[Rock salt (vein) | Rock salt]] tile has about the same amount of shards as a regular rock tile, approximately 50 shards. &lt;br /&gt;
&lt;br /&gt;
*When an ore or shard vein is depleted a tunnel is created. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore and shard veins for tunneling purposes.&lt;br /&gt;
&lt;br /&gt;
== Mining floors and ceiling ==&lt;br /&gt;
*Mining the floor or ceiling of a cave will not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. '''Note that, as with [[digging]], these actions affect the closest corner of the tile and not the tile itself.''' &lt;br /&gt;
*A ceiling tile can be mined upward around 31 times before you will receive the message {{event|inline|You cannot reach the ceiling}}. (given that you haven't lowered the floor before you start).&lt;br /&gt;
*A floor tile can be mined down well past swimming depth to let boats pass through. It is a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level. &lt;br /&gt;
*Each rock tile removed will have that standard ceiling height, so each ceiling tile must be mined individually, if you want them to be higher. The floor section will match up (providing you didn't mine up or down). &lt;br /&gt;
*You can fix slopes with [[concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.&lt;br /&gt;
*Mining ceilings for stone shards is much faster than mining on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.&lt;br /&gt;
*If you have raised the ceiling and try to mine the floor too low, you will receive the message:{{event|inline|Lowering the floor further would make the cavern unstable}} before hitting the water level.&lt;br /&gt;
*For the best access in a mine it is recommended not to mine the floor directly, because it can create uneven surfaces making it hard to move around. &lt;br /&gt;
*The actions '''mine up''' and '''mine down''' create predictable slopes of 20 and are good if you want a sloped passage, although floor mining can be very useful if used in the right way. &lt;br /&gt;
'''Proceed with caution when adjusting the floors as mining is not easily reversed.''' When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining.&lt;br /&gt;
&lt;br /&gt;
== Mine Up/Down ==&lt;br /&gt;
* Mining up/down will create a slope of 20 or to the corresponding next level, if there is another tunnel (see [[Mining#Dropshaft|Dropshaft]])&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
Standing on a flat cave tile will permit the leveling of an adjacent tile so that it will be at the same height. &lt;br /&gt;
&lt;br /&gt;
15 mining is required to find the slope of a tile or edge. The information will show on the mouse tooltip with a [[pickaxe]] or [[trowel]] active, but can also be found by examining the section of floor and reading the event log.&lt;br /&gt;
&lt;br /&gt;
Activate a pickaxe and '''right click''' the cave floor tile, select '''Mining''' &amp;gt; '''Level'''.&lt;br /&gt;
*Will mine the highest corners and make the tile flat.&lt;br /&gt;
Activate [[concrete]] '''right click''' the corner to be raised select '''raise corner'''.&lt;br /&gt;
&lt;br /&gt;
'''The corner you are standing nearest will be raised, so make sure you are standing in the correct spot.'''&lt;br /&gt;
*To raise corners [[concrete]] must be held in the inventory and activated.&lt;br /&gt;
*One concrete will raise one corner equivalent to 1 [[dirt]]. &lt;br /&gt;
*Concrete can be used to raise an underwater cave tile as long as the tile is 25 [[dirt]]s deep or less; below that you get the message: {{event|inline|The water is too deep and would only dissolve the concrete.}}&lt;br /&gt;
&lt;br /&gt;
== Surface mining ==&lt;br /&gt;
Activate [[pickaxe]] and '''right click''' [[cliff]] or [[rock tile]], select '''Mining''' &amp;gt; '''Mine'''.&lt;br /&gt;
&lt;br /&gt;
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons. &lt;br /&gt;
*To mine on the surface, all adjacent corners of the tile must be clear of dirt. '''You will need dig all four corners of a tile to expose rock.''' &lt;br /&gt;
*When mining into water the maximum depth permitted is -25 from the water level. &lt;br /&gt;
*It may take one or more actions to lower a single [[dirt]] level of [[rock]].  &lt;br /&gt;
*Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]].&lt;br /&gt;
*You will only be able to mine slopes which are 3 times your mining skill. For example, if you mining skill is 3, you can mine slopes of 9 or below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Slope reduction: {{event|inline|You mine some stone shards.}}&lt;br /&gt;
:No reduction: {{event|inline|You chip away at the rock.}}&lt;br /&gt;
&lt;br /&gt;
== Mine doors ==&lt;br /&gt;
You can limit access to your mine with the use of a '''[[mine door]]'''. Several types of mine doors are available.  &lt;br /&gt;
&lt;br /&gt;
'''Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does NOT protect mine doors.'''&lt;br /&gt;
* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a mine door.&lt;br /&gt;
* On [[Elevation]] and [[Defiance]] servers, there must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area. There is a check in a 5 tile radius around the door being placed.&lt;br /&gt;
&lt;br /&gt;
== Dropshaft ==&lt;br /&gt;
Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts.  They are not easily traveled through. Vehicles and horses will not be able to move between the levels, and a player must [[Climbing|climb]] to move between the two.&lt;br /&gt;
&lt;br /&gt;
*When a drop shaft is going to be created you will receive this message before the wall breaks: {{event|inline|You hear falling rocks from the other side of the wall. A deep shaft will probably emerge.}}&lt;br /&gt;
&lt;br /&gt;
*Should a dropshaft be required, simply mine out the rock tile which separates two mines of different levels.  Some players have created dropshafts to gain fast access to water or create short-cuts.  There is no falling [[damage]] inside mines, so falling down these shafts is not going to injure the player.&lt;br /&gt;
&lt;br /&gt;
'''Proceed with caution as these are very hard, often impossible, to modify once created.''' &lt;br /&gt;
*Collapsing a dropshaft tile with the [[Strongwall]] spell or a [[shaker orb]] will allow you to remine a tile to the height of the tiles around it, but proceed carefully and ask for assistance, as careful planning is required. &lt;br /&gt;
&lt;br /&gt;
== Cave-ins ==&lt;br /&gt;
Excavated cave tile that is adjacent to rock wall has a chance of caving in. &lt;br /&gt;
&lt;br /&gt;
*When a excavated tile caves in, it will become either a rock wall, ore or shard vein.  &lt;br /&gt;
*Reinforcing a cave wall with a [[support beam]] will prevent the cave-in on excavated tiles on north, south, east and west of that reinforced wall. Once rock wall is reinforced it may not be mined, however on deed mayor or citizen can remove reinforced tiles with crowbar if they have permissions to do so.  &lt;br /&gt;
A cave wall reinforced with a [[support beam]] off deed can be removed by using [[disintegrate]] spell. Note that underground [[highway]]s are protected from cave-ins, thus tunnels for them dont require reinforcement on side walls.&lt;br /&gt;
*Ore and shard veins are considered similar to reinforced walls for purposes of stability.&lt;br /&gt;
*The chance that a tile is replaced with a vein or shard other than rock is low.&lt;br /&gt;
*You also have the option to manually collapse excavated tiles back to rock walls using the spell [[Strongwall]] or using a [[shaker orb]] which can be bought from a silver store for 4 silver and is a one time use item.&lt;br /&gt;
&lt;br /&gt;
== Skillgain ==&lt;br /&gt;
&lt;br /&gt;
'''Ore Difficulty'''&lt;br /&gt;
&lt;br /&gt;
*The easiest is mining plain rock or [[zinc]], followed by [[iron vein]]s and [[tin vein]]s. &lt;br /&gt;
*The hardest are silver and gold. &lt;br /&gt;
'''As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL shard.'''&lt;br /&gt;
&lt;br /&gt;
*Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile quality.&lt;br /&gt;
&lt;br /&gt;
'''Note''': In order to gain skill from a mining action the by&amp;amp;#8209;product has to be anywhere in between 1.01 and 39.99 quality range.&lt;br /&gt;
&lt;br /&gt;
'''Note''': All tests were done with a 25ql pickaxe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]], [[Zinc vein|Zinc]] || 1-25&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron vein|Iron]], [[Rock salt (vein)|Rock salt]] || 25-35&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein|Tin]] || 35-50&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper vein|Copper]], [[Slate]], [[Lead vein|Lead]] || 50-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver vein|Silver]] || 75-90&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein|Gold]], [[Marble]], [[Sandstone vein|Sandstone]] || 90+&lt;br /&gt;
|-&lt;br /&gt;
|+ Optimal Skill Gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Optimal Pickaxe Selection for Skill Gain'''&lt;br /&gt;
&lt;br /&gt;
If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining.  You can use the formula:&lt;br /&gt;
&lt;br /&gt;
'''(Skill + Tool QL) divided by 2, then subtract 20 = &amp;lt;optimal difficulty&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Plug in the variables you know, and solve for the remaining variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore type !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Stone || 2&lt;br /&gt;
|-&lt;br /&gt;
| Zinc || 2&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tin || 10&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 20&lt;br /&gt;
|-&lt;br /&gt;
| Slate || 20&lt;br /&gt;
|-&lt;br /&gt;
| Lead || 20&lt;br /&gt;
|-&lt;br /&gt;
| Rock salt || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Silver || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gold || 40&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced || 40&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sandstone || 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
There are several types of resource which can be found while mining:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Mining By-Products&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]] || [[Stone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Rock salt vein]] || [[Rock salt (shard)|Rock salt shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Slate]] || [[Slate shards]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone vein]] || [[Sandstone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Marble vein|Marble]] || [[Marble shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Iron vein]] || [[Iron ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Copper vein]] || [[Copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein]] || [[Tin ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Zinc vein]] || [[Zinc ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead vein]] || [[Lead ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Silver vein]] || [[Silver ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein]] || [[Gold ore]]&lt;br /&gt;
|+ Mining Resources &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other resources which can be found include [[salt]], [[gems]], [[source crystal]]s and [[flint]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Mining speed is determined by mining skill, pickaxe [[quality]], pickaxe skill, and the [[Wind of ages]] or [[Botd]] cast, ordered from greatest effect to least.&lt;br /&gt;
*Because Wurm is not a true 3D world, the cave layer is essentially a second world beneath the surface. It is possible to mine upwards and downwards with a few [[Mining warnings|limitations]].&lt;br /&gt;
*Mining straight mines at zero slope. Mining upward or downward mines at a slope of 20 in that direction. From this, a set of variants is applied based on skill which ultimately determines the final slope of the tile. This skill-based variance set is such that: &amp;lt;50 skill is +/- 3, 50-70 is +/- 2, 70-90 is +/- 1, 90+ is 0. Only the final action that breaks the wall (upward, downward, or straight) determines the direction mined.  &lt;br /&gt;
* You may not mine upward out of rock and into the [[dirt]] that is covering it.&lt;br /&gt;
* You can mine downward until you reach 25 dirts below the [[water]] table.&lt;br /&gt;
* It is not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel. &lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope for surface mining is limited to your 1x mining skill on [[Chaos]]. [[Defiance]] and [[Epic]] servers are capped at 60 slope. &lt;br /&gt;
* There is a minimum of 3 tiles required between mine doors on [[Defiance]] and [[Epic]].&lt;br /&gt;
&lt;br /&gt;
==Mining Warning Messages==&lt;br /&gt;
See: [[Mining warnings]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pickaxe]]&lt;br /&gt;
* [[Prospecting]]&lt;br /&gt;
* [[Support beam]]&lt;br /&gt;
* [[Clad]]&lt;br /&gt;
* [[Stuck]]&lt;br /&gt;
* [[Mining warnings]]&lt;br /&gt;
* [[Strongwall]]&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Mining&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]]&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Miner at 50 skill&lt;br /&gt;
* Prime Minester at 70 skill&lt;br /&gt;
* Mastermine at 90 skill&lt;br /&gt;
* The World is Mine at 100 skill&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Mining can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
* See [[Mining warnings]] for more indepth information on each situation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Disintegrate&amp;diff=131282</id>
		<title>Disintegrate</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Disintegrate&amp;diff=131282"/>
		<updated>2026-03-14T08:27:49Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Notes */ forgot to mention higher chance for offdeed is for PVP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Religion|Religion]] / [[:Category:Spells|Spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=70&lt;br /&gt;
|favor=80&lt;br /&gt;
|difficulty=70&lt;br /&gt;
|target=[[Cave wall]]&lt;br /&gt;
|castingtime=60&lt;br /&gt;
|god=* All: [[Magranon]]&lt;br /&gt;
* PvP Only: [[Vynora]], [[Libila]], [[Fo]]&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Disintegrate''' is a spell used [[Mining|underground]] to destroy [[rock tile]]s and [[Support beam|reinforced]] tiles. Metal [[vein]]s have not been tested extensively. The spell is available for [[Magranon]] on PvE based servers and all priests on PvP.&lt;br /&gt;
&lt;br /&gt;
Its use is tied into the [[mining]] role for [[deed]]s. This means on freedom servers, only players that have mining permissions can disintegrate inside a deed. Anyone can disintegrate off deed. You must have multiple mining permissions: Mine rock, mine iron veins, mine other veins, tunnel, mine floor, add/remove reinforcements as well as cast deity spells to cast this on deed. &lt;br /&gt;
&lt;br /&gt;
On PVP servers, you can only disintegrate reinforced tiles inside enemy settlements if they were drained during the last 2 hours.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Disintegrate removes chunks from a vein or wall at 3 times the cast power of ore/rock from the wall. You lose the rock or ore when using disintegrate.&lt;br /&gt;
&lt;br /&gt;
event messages after cast:&lt;br /&gt;
&lt;br /&gt;
* You chip away at the ... vein and remove a small chunk of material. 0-75 &lt;br /&gt;
* You chip away at the ... vein and remove a chunk of material. 75-150&lt;br /&gt;
* You chip away at the ... vein and remove a large chunk of material. 150-250&lt;br /&gt;
* You chip away at the ... vein and remove a huge chunk of material. 250+&lt;br /&gt;
== Notes ==&lt;br /&gt;
* When a disintegrate cast results in the last bit of a wall being destroyed, it will result in the same floor slope as a &amp;quot;mine forward&amp;quot; action.&lt;br /&gt;
* If side shafts are attempted, it will not crack the rock tile and will only waste favor.&lt;br /&gt;
* If you are too deep under water to mine, it will not work and will only waste favor. (Needs further testing, it does make the amount of ore of a vein go down.)&lt;br /&gt;
* Can be used to create an exit from a mine (follows same rules as manually mining), but cannot be used to create a tunnel from the outside.&lt;br /&gt;
**Mining or disintegrate from inside a mine will not result in the 20 entrance slope, it instead connects to the 2 lowest tile corners.&lt;br /&gt;
**Any item, corpse, player, mine door or altar in the way will result in 'Item in the way' error.&lt;br /&gt;
*Disintegrating reinforced walls chances are very low – 2% for a 50 power cast and 10% if you manage to cast a 90 power spell which is hard enough for a difficulty 70 spell. This goes up to 25% at 95 power and 50 percent at 98%.&lt;br /&gt;
**In PVP Off deed reinforcements will have a much higher chance to break when using the disintegrate spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Fo spells]]&lt;br /&gt;
[[Category:Libila spells]]&lt;br /&gt;
[[Category:Magranon spells]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Disintegrate&amp;diff=131281</id>
		<title>Disintegrate</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Disintegrate&amp;diff=131281"/>
		<updated>2026-03-14T08:24:22Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Notes */ made it clear the disintegrate chances are for reinforced walls and copy pasted another patchnote telling off deed the chances are much higher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Religion|Religion]] / [[:Category:Spells|Spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=70&lt;br /&gt;
|favor=80&lt;br /&gt;
|difficulty=70&lt;br /&gt;
|target=[[Cave wall]]&lt;br /&gt;
|castingtime=60&lt;br /&gt;
|god=* All: [[Magranon]]&lt;br /&gt;
* PvP Only: [[Vynora]], [[Libila]], [[Fo]]&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Disintegrate''' is a spell used [[Mining|underground]] to destroy [[rock tile]]s and [[Support beam|reinforced]] tiles. Metal [[vein]]s have not been tested extensively. The spell is available for [[Magranon]] on PvE based servers and all priests on PvP.&lt;br /&gt;
&lt;br /&gt;
Its use is tied into the [[mining]] role for [[deed]]s. This means on freedom servers, only players that have mining permissions can disintegrate inside a deed. Anyone can disintegrate off deed. You must have multiple mining permissions: Mine rock, mine iron veins, mine other veins, tunnel, mine floor, add/remove reinforcements as well as cast deity spells to cast this on deed. &lt;br /&gt;
&lt;br /&gt;
On PVP servers, you can only disintegrate reinforced tiles inside enemy settlements if they were drained during the last 2 hours.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Disintegrate removes chunks from a vein or wall at 3 times the cast power of ore/rock from the wall. You lose the rock or ore when using disintegrate.&lt;br /&gt;
&lt;br /&gt;
event messages after cast:&lt;br /&gt;
&lt;br /&gt;
* You chip away at the ... vein and remove a small chunk of material. 0-75 &lt;br /&gt;
* You chip away at the ... vein and remove a chunk of material. 75-150&lt;br /&gt;
* You chip away at the ... vein and remove a large chunk of material. 150-250&lt;br /&gt;
* You chip away at the ... vein and remove a huge chunk of material. 250+&lt;br /&gt;
== Notes ==&lt;br /&gt;
* When a disintegrate cast results in the last bit of a wall being destroyed, it will result in the same floor slope as a &amp;quot;mine forward&amp;quot; action.&lt;br /&gt;
* If side shafts are attempted, it will not crack the rock tile and will only waste favor.&lt;br /&gt;
* If you are too deep under water to mine, it will not work and will only waste favor. (Needs further testing, it does make the amount of ore of a vein go down.)&lt;br /&gt;
* Can be used to create an exit from a mine (follows same rules as manually mining), but cannot be used to create a tunnel from the outside.&lt;br /&gt;
**Mining or disintegrate from inside a mine will not result in the 20 entrance slope, it instead connects to the 2 lowest tile corners.&lt;br /&gt;
**Any item, corpse, player, mine door or altar in the way will result in 'Item in the way' error.&lt;br /&gt;
*Disintegrating reinforced walls chances are very low – 2% for a 50 power cast and 10% if you manage to cast a 90 power spell which is hard enough for a difficulty 70 spell. This goes up to 25% at 95 power and 50 percent at 98%.&lt;br /&gt;
**Off deed reinforcements will have a much higher chance to break when using the disintegrate spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Fo spells]]&lt;br /&gt;
[[Category:Libila spells]]&lt;br /&gt;
[[Category:Magranon spells]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Digging&amp;diff=131238</id>
		<title>Digging</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Digging&amp;diff=131238"/>
		<updated>2026-02-22T11:06:01Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Digging is the [[skill]] of terraforming or moving [[dirt]] around. It is used either to raise or lower a [[tile]] or the sides of a tile, to change the appearance of the world around you. Digging requires a [[shovel]] and increases several [[characteristics]]: [[body strength]], [[body stamina]], and [[mind logic]]. [[Destroy pavement|Destroying pavement]] and cultivating a [[packed dirt]] tile also increases the digging skill.&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
*Activate a shovel and right-click a tile and select &amp;quot;Dig&amp;quot;. This will lower the [[ground]] and drop the dug material in a collectible pile on that tile or nearby.&lt;br /&gt;
&lt;br /&gt;
*'''Note that the material is dug from the corners of tiles; Where your avatar's feet are (which of the four corners in the tile you stand in) is where the tile will be dug down(exception is if you use dig action to the corner of the tile and even if you stand on another corner it will still dig from the targeted corner). Where you right-click to select the dig command has absolutely no impact whatsoever on where you dig.''' So, for example, by standing in the northwestern corner of a tile and digging, just that area of the tile and connecting tiles will drop. The other three corners of the tile will remain at their original level. By then hovering the cursor over neighboring tile borders, one can then see the results of their work via slope count (1 slope = 1 dirt = 1 dig action). Dropping dirt on tile corners works the same way but by raising the corner in which the player is standing when dropping the dirt.&lt;br /&gt;
&lt;br /&gt;
*The maximum slope you can dig on, level, or flatten is 3 x [your digging skill] + 1. e.g. A skill of 50.25 in digging will mean you can dig on, or adjacent to, a slope of up to 151 dirt.&lt;br /&gt;
*For skills below 10, you can dig slopes up to 30.&lt;br /&gt;
&lt;br /&gt;
*It is not possible to dig on [[cliff]] or [[rock tile]]s. Rock tiles can be [[Mining#Surface_mining|mined]] down.&lt;br /&gt;
&lt;br /&gt;
*To lower a whole [[dirt tile|dirt]], [[moss tile|moss]], [[tundra]], [[steppe tile|steppe]], or [[sand tile]], you must stand in each of the four corners and dig. To raise a tile, you must drop dirt on the tile corners. Clay tiles will lower every 50-100 actions while digging corners. When on tiles like [[peat]] or [[tar]], digging produces material each dig, but will not lower the corner. You must use [[level]]ing for these tiles. &lt;br /&gt;
&lt;br /&gt;
*To check if a tile is flat, you can either right-click a tile and select '''[[flattening|Flatten]]''' or examine the tile's borders. If all tile borders say &amp;quot;The [[slope]] is level&amp;quot;, then tile is flat. You can also see the difference in height between tile sides by examining the tile's borders. The reference will be a certain number of units of material either away from you or toward you relative to where you are standing. For example, if the slope is 2 dirt steep ''towards'' you, go to the other end of the tile border you examined and dig twice to level the edge in question. To avoid confusion in the beginning when examining tile borders, stand near, or preferably on, the blank non-highlightable &amp;quot;mini-square&amp;quot; at the corner of a tile.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You need 10 digging and 20 body strength to destroy pavement.&lt;br /&gt;
* You need 20 body strength to dig on roads.&lt;br /&gt;
* Trees will obstruct digging is when there is a tree in the NE, NW, and SW tiles. Cut down that tree and you can continue digging. &lt;br /&gt;
* Digging holds a chance to reward you with [[strange bone]]s &amp;amp; [[emerald]]s. Anybody, even non premium accounts have the chance of finding emeralds. Only premium accounts have the chance of finding rare bones.&lt;br /&gt;
* Having a shovel activated will give a mouse tool indicating the [[slope]] of a tile border when you mouse over it.&lt;br /&gt;
* Digging can be done while moving, so long as you do not move too far (two tiles) from the tile you are currently digging.&lt;br /&gt;
* If you mouseover corner of the tile and do dig action to that, it will dig from that corner no matter where you stand on the tile&lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope on dirt is limited to 150 on the [[Defiance]] and [[Elevation]] servers, no matter how high the skill a player may have. &lt;br /&gt;
&lt;br /&gt;
== Warning Messages ==&lt;br /&gt;
; The concrete would only flow away.&lt;br /&gt;
: Occurs when trying to raise a rock tile that is greater than 40 slope. It only takes into consideration the 4 adjacent slope borders.&lt;br /&gt;
; The frozen soil is too hard to dig effectively.&lt;br /&gt;
: Occurs when there is tundra next to it&lt;br /&gt;
; The &amp;lt;item&amp;gt; would flow down into a &amp;lt;structure/fence&amp;gt;. You are not allowed to drop &amp;lt;item&amp;gt; on &amp;lt;structures/fences&amp;gt;&lt;br /&gt;
: Occurs when trying to drop a dirt that is adjacent to a structure/fence in which the slope is more than 40.&lt;br /&gt;
; The &amp;lt;structure/fence&amp;gt; is in the way.&lt;br /&gt;
: Occurs when trying to dig in a corner where there is a &amp;lt;structure/fence&amp;gt; present.&lt;br /&gt;
; The object nearby prevents digging further down.&lt;br /&gt;
: An object, such as a [[bulk storage bin]] may prevent digging steep slopes.&lt;br /&gt;
; The road would be too steep to traverse.&lt;br /&gt;
: You cannot dig a highway road to over 20 slope steep.&lt;br /&gt;
; The water is too deep to cultivate here.&lt;br /&gt;
: Occurs when trying to cultivate a tile in which the northwest corner is not 0 dirts or more above the water table.&lt;br /&gt;
; The water is too deep or too shallow to dig using that tool&lt;br /&gt;
: You can only dig 7 dirt below water level with a shovel before you have to switch to a [[dredge]].&lt;br /&gt;
; The water is too deep and would only dissolve the concrete.&lt;br /&gt;
: When using [[concrete]] to raise a tile below water the lowest height that the tile can be is 25.&lt;br /&gt;
; The water is too deep to pack the dirt here.&lt;br /&gt;
: Occurs when trying to pack a tile in which the northwest corner is more than 0 dirts below the water table.&lt;br /&gt;
; The water is too deep to pave here.&lt;br /&gt;
: Occurs when trying to pave a tile in which the northwest corner is more than 0 dirts below the water table.&lt;br /&gt;
; You are not allowed to drop dirt there.&lt;br /&gt;
: Cannot drop dirt on paved road when the corner is surrounded on all sides by trees or similar tiles.&lt;br /&gt;
; You are not skilled enough to dig in such steep slopes.&lt;br /&gt;
: Slopes become too steep when the dirt slope is greater than 3x your digging skill. This includes any slopes on any tiles bordering the tile you wish to dig on. For example, with 15 digging skill, you can dig on, level, or flatten a slope up to 45 steep.&lt;br /&gt;
; You can't flatten at that depth.&lt;br /&gt;
: Occurs when trying to flatten a tile in which is the involved tiles are 7 or more dirts below the water table.&lt;br /&gt;
; You can't level at that depth.&lt;br /&gt;
: Occurs when trying to level a tile in which the involved tiles are 7 or more dirts below the water table.&lt;br /&gt;
; The area is too crowded with (trees / bushes / trees and bushes) to dig properly.&lt;br /&gt;
: This message happens when the corner is surrounded by 3 or 4 tree or bush tiles. Cut down one (or more) to continue.&lt;br /&gt;
; You cannot dig in such terrain.&lt;br /&gt;
: This message will occur when trying to lower floorboards through a dig action.&lt;br /&gt;
; You hit rock.&lt;br /&gt;
: All the dirt above the rock layer in this tile corner has been dug away.&lt;br /&gt;
; You suddenly become very weak, and your arm muscles fail you. You just can not dig here it seems.&lt;br /&gt;
: You are trying to dig within a planned house.&lt;br /&gt;
; You can't figure out how to remove the stone. You must become a bit better at digging first.&lt;br /&gt;
: You need 10 digging to remove pavement.&lt;br /&gt;
; You need to be stronger to destroy pavement.&lt;br /&gt;
: Body strength of 20 and a digging skill of 10 is required for destroying pavement.&lt;br /&gt;
; You need to be stronger to dig on roads.&lt;br /&gt;
: You need 20 body strength to dig on roads.&lt;br /&gt;
; Your shovel fails to penetrate the earth no matter what you try. Weird.&lt;br /&gt;
: You are trying to dig in an area protected by the GMs. Find a different spot.&lt;br /&gt;
&lt;br /&gt;
==Burying==&lt;br /&gt;
&lt;br /&gt;
Activate a shovel, right-click the corpse and select '''Bury'''.&lt;br /&gt;
&lt;br /&gt;
*Note: a [[crude shovel]] does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; provide the bury action.&lt;br /&gt;
&lt;br /&gt;
Burying is generally designed for the disposal of a corpse. An unbutchered corpse will attract carnivores so therefore it is a respectful act to bury an animal after you kill it. It is a good idea to [[butchering|butcher]] the animal with a [[butchering knife]] before it is buried. Also, remember to bury your own corpse after you pick up its inventory.&lt;br /&gt;
&lt;br /&gt;
If you try to bury something on a rock tile, cave tile, or a dirt tile where the dirt is less than 3 dirts deep you will fail and get the message, &amp;quot;The ground is too hard to bury anything in using a shovel, try using a pickaxe.&amp;quot; However, it is possible to bury corpses on a rock tile and or a cave tile with a [[pickaxe]].&lt;br /&gt;
&lt;br /&gt;
==Under water==&lt;br /&gt;
Until 7 dirt below sea level, you can dig as above water, but deeper than 7 you must [[dredge]] instead of dig.&lt;br /&gt;
&lt;br /&gt;
==Digging for Rock Guide==&lt;br /&gt;
To set up a mine where there is no exposed rock, you must first reveal the rock layer under the dirt layer. Dig at a reasonable distance above [[water]]. Keep digging in one corner until &amp;quot;You hit rock&amp;quot; or do not have enough skill to continue digging. Once you hit rock in one corner, then you must dig in all other corners until they have hit rock also. When you hit rock in all four corners, then the rock tile will be uncovered. If you lack the skill to dig in &amp;quot;such steep slopes&amp;quot;, you could dig the nearby tiles down further as well, to reduce the slope to the corners you are working on.&lt;br /&gt;
&lt;br /&gt;
==Tile Difficulties==&lt;br /&gt;
Digging difficulty varies by tile. The formula starts at 1 + (the highest slope from that corner/5, rounded down), then adds the specific tile difficulty. &lt;br /&gt;
&lt;br /&gt;
* Dirt - 0&lt;br /&gt;
* Peat - 0&lt;br /&gt;
* Sand - 10&lt;br /&gt;
* Moss - 10&lt;br /&gt;
* Clay - 20&lt;br /&gt;
* Tundra - 20&lt;br /&gt;
* Marsh - 30&lt;br /&gt;
* Tar - 35&lt;br /&gt;
* Steppe - 40&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* [[Digging]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]]&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Digger at 50 skill&lt;br /&gt;
* Excavator at 70 skill&lt;br /&gt;
* Land Shaper at 90 skill&lt;br /&gt;
* Earthwurm at 100 skill&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Tile types]]&lt;br /&gt;
* [[Guides/Flattening|Flattening]]&lt;br /&gt;
* [[Leveling]]&lt;br /&gt;
* [[Guides/FlatRaising|Flatraising]]&lt;br /&gt;
* [[Guides/Landbridges|Landbridges]]&lt;br /&gt;
* [[Mining#Surface_excavation|Sculpting rock layer with a pickaxe]]&lt;br /&gt;
* [[Slope]]: an explanation on how to read slopes&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Digging&amp;diff=131237</id>
		<title>Digging</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Digging&amp;diff=131237"/>
		<updated>2026-02-22T11:04:49Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Method */  Added (exception is if you use dig action to the corner of the tile and even if you stand on another corner it will still dig from the targeted corner)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Digging is the [[skill]] of terraforming or moving [[dirt]] around. It is used either to raise or lower a [[tile]] or the sides of a tile, to change the appearance of the world around you. Digging requires a [[shovel]] and increases several [[characteristics]]: [[body strength]], [[body stamina]], and [[mind logic]]. [[Destroy pavement|Destroying pavement]] and cultivating a [[packed dirt]] tile also increases the digging skill.&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
*Activate a shovel and right-click a tile and select &amp;quot;Dig&amp;quot;. This will lower the [[ground]] and drop the dug material in a collectible pile on that tile or nearby.&lt;br /&gt;
&lt;br /&gt;
*'''Note that the material is dug from the corners of tiles; Where your avatar's feet are (which of the four corners in the tile you stand in) is where the tile will be dug down(exception is if you use dig action to the corner of the tile and even if you stand on another corner it will still dig from the targeted corner). Where you right-click to select the dig command has absolutely no impact whatsoever on where you dig.''' So, for example, by standing in the northwestern corner of a tile and digging, just that area of the tile and connecting tiles will drop. The other three corners of the tile will remain at their original level. By then hovering the cursor over neighboring tile borders, one can then see the results of their work via slope count (1 slope = 1 dirt = 1 dig action). Dropping dirt on tile corners works the same way but by raising the corner in which the player is standing when dropping the dirt.&lt;br /&gt;
&lt;br /&gt;
*The maximum slope you can dig on, level, or flatten is 3 x [your digging skill] + 1. e.g. A skill of 50.25 in digging will mean you can dig on, or adjacent to, a slope of up to 151 dirt.&lt;br /&gt;
*For skills below 10, you can dig slopes up to 30.&lt;br /&gt;
&lt;br /&gt;
*It is not possible to dig on [[cliff]] or [[rock tile]]s. Rock tiles can be [[Mining#Surface_mining|mined]] down.&lt;br /&gt;
&lt;br /&gt;
*To lower a whole [[dirt tile|dirt]], [[moss tile|moss]], [[tundra]], [[steppe tile|steppe]], or [[sand tile]], you must stand in each of the four corners and dig. To raise a tile, you must drop dirt on the tile corners. Clay tiles will lower every 50-100 actions while digging corners. When on tiles like [[peat]] or [[tar]], digging produces material each dig, but will not lower the corner. You must use [[level]]ing for these tiles. &lt;br /&gt;
&lt;br /&gt;
*To check if a tile is flat, you can either right-click a tile and select '''[[flattening|Flatten]]''' or examine the tile's borders. If all tile borders say &amp;quot;The [[slope]] is level&amp;quot;, then tile is flat. You can also see the difference in height between tile sides by examining the tile's borders. The reference will be a certain number of units of material either away from you or toward you relative to where you are standing. For example, if the slope is 2 dirt steep ''towards'' you, go to the other end of the tile border you examined and dig twice to level the edge in question. To avoid confusion in the beginning when examining tile borders, stand near, or preferably on, the blank non-highlightable &amp;quot;mini-square&amp;quot; at the corner of a tile.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You need 10 digging and 20 body strength to destroy pavement.&lt;br /&gt;
* You need 20 body strength to dig on roads.&lt;br /&gt;
* Trees will obstruct digging is when there is a tree in the NE, NW, and SW tiles. Cut down that tree and you can continue digging. &lt;br /&gt;
* Digging holds a chance to reward you with [[strange bone]]s &amp;amp; [[emerald]]s. Anybody, even non premium accounts have the chance of finding emeralds. Only premium accounts have the chance of finding rare bones.&lt;br /&gt;
* Having a shovel activated will give a mouse tool indicating the [[slope]] of a tile border when you mouse over it.&lt;br /&gt;
* Digging can be done while moving, so long as you do not move too far (two tiles) from the tile you are currently digging.&lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope on dirt is limited to 150 on the [[Defiance]] and [[Elevation]] servers, no matter how high the skill a player may have. &lt;br /&gt;
&lt;br /&gt;
== Warning Messages ==&lt;br /&gt;
; The concrete would only flow away.&lt;br /&gt;
: Occurs when trying to raise a rock tile that is greater than 40 slope. It only takes into consideration the 4 adjacent slope borders.&lt;br /&gt;
; The frozen soil is too hard to dig effectively.&lt;br /&gt;
: Occurs when there is tundra next to it&lt;br /&gt;
; The &amp;lt;item&amp;gt; would flow down into a &amp;lt;structure/fence&amp;gt;. You are not allowed to drop &amp;lt;item&amp;gt; on &amp;lt;structures/fences&amp;gt;&lt;br /&gt;
: Occurs when trying to drop a dirt that is adjacent to a structure/fence in which the slope is more than 40.&lt;br /&gt;
; The &amp;lt;structure/fence&amp;gt; is in the way.&lt;br /&gt;
: Occurs when trying to dig in a corner where there is a &amp;lt;structure/fence&amp;gt; present.&lt;br /&gt;
; The object nearby prevents digging further down.&lt;br /&gt;
: An object, such as a [[bulk storage bin]] may prevent digging steep slopes.&lt;br /&gt;
; The road would be too steep to traverse.&lt;br /&gt;
: You cannot dig a highway road to over 20 slope steep.&lt;br /&gt;
; The water is too deep to cultivate here.&lt;br /&gt;
: Occurs when trying to cultivate a tile in which the northwest corner is not 0 dirts or more above the water table.&lt;br /&gt;
; The water is too deep or too shallow to dig using that tool&lt;br /&gt;
: You can only dig 7 dirt below water level with a shovel before you have to switch to a [[dredge]].&lt;br /&gt;
; The water is too deep and would only dissolve the concrete.&lt;br /&gt;
: When using [[concrete]] to raise a tile below water the lowest height that the tile can be is 25.&lt;br /&gt;
; The water is too deep to pack the dirt here.&lt;br /&gt;
: Occurs when trying to pack a tile in which the northwest corner is more than 0 dirts below the water table.&lt;br /&gt;
; The water is too deep to pave here.&lt;br /&gt;
: Occurs when trying to pave a tile in which the northwest corner is more than 0 dirts below the water table.&lt;br /&gt;
; You are not allowed to drop dirt there.&lt;br /&gt;
: Cannot drop dirt on paved road when the corner is surrounded on all sides by trees or similar tiles.&lt;br /&gt;
; You are not skilled enough to dig in such steep slopes.&lt;br /&gt;
: Slopes become too steep when the dirt slope is greater than 3x your digging skill. This includes any slopes on any tiles bordering the tile you wish to dig on. For example, with 15 digging skill, you can dig on, level, or flatten a slope up to 45 steep.&lt;br /&gt;
; You can't flatten at that depth.&lt;br /&gt;
: Occurs when trying to flatten a tile in which is the involved tiles are 7 or more dirts below the water table.&lt;br /&gt;
; You can't level at that depth.&lt;br /&gt;
: Occurs when trying to level a tile in which the involved tiles are 7 or more dirts below the water table.&lt;br /&gt;
; The area is too crowded with (trees / bushes / trees and bushes) to dig properly.&lt;br /&gt;
: This message happens when the corner is surrounded by 3 or 4 tree or bush tiles. Cut down one (or more) to continue.&lt;br /&gt;
; You cannot dig in such terrain.&lt;br /&gt;
: This message will occur when trying to lower floorboards through a dig action.&lt;br /&gt;
; You hit rock.&lt;br /&gt;
: All the dirt above the rock layer in this tile corner has been dug away.&lt;br /&gt;
; You suddenly become very weak, and your arm muscles fail you. You just can not dig here it seems.&lt;br /&gt;
: You are trying to dig within a planned house.&lt;br /&gt;
; You can't figure out how to remove the stone. You must become a bit better at digging first.&lt;br /&gt;
: You need 10 digging to remove pavement.&lt;br /&gt;
; You need to be stronger to destroy pavement.&lt;br /&gt;
: Body strength of 20 and a digging skill of 10 is required for destroying pavement.&lt;br /&gt;
; You need to be stronger to dig on roads.&lt;br /&gt;
: You need 20 body strength to dig on roads.&lt;br /&gt;
; Your shovel fails to penetrate the earth no matter what you try. Weird.&lt;br /&gt;
: You are trying to dig in an area protected by the GMs. Find a different spot.&lt;br /&gt;
&lt;br /&gt;
==Burying==&lt;br /&gt;
&lt;br /&gt;
Activate a shovel, right-click the corpse and select '''Bury'''.&lt;br /&gt;
&lt;br /&gt;
*Note: a [[crude shovel]] does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; provide the bury action.&lt;br /&gt;
&lt;br /&gt;
Burying is generally designed for the disposal of a corpse. An unbutchered corpse will attract carnivores so therefore it is a respectful act to bury an animal after you kill it. It is a good idea to [[butchering|butcher]] the animal with a [[butchering knife]] before it is buried. Also, remember to bury your own corpse after you pick up its inventory.&lt;br /&gt;
&lt;br /&gt;
If you try to bury something on a rock tile, cave tile, or a dirt tile where the dirt is less than 3 dirts deep you will fail and get the message, &amp;quot;The ground is too hard to bury anything in using a shovel, try using a pickaxe.&amp;quot; However, it is possible to bury corpses on a rock tile and or a cave tile with a [[pickaxe]].&lt;br /&gt;
&lt;br /&gt;
==Under water==&lt;br /&gt;
Until 7 dirt below sea level, you can dig as above water, but deeper than 7 you must [[dredge]] instead of dig.&lt;br /&gt;
&lt;br /&gt;
==Digging for Rock Guide==&lt;br /&gt;
To set up a mine where there is no exposed rock, you must first reveal the rock layer under the dirt layer. Dig at a reasonable distance above [[water]]. Keep digging in one corner until &amp;quot;You hit rock&amp;quot; or do not have enough skill to continue digging. Once you hit rock in one corner, then you must dig in all other corners until they have hit rock also. When you hit rock in all four corners, then the rock tile will be uncovered. If you lack the skill to dig in &amp;quot;such steep slopes&amp;quot;, you could dig the nearby tiles down further as well, to reduce the slope to the corners you are working on.&lt;br /&gt;
&lt;br /&gt;
==Tile Difficulties==&lt;br /&gt;
Digging difficulty varies by tile. The formula starts at 1 + (the highest slope from that corner/5, rounded down), then adds the specific tile difficulty. &lt;br /&gt;
&lt;br /&gt;
* Dirt - 0&lt;br /&gt;
* Peat - 0&lt;br /&gt;
* Sand - 10&lt;br /&gt;
* Moss - 10&lt;br /&gt;
* Clay - 20&lt;br /&gt;
* Tundra - 20&lt;br /&gt;
* Marsh - 30&lt;br /&gt;
* Tar - 35&lt;br /&gt;
* Steppe - 40&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* [[Digging]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]]&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Digger at 50 skill&lt;br /&gt;
* Excavator at 70 skill&lt;br /&gt;
* Land Shaper at 90 skill&lt;br /&gt;
* Earthwurm at 100 skill&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Tile types]]&lt;br /&gt;
* [[Guides/Flattening|Flattening]]&lt;br /&gt;
* [[Leveling]]&lt;br /&gt;
* [[Guides/FlatRaising|Flatraising]]&lt;br /&gt;
* [[Guides/Landbridges|Landbridges]]&lt;br /&gt;
* [[Mining#Surface_excavation|Sculpting rock layer with a pickaxe]]&lt;br /&gt;
* [[Slope]]: an explanation on how to read slopes&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wagon&amp;diff=130314</id>
		<title>Wagon</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wagon&amp;diff=130314"/>
		<updated>2025-08-25T17:01:43Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Capacity */ added space and made it better little&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Wagon&lt;br /&gt;
|image=Freedom Isles wagon.jpg&lt;br /&gt;
|active=[[plank]]&lt;br /&gt;
|passive=[[small wheel axle]]&lt;br /&gt;
|group=Carts&lt;br /&gt;
|materials=* 2 [[cotton sheet]]s&lt;br /&gt;
* 21 [[plank]]s &lt;br /&gt;
* 10 [[small nails]]&lt;br /&gt;
* 4 [[shaft]]s&lt;br /&gt;
* 2 [[small wheel axle]]s&lt;br /&gt;
* 2 [[yoke]]s&lt;br /&gt;
|materialbreakdown=* 2 [[cotton sheet]]s&lt;br /&gt;
* 33 [[plank]]s &lt;br /&gt;
* 10 [[small nails]]&lt;br /&gt;
* 14 [[shaft]]s&lt;br /&gt;
* 2 [[yoke]]s&lt;br /&gt;
|result=* '''{{PAGENAME}}'''&lt;br /&gt;
|skill=fine carpentry&lt;br /&gt;
|requiredskill=40}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A fairly large wagon designed to be dragged by four animals.''&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
A wagon is a vehicle that requires 21 [[mind logic]] to command, and 23 [[body strength]] is needed to use the [[load cargo]] function. &lt;br /&gt;
*A wagon can carry one passenger, at the very back of the wagon. &lt;br /&gt;
*Can be secured with a small or large [[padlock]]. &lt;br /&gt;
*Can't be dragged (must have a minimum of 2 animals hitched to it to move), but can be [[haul]]ed.&lt;br /&gt;
&lt;br /&gt;
== Hitchable Creatures ==&lt;br /&gt;
Many of Wurm's creatures may be hitched to pull a wagon.  &lt;br /&gt;
{{Hitchable}}&lt;br /&gt;
&lt;br /&gt;
== Creation == &lt;br /&gt;
*At least 40 fine carpentry is required to create as well as to continue building a wagon. However, the quality of the materials (i.e. planks etc) also plays a large part in chance of success (higher ql = higher creation chance). The QL of additional components plays a major role in the attach chance, especially at lower fine carpentry skill levels.&lt;br /&gt;
**Using starting components with too low QL may result in a wagon being uncraftable, even with sufficient [[Fine Carpentry]] level.&lt;br /&gt;
*Last wood piece determines wood type.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
A wagon normally holds the maximum of 100 items directly in the hold, however, the total capacity of a wagon can be increased by stacking other [[container]]s, such as [[large crate]]s, inside. &lt;br /&gt;
*Wagons can hold 20 [[small crate]]s (3000 items), or  27 [[raft]]s, or 12 [[large crate]]s (3600 items), or 16 &amp;quot;10% reduced size runed&amp;quot; [[large crate]]s (4800 items). &lt;br /&gt;
*Can hold 1 [[forge]] and 2 [[creature cage]]s.&lt;br /&gt;
*Can be loaded with ~65 felled trees, or up to around 75 when runed.&lt;br /&gt;
*A runed wagon can fit 1 [[bulk storage bin]] or 1 [[food storage bin]] plus 2 [[large crate]]s.&lt;br /&gt;
*A wagon can hold 9 [[bee hive]]s without being runed. &lt;br /&gt;
*See the [[Container]] page for more information.&lt;br /&gt;
&lt;br /&gt;
== Loadable Items ==  &lt;br /&gt;
(Not an exhaustive list)&lt;br /&gt;
Note: You must be embarked as commander in order to be able to load things. Right click them and load them.&lt;br /&gt;
&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Beehive]]&lt;br /&gt;
* [[Forge]]&lt;br /&gt;
* [[Oven]]&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* [[Kiln]]&lt;br /&gt;
* [[Floor loom]]&lt;br /&gt;
* [[Large barrel]]&lt;br /&gt;
* [[Large crate]]&lt;br /&gt;
* [[Small crate]]&lt;br /&gt;
* [[Ornate fountain]]&lt;br /&gt;
* [[Planter rack]]&lt;br /&gt;
* [[Small cart]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Bow rack]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Coffin]]&lt;br /&gt;
* [[Bench]]&lt;br /&gt;
* [[Large dining table]]&lt;br /&gt;
* [[Archery target]]&lt;br /&gt;
* [[Armour stand]]&lt;br /&gt;
* [[Saddle rack]]&lt;br /&gt;
* [[Shield rack]]&lt;br /&gt;
* [[Hitching post]]&lt;br /&gt;
* [[Chicken coop]]&lt;br /&gt;
&lt;br /&gt;
'''When Runed Only'''&lt;br /&gt;
* [[Bulk storage bin]]&lt;br /&gt;
* [[Food storage bin]]&lt;br /&gt;
* [[large cart]] *Only on PVE servers&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*[[Bison]]s have a speed bonus when dragging wagons making them faster than [[horse]]s when hitched to a wagon.&lt;br /&gt;
*Ebony black draft [[horses]] have a slight pulling speed boost over other colors.&lt;br /&gt;
*The wood cannot be dyed with [[dye]], but it can be colored a random color with an adamantine [[rune]] of Jackal.&lt;br /&gt;
*Wagons created in the various [[kingdom]]s will display the colors specific to each kingdom similar to [[kingdom banner]]s, but the fabric itself cannot be dyed further.&lt;br /&gt;
*Can be [[load]]ed into all [[ship]]s larger than [[small sailing boat]] with the exception of a Cog.&lt;br /&gt;
*Requires the equivalent of approximately 39 large crates of space to be loaded.&lt;br /&gt;
*A vehicle’s quality helps offset the weight in a vehicle, this effect starts at above 30 quality and will reduce the weight penalty up to 3x at 100 quality.&lt;br /&gt;
&lt;br /&gt;
==Wagon Styles==&lt;br /&gt;
Wagons from PVP Kingdoms have different designs on the cloth portion and are sometimes considered collectors editions. If a kingdom changes their designs, current wagons will change to that new design. &lt;br /&gt;
{{Spoiler|&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:wagons.jpg]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Carts]]&lt;br /&gt;
[[Category:Vehicles]]&lt;br /&gt;
[[Category:Travel]]&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Hauled_items]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Cooking&amp;diff=130095</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Cooking&amp;diff=130095"/>
		<updated>2025-05-31T05:45:11Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Nutrition &amp;amp; CCFP */  added exception to drinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''Cooking'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Cooking''' is the [[skill]] used to make [[food]] that has a higher nutritional value than raw foods, which includes [[butchering]], [[hot food cooking]], [[baking]], making [[beverages]] and [[oil]], and [[dairy food making]]. &lt;br /&gt;
&lt;br /&gt;
Cooking creates recipes for a player’s personal recipe book, which is populated as a player discovers different combinations and food types for each recipe.&lt;br /&gt;
&lt;br /&gt;
== Cookbook ==&lt;br /&gt;
A cookbook is a player’s personal recipe storage containing all recipes known by the individual player. To open the cookbook, click the cooking button on the right side of the quickbar. You can also [[bind]] it to a key with “TOGGLE_COOKBOOK”.&lt;br /&gt;
&lt;br /&gt;
*Recipes that are known to all players are green in the cookbook. As a player discovers new recipes, they are added to that player’s cookbook. Any variations to the recipe, such as whether the recipe can use any meat to be created, will be updated in the cookbook when discovered.&lt;br /&gt;
&lt;br /&gt;
{{event|inline|[14:13:09] Recipe &amp;quot;fennel oil&amp;quot; added to your cookbook.}}&lt;br /&gt;
&lt;br /&gt;
*Recipes in white represent those that were learned by creation.&lt;br /&gt;
*Recipes in red represent an unknown recipe, for which the product was used in a known recipe (for example, if the player was given that ingredient).&lt;br /&gt;
*Recipes that a player has as a favorite are shown in gold.&lt;br /&gt;
**You can favorite a recipe by ‘’right-clicking’’ on the recipe name and selecting ‘’mark as favorite’’. You can also add personal notes to the recipes.&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
Recipes are acquired by creating different cooking products, adding a player-written recipe to the cookbook, or finding a recipe in a creature’s corpse. Recipes are stored in a player’s personal cookbook, which is populated as a player discovers different combinations and food types for each recipe.&lt;br /&gt;
Recipes may have optional ingredients as well as required ingredients. The optional ingredients can increase the weight, difficulty, and/or nutritional value that the product has. Each optional ingredient will usually increase the difficulty by 5.&lt;br /&gt;
&lt;br /&gt;
==== Lootable Recipes ====&lt;br /&gt;
Trolls and goblins have their own special foods, and therefore give a chance to find a recipe on the corpse. Dealing the killing blow on some rift humanoids has a small chance of giving a special recipe directly to the player's inventory. Each creature type has a basic, [[rarity system|rare]], supreme, and fantastic recipe available. These recipes cannot be created without it existing in the player’s cookbook.&lt;br /&gt;
&lt;br /&gt;
==== Nameable Recipes ====&lt;br /&gt;
Some recipes exist that, when discovered, will be named with the first creator’s name in the title. A player can only have one recipe named after them. The recipe name will then be known as “(Player)’s (recipe name)”.&lt;br /&gt;
&lt;br /&gt;
==== Recipe Sharing ====&lt;br /&gt;
Recipes can be transcribed from a player’s recipe book, allowing it to be traded. To do so, ‘’right-click’’ on the recipe, then ‘’options’’ &amp;gt; ‘’mark recipe to be written’’, fill a [[reed pen]] with ink or [[dye]], then ‘’right-click’’ on a paper or papyrus and select ‘’write recipe X’’. Note that if your recipe was made with potato but can be made with any vegetable, it will be written as potato.&lt;br /&gt;
Basic recipes (marked in green) and rare or better recipes cannot be written down.&lt;br /&gt;
To add a received recipe to the cookbook, ‘’right-click’’ on the recipe and select ‘’read recipe’’, then ‘’Add to cookbook’’.&lt;br /&gt;
&lt;br /&gt;
'''''Note''': Recipes must be in your inventory to be added to your cookbook. Adding from a container (like a backpack) will not work.''&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Lore is a function activated by ‘’right-clicking’’ on the container holding ingredients and selecting ‘’lore’’, giving a player hints about which ingredients can be used. The hints are based on which ingredients are in the container, and will give hints toward creating a random recipe that can be made from the ingredients within. This random recipe will always be pointed toward with those same ingredients for the particular player; however, the same ingredients used by a different player may hint toward a different recipe, if available.&lt;br /&gt;
&lt;br /&gt;
Sample messages:&lt;br /&gt;
&lt;br /&gt;
{{event|inline|Have you tried adding ground any spice?}} - part of a recipe&lt;br /&gt;
&lt;br /&gt;
{{event|inline|You think this may well work when cooked.}} - complete recipe&lt;br /&gt;
&lt;br /&gt;
{{event|inline|The items inside do not make any known recipe.}} - no known recipe for that combination&lt;br /&gt;
&lt;br /&gt;
{{event|inline|The Ingredients in the frying pan would make an omelette when cooked.}} - valid known recipe&lt;br /&gt;
&lt;br /&gt;
{{event|inline|You think this may well work when cooked in a different cooker.}} - Valid ingredients incorrect cooker&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
=== Nutrition &amp;amp; CCFP ===&lt;br /&gt;
Every edible item has different nutritional values, as well as values for calories, carbs, fats, and proteins (CCFP). When items are combined to create a resulting item, the CCFP values are combined to give the result its own CCFP values.&lt;br /&gt;
*Calories – High bar reduces stamina drain&lt;br /&gt;
*Carbs – High bar reduces water usage&lt;br /&gt;
*Fats – High bar increases favour regeneration, and reduces drain on [[sleep bonus]].&lt;br /&gt;
*Proteins – High bar reduces food usage&lt;br /&gt;
Note that when the player’s food bar is full, no more food can be eaten (with the exception of [[endurance sandwich]]es and [[sleep powder]]s). The same goes for beverages when the thirst bar is full (with the exception of [[Caffeine]] containing beverages).&lt;br /&gt;
The basic unitary consumption for a player per Wurm day are:&lt;br /&gt;
*2000 calories&lt;br /&gt;
*300 carbs&lt;br /&gt;
*80 fats&lt;br /&gt;
*50 proteins&lt;br /&gt;
&lt;br /&gt;
Generally speaking, in order to fill the CCFP bars, you need to create foods that contain a variety of ingredients that with all the nutrients a human needs to remain healthy. For example, a meal that has the following;&lt;br /&gt;
* Meat/fish for protein&lt;br /&gt;
* A potato for carbohydrates&lt;br /&gt;
* Cheese for fats&lt;br /&gt;
* Several vegetables like corn and pumpkin for vitamins and fibre&lt;br /&gt;
* Several herbs/spices like mint and parsley for taste&lt;br /&gt;
The larger it is and the more varied the ingredients used to create it, the better.&lt;br /&gt;
&lt;br /&gt;
Note that there is no penalty for not filling one or all elements of CCFP.&lt;br /&gt;
&lt;br /&gt;
You can control the display of the CCFP elements by right-clicking your health bar and selecting ''Toggle hover expand''.&lt;br /&gt;
&lt;br /&gt;
=== Temporary Affinities ===&lt;br /&gt;
Some prepared foods consumption can result in a temporary [[affinity]], giving the player a 10% bonus skill gain to a specific skill for a short period of time. Different players get different affinities from the same meals, and the food item must be prepared identically to get the same affinity again.&lt;br /&gt;
The amount of time the affinity will be effective is determined by the amount of the food that is consumed.&lt;br /&gt;
&lt;br /&gt;
=== Rarity ===&lt;br /&gt;
Recipe-based foods have the ability to be created rare or better. Rare foods have higher CCFP values and give longer temporary affinities.&lt;br /&gt;
*Rare – 10% improvement&lt;br /&gt;
*Supreme – 40% improvement&lt;br /&gt;
*Fantastic – 90% improvement&lt;br /&gt;
Rare and better recipes also exist, and can be found on creature corpses. These recipes cannot be created without existing in the player’s cookbook, and cannot be written down to be given to another player.&lt;br /&gt;
&lt;br /&gt;
=== Wrapping Items ===&lt;br /&gt;
*Fish and meat can be wrapped to allow them to be cooked directly in a cooker without a container.&lt;br /&gt;
*Most other non-liquid foods can be wrapped with waxed paper to reduce decay.&lt;br /&gt;
*Cheese can be wrapped with a wool or cotton cloth square to reduce decay.&lt;br /&gt;
*Wrapped foods decay about 5 times slower than unwrapped.&lt;br /&gt;
&lt;br /&gt;
=== Decay Prevention ===&lt;br /&gt;
There are several methods that reduce decay, and most of them can be stacked to increase the effect. Food should not be stored in your inventory because it will take damage after some time. Just carry a day or two worth of food and store the rest.&lt;br /&gt;
*[[Containers]] in a building on a deed should be the minimum level of storage.&lt;br /&gt;
*[[Larder|Larders]] need [[snowball|snowballs]] to work, but provide a significant boost over just storing in a container.&lt;br /&gt;
*[[Food_storage_bin|Food storage bins]] Can be used to completely eliminate food decay, but only on raw materials.&lt;br /&gt;
*[[Lunchbox|Lunchboxes]] lower the decay of food that is carried in your inventory.&lt;br /&gt;
*[[Salt]] can be added to most meals when they are cooked.&lt;br /&gt;
*[[Waxed_paper|Waxed paper]] can be used to wrap food.&lt;br /&gt;
*The [[Quality_level|quality]] of the food seems to have some effect on decay, but the quality of the container does not.&lt;br /&gt;
*A [[Rarity_system|Rare]] lunchbox will lower decay further and the same probably applies to rare foods and larders.&lt;br /&gt;
*A [[Picnic_basket|Picnic basket]] offers more protection for carried food items than even a rare lunchbox.&lt;br /&gt;
*Some [[Runes]] lower the decay of a container's contents&lt;br /&gt;
*[[Magical_chest|Magical chests]] are the only known method to completely eliminate the decay of a finished or cooked meal/food. It is worth considering their use to store a variety of meals with different affinities.&lt;br /&gt;
*Some created food items are still considered raw materials that can be stored in a food storage bin, such as cheese or meat fillets.&lt;br /&gt;
&lt;br /&gt;
== Beverages ==&lt;br /&gt;
'''NB: Alcohol may be found as part of [[treasure hunt|treasure chests]]. These have different properties from craftable alcohol.''' &lt;br /&gt;
&lt;br /&gt;
* Wine will age better inside a building than outside (ie: where other items would have minimized decay, wine ages better).&lt;br /&gt;
&lt;br /&gt;
* Wine containers must be sealed for the wine to age.&lt;br /&gt;
&lt;br /&gt;
* Oak barrels have a slight bonus over other wood types.&lt;br /&gt;
&lt;br /&gt;
* Wine and other distilled spirits increase in quality when they take decay ticks, representing drinks aging. Example: Over 362 days,  14 oakwood wine barrels filled with mead, sealed, in a building, in a mine. The mead quality ranged from 70 to 93, and all gained exactly 5 quality in that time.&lt;br /&gt;
&lt;br /&gt;
Note: For beverages that need to be fermented, you must be online and on the same server when fermentation completes to receive credit for any [[achievements]] and/or get the fermented recipe in your cookbook. The fermentation process will take approximately 5-7 RL days to complete.&lt;br /&gt;
&lt;br /&gt;
== Tools and Ingredients ==&lt;br /&gt;
=== Containers ===&lt;br /&gt;
* [[Baking stone]]&lt;br /&gt;
* [[Cake tin]]&lt;br /&gt;
* [[Cauldron]]&lt;br /&gt;
* [[Frying pan]]&lt;br /&gt;
* [[Open helm]]&lt;br /&gt;
* [[Pie dish]]&lt;br /&gt;
* [[Plate]]&lt;br /&gt;
* [[Pottery bowl]]&lt;br /&gt;
* [[Pottery flask]]&lt;br /&gt;
* [[Pottery jar]]&lt;br /&gt;
* [[Roasting dish]]&lt;br /&gt;
* [[Sauce pan]]&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
* [[Cheese drill]]&lt;br /&gt;
* [[Fork]]&lt;br /&gt;
* [[Fruit press]]&lt;br /&gt;
* [[Grindstone]]&lt;br /&gt;
* [[Hand]]&lt;br /&gt;
* [[Knife (cutlery)]]&lt;br /&gt;
* [[Measuring jug]]&lt;br /&gt;
* [[Mortar and pestle]]&lt;br /&gt;
* [[Press]]&lt;br /&gt;
* [[Spoon]]&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
Ingredients consist of liquids, meat, animal products, vegetables, herbs, and spices obtained through several other skills. &lt;br /&gt;
&lt;br /&gt;
* [[Baking]]&lt;br /&gt;
* [[Beverages]]&lt;br /&gt;
* [[Botanizing]]&lt;br /&gt;
* [[Butchering]] &lt;br /&gt;
* [[Dairy Food Making]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Gardening]]&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
* Ingredients can be stored in a [[food storage bin]]&lt;br /&gt;
* Cooked items can be stored in a [[larder]]&lt;br /&gt;
* Liquids can be stored in many containers. &lt;br /&gt;
** Containers that can be sealed with [[wax sealing kit]]s to eliminate liquid decay while sealed include [[pottery jar]]s, [[small pottery amphora]]s, [[large pottery amphora]]s, [[pottery flask]]s, and [[waterskin]]s.  &lt;br /&gt;
** [[Small barrel]]s and [[Small wine barrel]]s can be sealed with a [[peg]].&lt;br /&gt;
** [[Small wine barrel]]s can be sealed using [[wood scrap]], and cannot be unsealed until the fermentation process is complete.&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Cooking&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul depth]]&lt;br /&gt;
=== Subskills ===&lt;br /&gt;
* [[Baking]] - making bread, cakes&lt;br /&gt;
* [[Beverages]] - making juice, [[olive oil]], [[cooking oil]], [[Alcohol|alcoholic beverages]] such as wine, distilled alcohol, and tea&lt;br /&gt;
* [[Butchering]] - filleting fish and meat and [[butchering]] animal or human [[corpse|corpses]], dicing/mincing&lt;br /&gt;
* [[Dairy food making]] - creating cheese, butter, and cream from [[milk]]&lt;br /&gt;
* [[Hot food cooking]] - creating cooked food&lt;br /&gt;
* [[Milling]] - grinding ingredients, making [[salt]] from [[rock salt]] (higher skill may give multiple [[salt|salts]] from a single [[rock salt]]). (It should be noted that milling is a related skill, not a subskill of the cooking parent skill.)&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Cook at 50 skill&lt;br /&gt;
* Chef at 70 skill&lt;br /&gt;
* Master Chef at 90 skill&lt;br /&gt;
* Chef de Cuisine  at 100 skill&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[:Category:Cooking]]&lt;br /&gt;
* [[:Category:Cooking items]]&lt;br /&gt;
* [[:Category:Cooking utensils]]&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
** [[Baking]]&lt;br /&gt;
** [[Beverages]]&lt;br /&gt;
** [[Butchering]]&lt;br /&gt;
** [[Dairy food making]]&lt;br /&gt;
** [[Hot food cooking]]&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Nutrition]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Plate&amp;diff=130048</id>
		<title>Plate</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Plate&amp;diff=130048"/>
		<updated>2025-04-24T13:05:08Z</updated>

		<summary type="html">&lt;p&gt;Ame: liquid amount it can hold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Plate.jpg&lt;br /&gt;
|active=[[carving knife]] &lt;br /&gt;
|passive=[[log]] &lt;br /&gt;
|group=cooking utensils&lt;br /&gt;
|materials=* 1x [[log]] (0.25 kg)&lt;br /&gt;
|result=*'''{{PAGENAME}}''' (0.25 kg)&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
|dyeamount=104&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A flat and usually round dish that is used for eating or serving food.''&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
* Plates are used to create recipes that don't require heat. &lt;br /&gt;
** Place ingredients into the plate. then use other items such as a [[Knife (cutlery)|cutlery knife]] to prepare the ingredients.&lt;br /&gt;
** Activate the utensil, then ''right-click'' on the plate and select ''create'', then the meal you can prepare will show under this menu.&lt;br /&gt;
* The plate is made of wood, and therefore will burn and be destroyed if placed in a lit [[oven]] or other heat source.&lt;br /&gt;
* When ingredients are inside the plate, you can ''right-click'' and select ''lore'' to tell if those ingredients can be used in any recipe.&lt;br /&gt;
* Has a wood type but wood type does not change appearance.&lt;br /&gt;
* Holds up to 6.00 kg of liquid.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cooking utensils]]&lt;br /&gt;
[[Category:Carpentry items]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wagon&amp;diff=130011</id>
		<title>Wagon</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wagon&amp;diff=130011"/>
		<updated>2025-04-21T05:16:13Z</updated>

		<summary type="html">&lt;p&gt;Ame: added reduced size large crate amount for wagon capacity. recent discovery i made, going to add to other vehicles too when i get to testing how many fit in them with reduced size crates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Wagon&lt;br /&gt;
|image=Freedom Isles wagon.jpg&lt;br /&gt;
|active=[[plank]]&lt;br /&gt;
|passive=[[small wheel axle]]&lt;br /&gt;
|group=Carts&lt;br /&gt;
|materials=* 2 [[cotton sheet]]s&lt;br /&gt;
* 21 [[plank]]s &lt;br /&gt;
* 10 [[small nails]]&lt;br /&gt;
* 4 [[shaft]]s&lt;br /&gt;
* 2 [[small wheel axle]]s&lt;br /&gt;
* 2 [[yoke]]s&lt;br /&gt;
|materialbreakdown=* 2 [[cotton sheet]]s&lt;br /&gt;
* 33 [[plank]]s &lt;br /&gt;
* 10 [[small nails]]&lt;br /&gt;
* 14 [[shaft]]s&lt;br /&gt;
* 2 [[yoke]]s&lt;br /&gt;
|result=* '''{{PAGENAME}}'''&lt;br /&gt;
|skill=fine carpentry&lt;br /&gt;
|requiredskill=40}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A fairly large wagon designed to be dragged by four animals.''&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
A wagon is a vehicle that requires 21 [[mind logic]] to command, and 23 [[body strength]] is needed to use the [[load cargo]] function. &lt;br /&gt;
*A wagon can carry one passenger, at the very back of the wagon. &lt;br /&gt;
*Can be secured with a small or large [[padlock]]. &lt;br /&gt;
*Can't be dragged (must have a minimum of 2 animals hitched to it to move), but can be [[haul]]ed.&lt;br /&gt;
&lt;br /&gt;
== Hitchable Creatures ==&lt;br /&gt;
Many of Wurm's creatures may be hitched to pull a wagon.  &lt;br /&gt;
{{Hitchable}}&lt;br /&gt;
&lt;br /&gt;
== Creation == &lt;br /&gt;
*At least 40 fine carpentry is required to create as well as to continue building a wagon. However, the quality of the materials (i.e. planks etc) also plays a large part in chance of success (higher ql = higher creation chance). The QL of additional components plays a major role in the attach chance, especially at lower fine carpentry skill levels.&lt;br /&gt;
*Last wood piece determines wood type.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
A wagon normally holds the maximum of 100 items directly in the hold, however, the total capacity of a wagon can be increased by stacking other [[container]]s, such as [[large crate]]s, inside. &lt;br /&gt;
*Wagons can hold 20 [[small crate]]s (3000 items), or  27 [[raft]]s, or 12 [[large crate]]s (3600 items), or 16 10% reduced size runed[[large crate]]s (4800 items). &lt;br /&gt;
*Can hold 1 [[forge]] and 2 [[creature cage]]s.&lt;br /&gt;
*Can be loaded with ~65 felled trees, or up to around 75 when runed.&lt;br /&gt;
*A runed wagon can fit 1 [[bulk storage bin]] or 1 [[food storage bin]] plus 2 [[large crate]]s.&lt;br /&gt;
*A wagon can hold 9 [[bee hive]]s without being runed. &lt;br /&gt;
*See the [[Container]] page for more information.&lt;br /&gt;
&lt;br /&gt;
== Loadable Items ==  &lt;br /&gt;
(Not an exhaustive list)&lt;br /&gt;
Note: You must be embarked as commander in order to be able to load things. Right click them and load them.&lt;br /&gt;
&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Beehive]]&lt;br /&gt;
* [[Forge]]&lt;br /&gt;
* [[Oven]]&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* [[Kiln]]&lt;br /&gt;
* [[Floor loom]]&lt;br /&gt;
* [[Large barrel]]&lt;br /&gt;
* [[Large crate]]&lt;br /&gt;
* [[Small crate]]&lt;br /&gt;
* [[Ornate fountain]]&lt;br /&gt;
* [[Planter rack]]&lt;br /&gt;
* [[Small cart]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Bow rack]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Coffin]]&lt;br /&gt;
* [[Bench]]&lt;br /&gt;
* [[Large dining table]]&lt;br /&gt;
* [[Archery target]]&lt;br /&gt;
* [[Armour stand]]&lt;br /&gt;
* [[Saddle rack]]&lt;br /&gt;
* [[Shield rack]]&lt;br /&gt;
* [[Hitching post]]&lt;br /&gt;
&lt;br /&gt;
'''When Runed Only'''&lt;br /&gt;
* [[Bulk storage bin]]&lt;br /&gt;
* [[Food storage bin]]&lt;br /&gt;
* [[large cart]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*[[Bison]]s have a speed bonus when dragging wagons making them faster than [[horse]]s when hitched to a wagon.&lt;br /&gt;
*Ebony black draft [[horses]] have a slight pulling speed boost over other colors.&lt;br /&gt;
*The wood cannot be dyed with [[dye]], but it can be colored a random color with an adamantine [[rune]] of Jackal.&lt;br /&gt;
*Wagons created in the various [[kingdom]]s will display the colors specific to each kingdom similar to [[kingdom banner]]s, but the fabric itself cannot be dyed further.&lt;br /&gt;
*Can be [[load]]ed into all [[ship]]s larger than [[small sailing boat]] with the exception of a Cog.&lt;br /&gt;
*Requires the equivalent of approximately 39 large crates of space to be loaded.&lt;br /&gt;
*A vehicle’s quality helps offset the weight in a vehicle, this effect starts at above 30 quality and will reduce the weight penalty up to 3x at 100 quality.&lt;br /&gt;
&lt;br /&gt;
==Wagon Styles==&lt;br /&gt;
Wagons from PVP Kingdoms have different designs on the cloth portion and are sometimes considered collectors editions. If a kingdom changes their designs, current wagons will change to that new design. &lt;br /&gt;
{{Spoiler|&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:wagons.jpg]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Carts]]&lt;br /&gt;
[[Category:Vehicles]]&lt;br /&gt;
[[Category:Travel]]&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Hauled_items]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Runes&amp;diff=129979</id>
		<title>Runes</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Runes&amp;diff=129979"/>
		<updated>2025-04-12T03:42:12Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Properties (perks) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Complete DB|Main]] / [[:Category:Game mechanics|Game mechanics]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Runes are items that can be used to give other items a bonus, or used one time to activate their effect.&lt;br /&gt;
&lt;br /&gt;
There are 65 different rune effects in Wurm, using combinations of 13 different [[metal]]s and 5 possible [[god]]s available.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:rune1.jpg|200px|thumb|right|Stone Rune of Vynora, Brass]]&lt;br /&gt;
&lt;br /&gt;
Runes are crafted by using different materials found at [[rift]]s ([[rift crystal]], [[rift stone shard]], and [[rift wood]]) combined with a lump of metal. The different combinations will create different rune types, each type giving a different effect.&lt;br /&gt;
&lt;br /&gt;
When crafting a rift resource with a lump of metal, you are given the option of 5 different rune types:&lt;br /&gt;
*[[Fo]]&lt;br /&gt;
*[[Magranon]]&lt;br /&gt;
*[[Vynora]]&lt;br /&gt;
*[[Libila]]&lt;br /&gt;
*[[Jackal]]&lt;br /&gt;
&lt;br /&gt;
Crystal runes use [[jewelry smithing]] to create. Stone runes use [[stonecutting]], and wood runes use [[fine carpentry]].&lt;br /&gt;
&lt;br /&gt;
Each god and metal combination creates a rune of a different effect; that is, a brass rune of Libila will not have the same effect as a brass rune of Magranon. Some may be similar in effect, with different strengths. Any player of any religion can make any rune of any god-type. However, creating runes of one's own corresponding god-type gives a bonus and is easier at creation. Jackal runes are, therefore, the most difficult to work with all the way around.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The combination of metal type and god type will determine the effect of a rune.&lt;br /&gt;
&lt;br /&gt;
The rift resource used will determine what the rune can be attached to or used on.&lt;br /&gt;
*''Rift wood runes'' - can be used on [[Carpentry|wooden]] items, and use fine carpentry skill to create.&lt;br /&gt;
*''Rift crystal runes'' - can be used on metal items, and use jewelry smithing skill to create.&lt;br /&gt;
*''Rift stone runes'' - can be used on [[:Category:Masonry_items|stone]], [[pottery]], [[:Category:Cloth_tailoring_items|cloth]] and [[leatherworking|leather]] items, and use stonecutting skill to create.&lt;br /&gt;
&lt;br /&gt;
== Properties (perks) == &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=7 |  Runes' Properties List &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Metal&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Fo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Jackal&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Libila&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Magranon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Vynora&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| The Scavenger**&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Adamantine&lt;br /&gt;
| 5% less enchant decay, 5% Enchant Success&amp;lt;br&amp;gt;RAF&lt;br /&gt;
| 1x Random color on item&amp;lt;br&amp;gt;RAJ&lt;br /&gt;
| 10% Less enchant decay&amp;lt;br&amp;gt;RAL&lt;br /&gt;
| 10% Vehicle Speed&amp;lt;br&amp;gt;RAM&lt;br /&gt;
| 7.5% Vehicle Speed, 5% Less decay&amp;lt;br&amp;gt;RAV&lt;br /&gt;
| 10% enchant success, 10% less decay&amp;lt;br&amp;gt;RAS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Brass&lt;br /&gt;
| 5% More quality when imped, 5% higher gathering QL ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBrF&lt;br /&gt;
| &amp;quot;Bright&amp;quot; Glow&amp;lt;br&amp;gt;RBrJ&lt;br /&gt;
| &amp;quot;Okay&amp;quot; Glow, 5% higher gather QL ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBrL&lt;br /&gt;
| 10% more quality when imped&amp;lt;br&amp;gt;RBrM&lt;br /&gt;
| &amp;quot;Slight&amp;quot; Glow, 7.5% more quality when imped&amp;lt;br&amp;gt;RBrV&lt;br /&gt;
| 10% less damage taken, 10% less weight&amp;lt;br&amp;gt;RBrS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bronze&lt;br /&gt;
| 10% Wind Speed&amp;lt;br&amp;gt;RBzF&lt;br /&gt;
| 1x Goat Shape (Spell)&amp;lt;br&amp;gt;RBzJ&lt;br /&gt;
| 10% higher gather QL (any item) ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBzL&lt;br /&gt;
| 5% higher gather QL, 5% less enchant decay ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBzM&lt;br /&gt;
| 7.5% Wind Speed, 5% Vehicle Speed (any item)&amp;lt;br&amp;gt;RBzV&lt;br /&gt;
| 10% more quality when imped, 10% less enchant decay&amp;lt;br&amp;gt;RBzS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Copper&lt;br /&gt;
| 1x Charm Animal (Spell) &amp;lt;br&amp;gt;RCF&lt;br /&gt;
| 5% Higher improve chance, 5% Less Decay on contents&amp;lt;br&amp;gt;RCJ&lt;br /&gt;
| 1x Locate Soul (Spell)&amp;lt;br&amp;gt;RCL&lt;br /&gt;
| 5% Higher improve chance, 5% Increased rarity chance&amp;lt;br&amp;gt;RCM &lt;br /&gt;
| 7.5% Higher improve chance&amp;lt;br&amp;gt;RCV&lt;br /&gt;
| 10% Higher improve chance, 10% less QL loss from repairing&amp;lt;br&amp;gt;RCS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Electrum&lt;br /&gt;
| 1x Reduce creature's age &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;REF&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REJ&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REL&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REM&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REV&lt;br /&gt;
| ?&amp;lt;br&amp;gt;RES&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Glimmersteel&lt;br /&gt;
| 10% skill level bonus &amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;RGsF&lt;br /&gt;
| 5% skill level bonus &amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;, 5% more quality when imped&amp;lt;br&amp;gt;RGsJ&lt;br /&gt;
| 10% usage speed&amp;lt;br&amp;gt;RGsL&lt;br /&gt;
| 5% usage speed, 5% skill level bonus &amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;RGsM&lt;br /&gt;
| 5% usage speed, 5% more quality when imped&amp;lt;br&amp;gt;RGsV&lt;br /&gt;
| 10% usage speed, 10% shatter resistance&amp;lt;br&amp;gt;RGsS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gold&lt;br /&gt;
| 10% chance to increase the effect of tending a field or harvesting a tree, bush, or trellis****&amp;lt;br&amp;gt;RGF&lt;br /&gt;
| 10% reduced size&amp;lt;br&amp;gt;RGJ&lt;br /&gt;
| 5% raking/harvesting, 5% less weight (any item)&amp;lt;br&amp;gt;RGL&lt;br /&gt;
| 5% reduced size, 5% less weight&amp;lt;br&amp;gt;RGM&lt;br /&gt;
| 1x reveal creatures (Spell)&amp;lt;br&amp;gt;RGV&lt;br /&gt;
| 10% less QL loss from repairing, 10% less damage taken&amp;lt;br&amp;gt;RGS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Iron&lt;br /&gt;
| 10% less fuel usage&amp;lt;brRIF&lt;br /&gt;
| 5% raking/harvesting, 5% less decay (any item)&amp;lt;br&amp;gt;RIJ&lt;br /&gt;
| 1x light token (Spell)&amp;lt;br&amp;gt;RIL&lt;br /&gt;
| 1x sunder (spell)&amp;lt;br&amp;gt;RIM&lt;br /&gt;
| 5% less fuel usage, 5% less decay&amp;lt;br&amp;gt;RIV&lt;br /&gt;
| 10% reduced size, 10% less enchant decay&amp;lt;br&amp;gt;RIS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Lead&lt;br /&gt;
| 5% less QL loss from repairing, 5% usage speed&amp;lt;br&amp;gt;RLF&lt;br /&gt;
| 10% less volume&amp;lt;br&amp;gt;RLJ&lt;br /&gt;
| 5% reduced volume, 5% usage speed&amp;lt;br&amp;gt;RLL&lt;br /&gt;
| 10% less QL lost when repaired&amp;lt;br&amp;gt;RLM&lt;br /&gt;
| 5% less QL lost when repaired, 5% increased volume&amp;lt;br&amp;gt;RLV&lt;br /&gt;
| 10% reduced volume, 10% usage speed&amp;lt;br&amp;gt;RLS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Seryll&lt;br /&gt;
| 10% enchant success&amp;lt;br&amp;gt;RSeF&lt;br /&gt;
| 5% enchant success, 5% less QL loss from repairing&amp;lt;br&amp;gt;RSeJ&lt;br /&gt;
| 5% shatter resistance, 5% less QL loss from repairing&amp;lt;br&amp;gt;RSeL&lt;br /&gt;
| 10% shatter resistance&amp;lt;br&amp;gt;RSeM&lt;br /&gt;
| 5% shatter resistance, 5% enchant success&amp;lt;br&amp;gt;RSeV&lt;br /&gt;
| 10% enchant success, 10% shatter resistance&amp;lt;br&amp;gt;RseS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Silver&lt;br /&gt;
| &amp;quot;Okay glow&amp;quot;, 5% skill level bonus&amp;lt;br&amp;gt;RSiF&lt;br /&gt;
| &amp;quot;Okay glow&amp;quot;, 7.5% increased volume&amp;lt;br&amp;gt;RSiJ&lt;br /&gt;
| 5% increased volume, 5% less decay on contents&amp;lt;br&amp;gt;RSiL&lt;br /&gt;
| 10% increased volume&amp;lt;br&amp;gt;RSiM&lt;br /&gt;
| 10% less decay on contents&amp;lt;br&amp;gt;RSiV&lt;br /&gt;
| 10% increased volume, 10% less decay on contents&amp;lt;br&amp;gt;RSiS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Steel&lt;br /&gt;
| 5% less decay, 5% less damage taken&amp;lt;br&amp;gt;RStF&lt;br /&gt;
| 10% less decay&amp;lt;br&amp;gt;RStJ&lt;br /&gt;
| 5% less damage taken, 5% wind speed (any item)&amp;lt;br&amp;gt;RStL&lt;br /&gt;
| 5% reduced decay, 5% more wind speed (any item)&amp;lt;br&amp;gt;RStM&lt;br /&gt;
| 10% less damage taken&amp;lt;br&amp;gt;RStV&lt;br /&gt;
| 10% less damage taken, 10% less decay&amp;lt;br&amp;gt;RStS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tin&lt;br /&gt;
| 5% increased rarity chance, 5% less damage taken&amp;lt;br&amp;gt;RTF&lt;br /&gt;
| 1x Second Wind (Spell)&amp;lt;br&amp;gt;RTJ&lt;br /&gt;
| 5% increased rarity chance, 5% higher improve chance&amp;lt;br&amp;gt;RTL&lt;br /&gt;
| 1x mole senses (Spell)&amp;lt;br&amp;gt;RTM&lt;br /&gt;
| 10% increased rarity chance&amp;lt;br&amp;gt;RTV&lt;br /&gt;
| 10% increased rarity chance,  10% higher improve chance&amp;lt;br&amp;gt;RTS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Zinc&lt;br /&gt;
| 1x morning fog (Spell)&amp;lt;br&amp;gt;RZF&lt;br /&gt;
| 5% less weight, 5% vehicle speed (any item)&amp;lt;br&amp;gt;RZJ&lt;br /&gt;
| 10% less weight&amp;lt;br&amp;gt;RZL&lt;br /&gt;
| 5% increased size, 5% vehicle speed (any item)&amp;lt;br&amp;gt;RZM&lt;br /&gt;
| 1x mend (Spell)&amp;lt;br&amp;gt;RZV&lt;br /&gt;
| 10% less weight , 10% increased size&amp;lt;br&amp;gt;RZS&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Reduces age by a percentage of the current age. Creatures cannot be pregnant when the rune is used. The minimum age this can be used on is Aged (12 months). Does not work on aggressive animals until you tame / dominate / charm them.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Runes of The Scavenger can be found on items recovered through [[Archaeology#Restoration|Restoration]], and cannot be created or attached to existing items.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; &amp;quot;Skill level bonus&amp;quot; reduces the distance of the skill's value from 100 by the percentage given, but only for the purpose of random skill checks. For example, a [[pickaxe]] with this rune would harvest slightly higher quality ore on average, but will not increase the maximum quality possible.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;****&amp;lt;/nowiki&amp;gt; When milking, harvesting a tree/trellis/wishing tree holy site, or searching for wurms/grubs/other fishing bait: chance for 1 extra action tick, giving you an extra item (or extra volume in the case of milk). When tending a field or large planter: a chance to have an extra effect roughly equivalent to an additional successful tending action on the field. &lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
* Runes for raking/gathering, gathering quality, and vehicle speed can be added to any material, regardless of their own material. &lt;br /&gt;
* Any rune with raking or gathering effects will also effect [[milking]] actions.&lt;br /&gt;
&lt;br /&gt;
== Attaching ==&lt;br /&gt;
* Application of runes can usually be done by the owner. For vehicles, manage permission is required.&lt;br /&gt;
* Chance to successfully attach a rune depends on player [[Soul Depth]] and the [[Quality]] of the rune. Failure results in complete loss of the rune. The success chance one has to successfully attach a rune can be seen by activating the rune and right-clicking the object it will potentially be attached to.&lt;br /&gt;
* On-deed, the player doing the attaching must have improve/repair and pickup [[permissions]].&lt;br /&gt;
* Can only attach them to completed items.&lt;br /&gt;
* Only one rune can be attached to an item.&lt;br /&gt;
** Attaching a new rune will replace the previous rune.&lt;br /&gt;
** If replacing the color change rune (Adamantine, Jackal), the color will remain on the item.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
*Creation success will consume 0.2kg of the material, failure consumes 0.01kg.&lt;br /&gt;
*Runes '''decay''' dramatically fast outside of inventory.&lt;br /&gt;
*Runes are '''removed''' by a priest's dispel casting.&lt;br /&gt;
** Runes can also be replaced by attaching a new rune.&lt;br /&gt;
*Rune with &amp;quot;Bright&amp;quot; Glow effect (Crystal Brass Jackal rune) allows to use [[branding iron]] without heating it first.&lt;br /&gt;
*Runes with the ''Glow'' effect cannot be applied to items that can be lit, such as forges or smelters.&lt;br /&gt;
*Runes that increase ''volume'' will allow the affected container to hold more of items that already fit.&lt;br /&gt;
*Runes that increase ''size'' will allow the affected container to hold bigger items. They will also increase the amount of [[dye]] needed to paint that item.&lt;br /&gt;
*Any runes on weapon heads or spear heads will transfer over to the completed item when combined.&lt;br /&gt;
* Some Archeology items can be found with one or more runes on the item.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rift]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Rift]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Runes&amp;diff=129978</id>
		<title>Runes</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Runes&amp;diff=129978"/>
		<updated>2025-04-12T03:41:35Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Properties (perks) */ ingame it says second wind spell not refresh [06:40:42] A small rune created from resources on Jackal and infused with the spirit of Jackal. It is glowing dimly from the heat. It will cast the spell &amp;quot;Second Wind&amp;quot; one time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Complete DB|Main]] / [[:Category:Game mechanics|Game mechanics]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Runes are items that can be used to give other items a bonus, or used one time to activate their effect.&lt;br /&gt;
&lt;br /&gt;
There are 65 different rune effects in Wurm, using combinations of 13 different [[metal]]s and 5 possible [[god]]s available.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:rune1.jpg|200px|thumb|right|Stone Rune of Vynora, Brass]]&lt;br /&gt;
&lt;br /&gt;
Runes are crafted by using different materials found at [[rift]]s ([[rift crystal]], [[rift stone shard]], and [[rift wood]]) combined with a lump of metal. The different combinations will create different rune types, each type giving a different effect.&lt;br /&gt;
&lt;br /&gt;
When crafting a rift resource with a lump of metal, you are given the option of 5 different rune types:&lt;br /&gt;
*[[Fo]]&lt;br /&gt;
*[[Magranon]]&lt;br /&gt;
*[[Vynora]]&lt;br /&gt;
*[[Libila]]&lt;br /&gt;
*[[Jackal]]&lt;br /&gt;
&lt;br /&gt;
Crystal runes use [[jewelry smithing]] to create. Stone runes use [[stonecutting]], and wood runes use [[fine carpentry]].&lt;br /&gt;
&lt;br /&gt;
Each god and metal combination creates a rune of a different effect; that is, a brass rune of Libila will not have the same effect as a brass rune of Magranon. Some may be similar in effect, with different strengths. Any player of any religion can make any rune of any god-type. However, creating runes of one's own corresponding god-type gives a bonus and is easier at creation. Jackal runes are, therefore, the most difficult to work with all the way around.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The combination of metal type and god type will determine the effect of a rune.&lt;br /&gt;
&lt;br /&gt;
The rift resource used will determine what the rune can be attached to or used on.&lt;br /&gt;
*''Rift wood runes'' - can be used on [[Carpentry|wooden]] items, and use fine carpentry skill to create.&lt;br /&gt;
*''Rift crystal runes'' - can be used on metal items, and use jewelry smithing skill to create.&lt;br /&gt;
*''Rift stone runes'' - can be used on [[:Category:Masonry_items|stone]], [[pottery]], [[:Category:Cloth_tailoring_items|cloth]] and [[leatherworking|leather]] items, and use stonecutting skill to create.&lt;br /&gt;
&lt;br /&gt;
== Properties (perks) == &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=7 |  Runes' Properties List &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Metal&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Fo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Jackal&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Libila&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Magranon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Vynora&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| The Scavenger**&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Adamantine&lt;br /&gt;
| 5% less enchant decay, 5% Enchant Success&amp;lt;br&amp;gt;RAF&lt;br /&gt;
| 1x Random color on item&amp;lt;br&amp;gt;RAJ&lt;br /&gt;
| 10% Less enchant decay&amp;lt;br&amp;gt;RAL&lt;br /&gt;
| 10% Vehicle Speed&amp;lt;br&amp;gt;RAM&lt;br /&gt;
| 7.5% Vehicle Speed, 5% Less decay&amp;lt;br&amp;gt;RAV&lt;br /&gt;
| 10% enchant success, 10% less decay&amp;lt;br&amp;gt;RAS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Brass&lt;br /&gt;
| 5% More quality when imped, 5% higher gathering QL ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBrF&lt;br /&gt;
| &amp;quot;Bright&amp;quot; Glow&amp;lt;br&amp;gt;RBrJ&lt;br /&gt;
| &amp;quot;Okay&amp;quot; Glow, 5% higher gather QL ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBrL&lt;br /&gt;
| 10% more quality when imped&amp;lt;br&amp;gt;RBrM&lt;br /&gt;
| &amp;quot;Slight&amp;quot; Glow, 7.5% more quality when imped&amp;lt;br&amp;gt;RBrV&lt;br /&gt;
| 10% less damage taken, 10% less weight&amp;lt;br&amp;gt;RBrS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bronze&lt;br /&gt;
| 10% Wind Speed&amp;lt;br&amp;gt;RBzF&lt;br /&gt;
| 1x Goat Shape (Spell)&amp;lt;br&amp;gt;RBzJ&lt;br /&gt;
| 10% higher gather QL (any item) ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBzL&lt;br /&gt;
| 5% higher gather QL, 5% less enchant decay ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBzM&lt;br /&gt;
| 7.5% Wind Speed, 5% Vehicle Speed (any item)&amp;lt;br&amp;gt;RBzV&lt;br /&gt;
| 10% more quality when imped, 10% less enchant decay&amp;lt;br&amp;gt;RBzS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Copper&lt;br /&gt;
| 1x Charm Animal (Spell) &amp;lt;br&amp;gt;RCF&lt;br /&gt;
| 5% Higher improve chance, 5% Less Decay on contents&amp;lt;br&amp;gt;RCJ&lt;br /&gt;
| 1x Locate Soul (Spell)&amp;lt;br&amp;gt;RCL&lt;br /&gt;
| 5% Higher improve chance, 5% Increased rarity chance&amp;lt;br&amp;gt;RCM &lt;br /&gt;
| 7.5% Higher improve chance&amp;lt;br&amp;gt;RCV&lt;br /&gt;
| 10% Higher improve chance, 10% less QL loss from repairing&amp;lt;br&amp;gt;RCS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Electrum&lt;br /&gt;
| 1x Reduce creature's age &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;REF&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REJ&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REL&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REM&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REV&lt;br /&gt;
| ?&amp;lt;br&amp;gt;RES&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Glimmersteel&lt;br /&gt;
| 10% skill level bonus &amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;RGsF&lt;br /&gt;
| 5% skill level bonus &amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;, 5% more quality when imped&amp;lt;br&amp;gt;RGsJ&lt;br /&gt;
| 10% usage speed&amp;lt;br&amp;gt;RGsL&lt;br /&gt;
| 5% usage speed, 5% skill level bonus &amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;RGsM&lt;br /&gt;
| 5% usage speed, 5% more quality when imped&amp;lt;br&amp;gt;RGsV&lt;br /&gt;
| 10% usage speed, 10% shatter resistance&amp;lt;br&amp;gt;RGsS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gold&lt;br /&gt;
| 10% chance to increase the effect of tending a field or harvesting a tree, bush, or trellis****&amp;lt;br&amp;gt;RGF&lt;br /&gt;
| 10% reduced size&amp;lt;br&amp;gt;RGJ&lt;br /&gt;
| 5% raking/harvesting, 5% less weight (any item)&amp;lt;br&amp;gt;RGL&lt;br /&gt;
| 5% reduced size, 5% less weight&amp;lt;br&amp;gt;RGM&lt;br /&gt;
| 1x reveal creatures (Spell)&amp;lt;br&amp;gt;RGV&lt;br /&gt;
| 10% less QL loss from repairing, 10% less damage taken&amp;lt;br&amp;gt;RGS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Iron&lt;br /&gt;
| 10% less fuel usage&amp;lt;brRIF&lt;br /&gt;
| 5% raking/harvesting, 5% less decay (any item)&amp;lt;br&amp;gt;RIJ&lt;br /&gt;
| 1x light token (Spell)&amp;lt;br&amp;gt;RIL&lt;br /&gt;
| 1x sunder (spell)&amp;lt;br&amp;gt;RIM&lt;br /&gt;
| 5% less fuel usage, 5% less decay&amp;lt;br&amp;gt;RIV&lt;br /&gt;
| 10% reduced size, 10% less enchant decay&amp;lt;br&amp;gt;RIS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Lead&lt;br /&gt;
| 5% less QL loss from repairing, 5% usage speed&amp;lt;br&amp;gt;RLF&lt;br /&gt;
| 10% less volume&amp;lt;br&amp;gt;RLJ&lt;br /&gt;
| 5% reduced volume, 5% usage speed&amp;lt;br&amp;gt;RLL&lt;br /&gt;
| 10% less QL lost when repaired&amp;lt;br&amp;gt;RLM&lt;br /&gt;
| 5% less QL lost when repaired, 5% increased volume&amp;lt;br&amp;gt;RLV&lt;br /&gt;
| 10% reduced volume, 10% usage speed&amp;lt;br&amp;gt;RLS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Seryll&lt;br /&gt;
| 10% enchant success&amp;lt;br&amp;gt;RSeF&lt;br /&gt;
| 5% enchant success, 5% less QL loss from repairing&amp;lt;br&amp;gt;RSeJ&lt;br /&gt;
| 5% shatter resistance, 5% less QL loss from repairing&amp;lt;br&amp;gt;RSeL&lt;br /&gt;
| 10% shatter resistance&amp;lt;br&amp;gt;RSeM&lt;br /&gt;
| 5% shatter resistance, 5% enchant success&amp;lt;br&amp;gt;RSeV&lt;br /&gt;
| 10% enchant success, 10% shatter resistance&amp;lt;br&amp;gt;RseS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Silver&lt;br /&gt;
| &amp;quot;Okay glow&amp;quot;, 5% skill level bonus&amp;lt;br&amp;gt;RSiF&lt;br /&gt;
| &amp;quot;Okay glow&amp;quot;, 7.5% increased volume&amp;lt;br&amp;gt;RSiJ&lt;br /&gt;
| 5% increased volume, 5% less decay on contents&amp;lt;br&amp;gt;RSiL&lt;br /&gt;
| 10% increased volume&amp;lt;br&amp;gt;RSiM&lt;br /&gt;
| 10% less decay on contents&amp;lt;br&amp;gt;RSiV&lt;br /&gt;
| 10% increased volume, 10% less decay on contents&amp;lt;br&amp;gt;RSiS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Steel&lt;br /&gt;
| 5% less decay, 5% less damage taken&amp;lt;br&amp;gt;RStF&lt;br /&gt;
| 10% less decay&amp;lt;br&amp;gt;RStJ&lt;br /&gt;
| 5% less damage taken, 5% wind speed (any item)&amp;lt;br&amp;gt;RStL&lt;br /&gt;
| 5% reduced decay, 5% more wind speed (any item)&amp;lt;br&amp;gt;RStM&lt;br /&gt;
| 10% less damage taken&amp;lt;br&amp;gt;RStV&lt;br /&gt;
| 10% less damage taken, 10% less decay&amp;lt;br&amp;gt;RStS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tin&lt;br /&gt;
| 5% increased rarity chance, 5% less damage taken&amp;lt;br&amp;gt;RTF&lt;br /&gt;
| 1x second wind (Spell)&amp;lt;br&amp;gt;RTJ&lt;br /&gt;
| 5% increased rarity chance, 5% higher improve chance&amp;lt;br&amp;gt;RTL&lt;br /&gt;
| 1x mole senses (Spell)&amp;lt;br&amp;gt;RTM&lt;br /&gt;
| 10% increased rarity chance&amp;lt;br&amp;gt;RTV&lt;br /&gt;
| 10% increased rarity chance,  10% higher improve chance&amp;lt;br&amp;gt;RTS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Zinc&lt;br /&gt;
| 1x morning fog (Spell)&amp;lt;br&amp;gt;RZF&lt;br /&gt;
| 5% less weight, 5% vehicle speed (any item)&amp;lt;br&amp;gt;RZJ&lt;br /&gt;
| 10% less weight&amp;lt;br&amp;gt;RZL&lt;br /&gt;
| 5% increased size, 5% vehicle speed (any item)&amp;lt;br&amp;gt;RZM&lt;br /&gt;
| 1x mend (Spell)&amp;lt;br&amp;gt;RZV&lt;br /&gt;
| 10% less weight , 10% increased size&amp;lt;br&amp;gt;RZS&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Reduces age by a percentage of the current age. Creatures cannot be pregnant when the rune is used. The minimum age this can be used on is Aged (12 months). Does not work on aggressive animals until you tame / dominate / charm them.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Runes of The Scavenger can be found on items recovered through [[Archaeology#Restoration|Restoration]], and cannot be created or attached to existing items.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; &amp;quot;Skill level bonus&amp;quot; reduces the distance of the skill's value from 100 by the percentage given, but only for the purpose of random skill checks. For example, a [[pickaxe]] with this rune would harvest slightly higher quality ore on average, but will not increase the maximum quality possible.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;****&amp;lt;/nowiki&amp;gt; When milking, harvesting a tree/trellis/wishing tree holy site, or searching for wurms/grubs/other fishing bait: chance for 1 extra action tick, giving you an extra item (or extra volume in the case of milk). When tending a field or large planter: a chance to have an extra effect roughly equivalent to an additional successful tending action on the field. &lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
* Runes for raking/gathering, gathering quality, and vehicle speed can be added to any material, regardless of their own material. &lt;br /&gt;
* Any rune with raking or gathering effects will also effect [[milking]] actions.&lt;br /&gt;
&lt;br /&gt;
== Attaching ==&lt;br /&gt;
* Application of runes can usually be done by the owner. For vehicles, manage permission is required.&lt;br /&gt;
* Chance to successfully attach a rune depends on player [[Soul Depth]] and the [[Quality]] of the rune. Failure results in complete loss of the rune. The success chance one has to successfully attach a rune can be seen by activating the rune and right-clicking the object it will potentially be attached to.&lt;br /&gt;
* On-deed, the player doing the attaching must have improve/repair and pickup [[permissions]].&lt;br /&gt;
* Can only attach them to completed items.&lt;br /&gt;
* Only one rune can be attached to an item.&lt;br /&gt;
** Attaching a new rune will replace the previous rune.&lt;br /&gt;
** If replacing the color change rune (Adamantine, Jackal), the color will remain on the item.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
*Creation success will consume 0.2kg of the material, failure consumes 0.01kg.&lt;br /&gt;
*Runes '''decay''' dramatically fast outside of inventory.&lt;br /&gt;
*Runes are '''removed''' by a priest's dispel casting.&lt;br /&gt;
** Runes can also be replaced by attaching a new rune.&lt;br /&gt;
*Rune with &amp;quot;Bright&amp;quot; Glow effect (Crystal Brass Jackal rune) allows to use [[branding iron]] without heating it first.&lt;br /&gt;
*Runes with the ''Glow'' effect cannot be applied to items that can be lit, such as forges or smelters.&lt;br /&gt;
*Runes that increase ''volume'' will allow the affected container to hold more of items that already fit.&lt;br /&gt;
*Runes that increase ''size'' will allow the affected container to hold bigger items. They will also increase the amount of [[dye]] needed to paint that item.&lt;br /&gt;
*Any runes on weapon heads or spear heads will transfer over to the completed item when combined.&lt;br /&gt;
* Some Archeology items can be found with one or more runes on the item.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rift]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Rift]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Caffeine&amp;diff=129959</id>
		<title>Caffeine</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Caffeine&amp;diff=129959"/>
		<updated>2025-04-06T11:44:23Z</updated>

		<summary type="html">&lt;p&gt;Ame: added info about caffeine skillgain bonus which was missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Cooking]] / [[Beverages]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Caffeinated [[beverages]] such as [[tea]] and [[coffee]] cause the [[player]] to use [[sleep bonus]] at an accelerated rate providing a means of faster skill gain than using sleep bonus alone. Sleep bonus can be used 1 to 2 times the normal rate depending on '''caffeine''' effect level.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*While caffeine is active, sleep bonus is used at an accelerated rate in return for increased skill gain; however, doing so produces the restlessness de-buff.&lt;br /&gt;
*Caffeine causes [[alcohol]] intoxication to decay faster, causing faster sobering up.&lt;br /&gt;
*Drinking a caffeinated beverage within 10 minutes of logging in yields ten free minutes of [[sleep bonus]].&lt;br /&gt;
*The maximum caffeine effect is 100 which yields a 2x sleep bonus use rate and 1.51x skillgain multiplier.&lt;br /&gt;
*Caffeinated beverages can be consumed with a full thirst bar.&lt;br /&gt;
&lt;br /&gt;
==Restlessness==&lt;br /&gt;
Restlessness is a negative spell effect generated by using Sleep Bonus, while the Caffeine buff is active, until the point where Caffeine will no longer give you its benefits (5 hours). The restlessness spell effect will decay, when the player is logged out, at a 1:24 ratio, it takes 24 hours of offline time to reduce the de-buff by 1 hour.&lt;br /&gt;
&lt;br /&gt;
==Known Exclusions==&lt;br /&gt;
The following skills are known to be excluded from the effects of Caffeine.&lt;br /&gt;
*Meditation&lt;br /&gt;
*Lockpicking&lt;br /&gt;
*Faith&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Blessed_water_skin&amp;diff=129958</id>
		<title>Blessed water skin</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Blessed_water_skin&amp;diff=129958"/>
		<updated>2025-04-06T08:47:36Z</updated>

		<summary type="html">&lt;p&gt;Ame: just refilled it under half hour from drinking from it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.25 kg)&lt;br /&gt;
|creation=Obtained from treasure chests&lt;br /&gt;
|improve=no&lt;br /&gt;
|image=Blessed_waterskin.png&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__[[CDB|Main]] / [[:Category:Items|Items]] / [[:Category:Treasure hunt items|Treasure hunt items]] / '''{{PAGENAME}}'''&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A skin sewn from leather with a wooden plug in a strap, it seems to fill its self with water over time.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Obtained randomly from certain treasure chests, found by [[Treasure hunt]]ing. &lt;br /&gt;
* Will re-fill after up to one hour when its not full anymore. Right-clicking the empty water skin before the hour has passed will result in the following message: &amp;quot;The blessed water skin doesn't seem to be refilling&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;br /&gt;
[[Category:Bags]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Containers]]&lt;br /&gt;
[[Category:Treasure_hunt_items]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Blessed_water_skin&amp;diff=129957</id>
		<title>Blessed water skin</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Blessed_water_skin&amp;diff=129957"/>
		<updated>2025-04-06T08:16:47Z</updated>

		<summary type="html">&lt;p&gt;Ame: It refills without needing it to be emptied&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.25 kg)&lt;br /&gt;
|creation=Obtained from treasure chests&lt;br /&gt;
|improve=no&lt;br /&gt;
|image=Blessed_waterskin.png&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__[[CDB|Main]] / [[:Category:Items|Items]] / [[:Category:Treasure hunt items|Treasure hunt items]] / '''{{PAGENAME}}'''&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A skin sewn from leather with a wooden plug in a strap, it seems to fill its self with water over time.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Obtained randomly from certain treasure chests, found by [[Treasure hunt]]ing. &lt;br /&gt;
* Will re-fill an hour after its not full anymore. Right-clicking the empty water skin before the hour has passed will result in the following message: &amp;quot;The blessed water skin doesn't seem to be refilling&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;br /&gt;
[[Category:Bags]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Containers]]&lt;br /&gt;
[[Category:Treasure_hunt_items]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Skills&amp;diff=129956</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Skills&amp;diff=129956"/>
		<updated>2025-04-05T14:11:07Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Improving for Skill */ changed google link to desmos graph link, google removed mouseovering from graphs so with desmos can still do that. also added sweet spot guide link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Complete DB|Main]] / [[:Category:Game mechanics|Game Mechanics]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skills are the basic physical, mental, and magical tasks that your character is able to perform. As skills are used, their values will increase. Higher values in skills indicate a better mastery of that specific skill, and will allow you to perform the skill more efficiently and with greater success.&lt;br /&gt;
&lt;br /&gt;
Press F2 to see your skills. Skills help when you perform actions depending on them. When a new character is created all skills start at 1.0. Like characteristics they are limited to 20 if you don't have premium time. If a character was once premium and then loses premium, their skills will drop down to 20 (or remain unchanged if lower than 20); however, you can not raise them above 20 until becoming premium again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parent Skills===&lt;br /&gt;
Parent skills help the success chance of their sub-skills by a small amount. Using sub-skills increases parent skills as well, although bonuses from the tool (including quality and enchantments) are not applied.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
Skills can have related [[characteristics]]. Raising the skill will automatically raise the characteristic, although at a very low rate. As with other parent skills, increase of a characteristic is not affected by bonuses from the tool (including quality and enchantments). A high characteristic help the success chance of all the skills that use that characteristic.&lt;br /&gt;
&lt;br /&gt;
For details on which skills increase which characteristics, see the [[characteristics]] page.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
Most skills can also give titles when reaching a certain level. The usual level requirements for a title are 50, 70, 90, and 100. See the [[titles]] page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===List of Skills===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Alchemy]]&lt;br /&gt;
|[[Natural Substances]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Archaeology]]&lt;br /&gt;
|[[Restoration]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Archery]]&lt;br /&gt;
|[[Long bow]]&lt;br /&gt;
|[[Reflex bow]]&lt;br /&gt;
|[[Short bow]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Axes]]&lt;br /&gt;
|[[Hatchet]]&lt;br /&gt;
|[[Huge axe]]&lt;br /&gt;
|[[Large axe]]&lt;br /&gt;
|[[Small Axe]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[Carpentry]]&lt;br /&gt;
|[[Bowyery]]&lt;br /&gt;
|[[Fine carpentry]]&lt;br /&gt;
|[[Fletching]]&lt;br /&gt;
|[[Ship building]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Toy making]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Cartography]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Climbing]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Clubs]]&lt;br /&gt;
|[[Huge club]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Coal-making]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[Cooking]]&lt;br /&gt;
|[[Baking]]&lt;br /&gt;
|[[Beverages]]&lt;br /&gt;
|[[Butchering]]&lt;br /&gt;
|[[Dairy food making]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hot food cooking]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Digging]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[Fighting]]&lt;br /&gt;
|[[Aggressive fighting]]&lt;br /&gt;
|[[Defensive fighting]]&lt;br /&gt;
|[[Normal fighting]]&lt;br /&gt;
|[[Shield bashing]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Taunting]]&lt;br /&gt;
|[[Weaponless fighting]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Firemaking]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Hammers]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Healing]]&lt;br /&gt;
|[[First aid]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Knives]]&lt;br /&gt;
|[[Butchering knife]]&lt;br /&gt;
|[[Carving knife]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Masonry]]&lt;br /&gt;
|[[Stone cutting]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Mauls]]&lt;br /&gt;
|[[Large maul]]&lt;br /&gt;
|[[Medium maul]]&lt;br /&gt;
|[[Small maul]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Milling]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Mining]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Miscellaneous items]]&lt;br /&gt;
|[[Hammer]]&lt;br /&gt;
|[[Pickaxe]]&lt;br /&gt;
|[[Rake]]&lt;br /&gt;
|[[Repairing]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Saw]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|[[Shovel]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone chisel]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Nature]]&lt;br /&gt;
|[[Animal husbandry]]&lt;br /&gt;
|[[Animal taming]]&lt;br /&gt;
|[[Botanizing]]&lt;br /&gt;
|[[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fishing]]&lt;br /&gt;
|[[Foraging]]&lt;br /&gt;
|[[Forestry]]&lt;br /&gt;
|[[Gardening]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Meditating]]&lt;br /&gt;
|[[Milking]]&lt;br /&gt;
|[[Papyrusmaking]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Paving]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Polearms]]&lt;br /&gt;
|[[Halberd]]&lt;br /&gt;
|[[Long spear]]&lt;br /&gt;
|[[Staff]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Pottery]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Prospecting]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Religion]]&lt;br /&gt;
|[[Channeling]]&lt;br /&gt;
|[[Exorcism]]&lt;br /&gt;
|[[Prayer]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Ropemaking]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[Shields]]&lt;br /&gt;
|[[Large metal shield]]&lt;br /&gt;
|[[Medium metal shield]]&lt;br /&gt;
|[[Small metal shield]]&lt;br /&gt;
|[[Large wooden shield]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Medium wooden shield]]&lt;br /&gt;
|[[Small wooden shield]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Smithing]]&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Weapon smithing]]&lt;br /&gt;
|[[Blades smithing]]&lt;br /&gt;
|[[Weapon heads smithing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Armour smithing]]&lt;br /&gt;
|[[Chain armour smithing]]&lt;br /&gt;
|[[Plate armour smithing]]&lt;br /&gt;
|[[Shield smithing]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blacksmithing]]&lt;br /&gt;
|[[Jewelry smithing]]&lt;br /&gt;
|[[Locksmithing]]&lt;br /&gt;
|[[Metallurgy]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |[[Swords]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|[[Two handed sword]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |[[Tailoring]]&lt;br /&gt;
|[[Cloth tailoring]]&lt;br /&gt;
|[[Leatherworking]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | [[Thatching]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |[[Thievery]]&lt;br /&gt;
|[[Lockpicking]]&lt;br /&gt;
|[[Stealing]]&lt;br /&gt;
|[[Traps]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |[[Toys]]&lt;br /&gt;
|[[Puppeteering]]&lt;br /&gt;
|[[Yoyo]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |[[Tracking]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |[[War machines]]&lt;br /&gt;
|[[Catapults]]&lt;br /&gt;
|[[Trebuchet]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |[[Woodcutting]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Gain==&lt;br /&gt;
&lt;br /&gt;
Most actions give skill in a specific pattern: Each action has a chance of giving skill. The chance is determined by the character's skill level, the difficulty of the action and, usually, the quality of the tool being used. The amount depends on the length of the action timer. If the action timer takes twice as long the gain is twice as high too. The amount is also affected by sleep bonus and tool enchantments like [[Circle of cunning]].&lt;br /&gt;
&lt;br /&gt;
Improving actions will usually give much more skill than creating actions.&lt;br /&gt;
&lt;br /&gt;
The maximum skill increase you can get in one attempt is 1.00 (including a [3x] on the skill and [[sleep bonus]]).&lt;br /&gt;
&lt;br /&gt;
You may gain skill even failing an action, depending on the action being performed.&lt;br /&gt;
&lt;br /&gt;
In most cases you gain much less skill when you have no [[stamina]] left.&lt;br /&gt;
&lt;br /&gt;
For effectively tracking skill gain it is helpful to set the ''Skillgain tab updates'' in the Wurm game settings to ''always''. That way you can monitor how much gain each action gives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Enemy Presence on PVP server===&lt;br /&gt;
When an enemy player is within your local area for a while, you will getting warning messages about decreased skillgain until you are outside the enemy's local range. This only applies on PVP servers.&lt;br /&gt;
&lt;br /&gt;
===Improving for Skill===&lt;br /&gt;
&lt;br /&gt;
Sweet spot improving is a method of improving (imping) quality way over your skill level and that gives double the skill and attribute gain on top of [[Sleep bonus|Sleep Bonus]] and other skill gain bonuses. The formula to find where sweet spot ql starts at is x*0.77+23. [https://www.desmos.com/calculator/jtopsnumpa LINK] to graph to visually find it quickly for your skill (X is your skill and Y is the quality you need to improve over). Forum guide for it [https://forum.wurmonline.com/index.php?/topic/191764-perpetual-sweet-spot-smithing-guide/ Raybargs sweet spot guide]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[:Category:Skills]]&lt;br /&gt;
* [[Improving]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Improve&amp;diff=129955</id>
		<title>Improve</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Improve&amp;diff=129955"/>
		<updated>2025-04-05T14:09:18Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Notes */ added sweet spot mention to notes so people learn about it easier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Complete DB|Main]] / [[:Category:Game mechanics|Game Mechanics]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The '''improvement''' (or '''imping''') of an [[item]] to increase its [[quality]].&lt;br /&gt;
&lt;br /&gt;
Players can improve items using a variety of media, tools, and skills and often do so in order to reap the benefits of higher item quality (depending on the item being improved: increased efficiency, resilience to wear and tear damage as well as decay damage, increased trade value, etc.).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Containers and the inventory usually show an extra imp-column to show you the tool you need to improve the items. This can be enabled or disabled by right-clicking the name header, and selecting ''toggle imp column''.&lt;br /&gt;
*The lighter an item is, the less material it will need for improving (5% of its weight or 0.5kg at max). This means a 60kg raft will only need 0.5kg of log and a 0.6kg spindle will need 0.03kg of log.&lt;br /&gt;
*To improve the item, right-click it, click ''Examine'', read what item is needed to improve it, activate the necessary item, and right-click the first item again to attempt to improve it.&lt;br /&gt;
* Some items require certain conditions in order to be improved. For example, [[smithing]] items need to be [[Temperature|glowing hot]] to improve, hence it is best to improve them while they are still in a forge or other fire container.&lt;br /&gt;
* Most items need to be at 0 [[damage]] (repaired) to be improved. Notable exceptions include [[wooden fence]]s, wooden [[gate]]s, and [[stone wall]]s. Fences and walls also have a unique property that allows the player to improve the quality even when using materials which are lower in quality than the fence or wall section being improved.  The amount of increase in the quality is less, however, than it would be if using materials of a higher quality then the fence or wall section.&lt;br /&gt;
* Some items cannot be improved and will reflect that when the examine command gives no information for improvement. For example: new player [[starter kit]] tools, most building materials ([[Pile of dirt|dirt]], [[plank]]s, etc), [[yoyo]]s, [[raw materials]] (which can, however, be combined with higher [[quality]] materials to be improved, at the expense of the higher quality material), unrepairable items, etc.&lt;br /&gt;
* [[Unfinished item]]s can't be improved until finished. The &amp;lt;tt&amp;gt;improve&amp;lt;/tt&amp;gt; [[Key bindings|keybind]] won't work on them, use &amp;lt;tt&amp;gt;finish&amp;lt;/tt&amp;gt; instead.&lt;br /&gt;
* Improving for skillgains with sweet spot look for [[Skills]] or [[Improving Guide]]&lt;br /&gt;
* The quality level a player can improve something up to is only limited by two factors:&lt;br /&gt;
** the player's prowess in the specific skill that is used for improving the item&lt;br /&gt;
** the quality of the materials that are needed for improving&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* The quality of the tools used in the imping process does not affect the maximum attainable quality of the item being improved.&lt;br /&gt;
* Tool quality does affect the chance at success/failure of each imping action. The better the quality of the tool, the higher the chance that the imping action will succeed. &lt;br /&gt;
* Higher quality tools will give less skill gain whilst improving while lower quality give more skill.&lt;br /&gt;
&lt;br /&gt;
==Toolbelt==&lt;br /&gt;
&lt;br /&gt;
[[Toolbelt]]s can often make the improving process much easier. With a toolbelt, the player can bind the number keys 1-10 with [[key bindings]] so as to quickly toggle and utilize the imping tools held therein.&lt;br /&gt;
&lt;br /&gt;
'''To setup a toolbelt:'''&lt;br /&gt;
&lt;br /&gt;
* First, open the in-game [[console]] and type &amp;quot;Bind 1 Activate_Tool1&amp;quot;. Do so again 9 more times with the appropriate bind keys until the number keys 1-10 are all tied to the toolbelt.&lt;br /&gt;
* Afterwards, use the console and type &amp;quot;Bind R Repair&amp;quot; and then &amp;quot;Bind I Improve&amp;quot;.&lt;br /&gt;
* You now have all of your key bindings set. Now drag the common imping tools to the toolbelt. You can also add metal lumps here. With the item to be improved in inventory, drag the mouse over the item and press the number keys 1 through 5 - according to whatever next step of imping it needs. Then, as needed, press &amp;quot;I&amp;quot; for improving with that tool, and &amp;quot;R&amp;quot; for repairing.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Repairing]]&lt;br /&gt;
* [[Improving Guide]]&lt;br /&gt;
* [[Mend]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Babel/I]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Improving_Guide&amp;diff=129954</id>
		<title>Improving Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Improving_Guide&amp;diff=129954"/>
		<updated>2025-04-05T14:06:15Z</updated>

		<summary type="html">&lt;p&gt;Ame: added sweet spot imping guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{guide}}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
Improving is the ability to increase an item's [[quality]] on success. However on failure you will damage the item and you must then [[Repairing|repair]] it to continue improving. The quality increases by small amounts with each success or decreases when you repair after damaging the item. As the item's [[quality]] reaches the maximum you are able to produce (based on skill and equipment) you will begin to fail more often than succeed.&lt;br /&gt;
&lt;br /&gt;
==Basic Tools==&lt;br /&gt;
This is a list of all the tools used for improving. Note that each skill area requires their own tools so, for example, lumps are used in smithing and chisels are used in masonry.&lt;br /&gt;
&lt;br /&gt;
*[[Plank]]&lt;br /&gt;
*[[Mallet]]&lt;br /&gt;
*[[Log]]&lt;br /&gt;
*[[Carving knife]]&lt;br /&gt;
*[[File|Iron file]]*&lt;br /&gt;
*[[Rock shards]]&lt;br /&gt;
*[[Iron stone chisel]]*&lt;br /&gt;
*[[Lump]]*&lt;br /&gt;
*[[Pelt]]*&lt;br /&gt;
*[[Iron hammer]]*&lt;br /&gt;
*[[Whetstone]]*&lt;br /&gt;
*[[Water]]&lt;br /&gt;
&lt;br /&gt;
Items noted with a &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; might take longer to make or find than some of the others.&lt;br /&gt;
&lt;br /&gt;
==Hints and tips==&lt;br /&gt;
*Look at the improvement column in your inventory to quickly see what you need to do next&lt;br /&gt;
&lt;br /&gt;
*Always use raw materials that are a higher quality than the item you want to improve.&lt;br /&gt;
&lt;br /&gt;
*If you start to fail a lot, and are losing quality, it is usually a good idea to stop and maybe try later with better quality tools and/or higher skill.&lt;br /&gt;
&lt;br /&gt;
*Your skill (and equipment) affects the maximum quality you can reach - don't try to push it too far!&lt;br /&gt;
**While you are able to improve things higher than the quality of your tools and your skill level, pushing it more than 5-10 beyond them can take quite some time.&lt;br /&gt;
&lt;br /&gt;
*Improving takes time, make sure you have enough food &amp;amp; water for how long you intend to improve.&lt;br /&gt;
&lt;br /&gt;
*Improving metal items (tools, weapons, shields etc) require the item you intend to improve to be glowing hot - Keep the item in the forge while improving.&lt;br /&gt;
&lt;br /&gt;
==How to improve==&lt;br /&gt;
To improve an items all you have to do is:&lt;br /&gt;
&lt;br /&gt;
#Examine the item you want to improve to see what is needed (EG:/ log, chisel etc...)&lt;br /&gt;
#Activate the improvement item or tool&lt;br /&gt;
#Repair your item if needed.&lt;br /&gt;
#Right click -&amp;gt; Improve&lt;br /&gt;
&lt;br /&gt;
==Improving Bonuses==&lt;br /&gt;
Usually when improving something, your skill will raise faster than with item creation.&lt;br /&gt;
&lt;br /&gt;
==Improving for Skill==&lt;br /&gt;
&lt;br /&gt;
Sweet spot improving is a method of improving (imping) quality way over your skill level and that gives double the skill and attribute gain on top of [[Sleep bonus|Sleep Bonus]] and other skill gain bonuses. The formula to find where sweet spot ql starts at is x*0.77+23. [https://www.desmos.com/calculator/jtopsnumpa LINK] to graph to visually find it quickly for your skill (X is your skill and Y is the quality you need to improve over). Forum guide for it [https://forum.wurmonline.com/index.php?/topic/191764-perpetual-sweet-spot-smithing-guide/ Raybargs sweet spot guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Babel/I]]&lt;br /&gt;
&lt;br /&gt;
==Hints and Tips==&lt;br /&gt;
*It is a good idea to concentrate on certain items for certain skills such as a [[Statue]] for [[Masonry]] or a [[Wooden fence]] for Carpentry&lt;br /&gt;
*[[Wooden fences]] and walls can be improved with planks.&lt;br /&gt;
*You must use a higher ql item to improve an item. You can not improve a 20ql mallet with a 1ql [[log]].&lt;br /&gt;
*Fences can be improved with out having to repair them.&lt;br /&gt;
*Only raw materials must have a greater ql than the item your are repairing, tools do not need to be higher ql.&lt;br /&gt;
*Ask fellow players for a spare pelt when starting out. Be nice!&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Maps&amp;diff=129953</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Maps&amp;diff=129953"/>
		<updated>2025-04-05T13:47:09Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Maps */ added wurmnode links to community maps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[CDB|Main]] / [[:Category:Wurm universe|Wurm Universe]] / [[:Category:Geography|Geography]] / [[Maps]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{boxstyle|width=80%|bgcolor=#EE8|bordercolor=#000|align=center}} &amp;gt;&lt;br /&gt;
'''Please note: Many of the following maps are player-made and may be subject to player or kingdom bias.&amp;lt;br /&amp;gt;&lt;br /&gt;
The official map dumps and in-game map are the only ones provided by Code Club.&lt;br /&gt;
&lt;br /&gt;
See [[World map]] if you are seeking information on the in-game World map.&lt;br /&gt;
For information on server crossing mechanics, see the [[ship#Server-Crossing Mechanics|Ships page]].'''&lt;br /&gt;
&lt;br /&gt;
''The map is not the territory ~  Alfred Korzybski&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Maps''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:25px; text-align: center; float:none;&amp;quot; align=&amp;quot;left&amp;quot; &lt;br /&gt;
! &amp;amp;nbsp; !! colspan=&amp;quot;8&amp;quot;| &amp;lt;span style=&amp;quot;font-size:135%&amp;quot;&amp;gt;Southern Freedom Isles&amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Server !! style=&amp;quot;width:11%;&amp;quot; | [[Independence]] !! style=&amp;quot;width:11%;&amp;quot; | [[Deliverance]] !! style=&amp;quot;width:11%;&amp;quot; | [[Exodus]] !! style=&amp;quot;width:11%;&amp;quot; | [[Celebration]] !! style=&amp;quot;width:11%;&amp;quot; | [[Pristine]] !! style=&amp;quot;width:11%;&amp;quot; | [[Release]] !! style=&amp;quot;width:11%;&amp;quot; | [[Xanadu]] !! style=&amp;quot;width:11%;&amp;quot; | [[Chaos]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Founded || Jun 2009 || Sep 2011 || Sep 2011 || May 2012 || Dec 2012 || Dec 2012 || June 2014 || May 2007&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| '''Official Maps'''&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Independence 01.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8S3YtYl9pV1hjZHM Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Deliverance.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8S2ZXRjlsdDV2SWM Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Exodus 01.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8eXNqaXBXNl83Y00 Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Celebration 01.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8S1g3RlRYcFdmSVk Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Pristine 01.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8cTV5QnBfcEpXbEU Map dumps] &lt;br /&gt;
|&lt;br /&gt;
* [[:File:Release_01.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8dW96YXB3dldhZDA Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Xanadu 01 zoom.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8aktjVDNfcWt3SHc Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Chaos 250.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8TkJpbllsR0s5UEE Map dumps]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| '''Archives'''&lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/srtm065c3sjpcag/independence.png Jan 2012]&lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/h8xchi35lk6gw41/Deliverance.png Jan 2015]&lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/pjoqnsjikbyo2q8/Exodus%20Dump.jpg 2012]&lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/tlrpbfbzddd7sms/Celebration.png Jul 2012]&lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/kdwn6jkl97u0j4l/Pristine.png Jan 2013] &lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/7bp5xjvlhe3e69d/Release.png Jan 2013]&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/azwcjmsvkhwjsp6/Chaos.png Jan 2012]&lt;br /&gt;
|-  align=&amp;quot;left&amp;quot;&lt;br /&gt;
| '''Community maps'''&lt;br /&gt;
| &lt;br /&gt;
* [https://www.wurmnode.com/server/independence/map Wurmnode]&lt;br /&gt;
* [https://independence.yaga.host/ Exploration Map]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/191907-the-independence-exploration-map Forum thread]&lt;br /&gt;
* [https://drive.google.com/file/d/1VXUlm1dnPAy4mcp7-thzVoPcrJaN4Rv8/view Cats Eye Map by HughMongus]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/160073-albia-cats-eyes-highways-map-of-indy/ Forum Thread]&lt;br /&gt;
* [https://drive.google.com/file/d/1kHuvWv-8Sha5nsRgow9LSLrNxwYbHFpL/ Roads Map]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/140493-albia-roads-map-of-indy/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://www.wurmnode.com/server/deliverance/map Wurmnode]&lt;br /&gt;
* [https://deliverance.yaga.host Map by Yaga]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/168376-deliverance-community-map/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://www.wurmnode.com/server/exodus/map Wurmnode]&lt;br /&gt;
* [https://exodus.yaga.host/ Map by Solmark]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/171226-new-exodus-community-map/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://www.wurmnode.com/server/celebration/map Wurmnode]&lt;br /&gt;
* [https://celebration.yaga.host/ Map by Oluffus]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/171395-new-celebration-community-map/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://www.wurmnode.com/server/pristine/map Wurmnode]&lt;br /&gt;
* [http://pristine.yaga.host/ Map by Ohana]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/184443-pristine-community-map-202120222023// Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://www.wurmnode.com/server/release/map Wurmnode]&lt;br /&gt;
* [https://www.dl.dropboxusercontent.com/s/jnv65yd3ejnujaa/RELEASE%20MAP%20DUMP.png?dl=0 Map by Fraskesa]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/184079-release-community-map/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://www.wurmnode.com/server/xanadu/map Wurmnode]&lt;br /&gt;
* [https://xanadu.yaga.host/ Map by Dalethegood]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/183918-new-xanadu-community-map/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|-  align=&amp;quot;left&amp;quot;&lt;br /&gt;
| '''Community map&amp;lt;br /&amp;gt;archives'''&lt;br /&gt;
| &lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
* [http://dl.dropboxusercontent.com/sh/nq6rphf21ibk255/AAAR1r_NPiyGO2rfiGeUFYt2a/Delimap.jpg Map By Tpikol]&lt;br /&gt;
|&lt;br /&gt;
* [http://exodus.nesgamepro.com/ Map by NESGamePro]&lt;br /&gt;
* [http://exodus.nesgamepro.com/map.jpg Alternate map]&lt;br /&gt;
* [http://imgur.com/a/VdByP#0 Lobbers Map by Leslie]&lt;br /&gt;
** [http://forum.wurmonline.com/index.php?/topic/56568-the-new-new-map-for-exodus/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://dl.dropboxusercontent.com/s/9x60q48nnanaisz/Celebrationmap.png?dl=0 Map by Kristof continued by Oluffus] &lt;br /&gt;
* [https://dl.dropboxusercontent.com/sh/1wpwh8zwqnx628z/OKkIlCaRz1/celebtpikols1.jpg Tpikol Map by validate]&lt;br /&gt;
**[http://forum.wurmonline.com/index.php?/topic/91583-celebration-map-nov-25-2013-to-current/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://dl.dropboxusercontent.com/s/tkd810jh6lkaf2u/Pristine_Community_Map.png?dl=0 Map by Xor]&lt;br /&gt;
* [http://www.karthcraft.net/pristinemap/CommunityMapPristine.jpg Map By Acaos and Karthannar]&lt;br /&gt;
** [http://forum.wurmonline.com/index.php?/topic/130500-pristine-community-map-091715/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://dl.dropboxusercontent.com/s/ox9aubpjn8c9os3/release%20map.png?dl=0 Map by Pandalet]&lt;br /&gt;
** [http://forum.wurmonline.com/index.php?/topic/140248-release-community-map Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|-  align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &amp;amp;nbsp; !! colspan=&amp;quot;4&amp;quot;| &amp;lt;span style=&amp;quot;font-size:135%&amp;quot;&amp;gt;Northern Freedom Isles&amp;lt;/span&amp;gt; !! colspan=&amp;quot;4&amp;quot; | &amp;lt;span style=&amp;quot;font-size:135%&amp;quot;&amp;gt;Epic Cluster&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Server !! [[Harmony]] !! [[Melody]] !! [[Cadence]] !! [[Defiance]] !! [[Elevation]] !! [[Desertion]] !! [[Affliction]] !! [[Serenity]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! Founded ||Jul 2020 || Jul 2020 || Aug 2020 || Jul 2020 ||July 2019 || Nov 2011 || Oct 2014 || Nov 2011  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| '''Official Maps'''&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Harmony4.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/1xfibdE08xkjUQ762DWalyT5rD1twV0_7 Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Melody2.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/1oKM-jP-AYRYI8Ei_N-LvbYpM1sG8K3gP Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Cadence.PNG| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/1yZUtw8X3f2VurO7Q8aVtvy0lZOK60sSQ Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Defiance_v4_2.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/1RV1Z19R-WyJ1-ufhYXUNDYx4xNJYl4xS Map dumps]&lt;br /&gt;
|&lt;br /&gt;
*  [[:File:Elevation.png| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8SHlvVG5FV3U3SU0 Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Desertion 01.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8UXlLX3lVQ0ZmM2c Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Affliction 01.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8VDd0cVlkYzZHdXc Map dumps]&lt;br /&gt;
|&lt;br /&gt;
* [[:File:Serenity 01.jpg| In-game map]]&lt;br /&gt;
* [https://drive.google.com/drive/folders/0B6J_aGQ6URL8QUJGNTF0cktUeE0 Map dumps]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| '''Archives'''&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
*[https://web.archive.org/web/20160319012745/http://ewild001.game.wurmonline.com/map.jpg Apr 2015]&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/upkm6uk0mnmc0hw/Elevation.png Nov 2011]&lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/qbwndobhyf52p50/Desertion.png Nov 2011] &lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/vqordm6uvuryrfn/Affliction.png Nov 2011]&lt;br /&gt;
|&lt;br /&gt;
*[https://dl.dropboxusercontent.com/s/upfhe54nhi1wmxv/Serenity.png Nov 2011]&lt;br /&gt;
|-  align=&amp;quot;left&amp;quot;&lt;br /&gt;
| '''Community maps'''&lt;br /&gt;
| &lt;br /&gt;
* [https://www.wurmnode.com/server/harmony/map Wurmnode]&lt;br /&gt;
* [https://harmony.yaga.host/ Map by Explora]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/191408-new-harmony-community-map// Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://www.wurmnode.com/server/melody/map Wurmnode]&lt;br /&gt;
* [https://melody.yaga.host Map by Yldrania]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/177782-melody-community-map/ Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
* [https://www.wurmnode.com/server/cadence/map Wurmnode]&lt;br /&gt;
* [https://cadence.yaga.host Map by Morbidae]&lt;br /&gt;
** [https://forum.wurmonline.com/index.php?/topic/191415-new-cadence-community-map// Forum Thread]&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:25px; text-align: center; float:none; &amp;quot; align=&amp;quot;left&amp;quot; &lt;br /&gt;
! &amp;amp;nbsp; !! colspan=&amp;quot;2&amp;quot;| &amp;lt;span style=&amp;quot;font-size:135%&amp;quot;&amp;gt;Moons&amp;lt;/span&amp;gt; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Moon !! [[Jackal]] !! [[Valrei]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;width:10%; &amp;quot;&lt;br /&gt;
| '''Official Maps'''&lt;br /&gt;
| style=&amp;quot;width:45%; &amp;quot; |&lt;br /&gt;
* [https://drive.google.com/drive/folders/1DY_NVqYwQNiJ0p-3_rmw5EbtYXPJovfC Map dumps]&lt;br /&gt;
* Jackal is a moon of our homeland, Wurm. Most of Jackal is still wholly unexplored. Around the spawn town of Camp Freedom there are both familiar and unfamiliar animals and trees. In the distance a land that seems to be corrupted looms.&lt;br /&gt;
| style=&amp;quot;width:45%; &amp;quot; | &lt;br /&gt;
* [[:File:Valrei map.jpg| In-game map]] &lt;br /&gt;
* Valrei is the setting for the Gods scenarios relating to [[Scenarios|Epic missions]].&amp;lt;br /&amp;gt;The current Valrei map may be seen by opening the Valrei map in game or by viewing the player-made map below.&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;width:10%; &amp;quot;&lt;br /&gt;
| '''Community Maps'''&lt;br /&gt;
| style=&amp;quot;width:45%; &amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
* [http://strikelimit.co.uk/Valrei/ Valrei map by Jekev and Mthec] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Catacombs - Offline servers and other resources no longer available ==&lt;br /&gt;
==== Golden Valley Server ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot; style=&amp;quot;width:center&amp;quot;&amp;gt;&lt;br /&gt;
''Golden Valley was historically the tutorial/non-premium server before the tutorial was moved to Haven. Travel to these lands is no longer possible.&lt;br /&gt;
*[https://prosperific.github.io/wurm-online-golden-valley-map/ Golden Valley Community Map by Atlas]&lt;br /&gt;
*[https://web.archive.org/web/20151107015025/http://img407.imageshack.us/img407/2149/newgoldenvalleyfreedomb.png Golden Valley by Xsamuraizx] - Updated: 4/20/2010&lt;br /&gt;
*[https://i.imgur.com/ZhELuJj.jpg New Dawn Map] - Shows an accurate representation of the New Dawn deed with a few key features close by. Created by Xsamuraizx.&lt;br /&gt;
*[https://prosperific.github.io/wurm-online-golden-valley-map/ Golden Valley Community Map] - Created by Atlas 12/16/2022&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gold 1 ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot; style=&amp;quot;width:center&amp;quot;&amp;gt;&lt;br /&gt;
*[https://web.archive.org/web/20160629163634/http://wurmgold.awardspace.com/ Home server map dump], 10th world - Mapdump made by [[User:Notch|Notch]] of home server captured a few months before the [[Wurmageddon]].&lt;br /&gt;
&amp;lt;!-- *[[Historical:Servermap (Gold 1)|Servermap1 (Gold 1)]] - 10th world, homeserver. Map by Loganmom. Mostly complete, but not very accurate (works well for reference however). --&amp;gt;&lt;br /&gt;
*[[Historical:Servermap4 (Gold 1)|Servermap4 (Gold 1)]] - 10th world, homeserver. Loganmom's map with newer towns being added.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alpha / Beta maps ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot; style=&amp;quot;width:center&amp;quot;&amp;gt;&lt;br /&gt;
* [https://web.archive.org/web/20151107015020/http://www.nickersonm.com/wurm/mapping/wild001-map.png Wild001 2007 Map Dump]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Navigation maps ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot; style=&amp;quot;width:center&amp;quot;&amp;gt;&lt;br /&gt;
*[https://www.dropbox.com/s/49ny4u0v6lstgwo/freedom.png?dl=0 Southern Freedom Cluster] (Note: The cluster map shows geographic relations should plot-free sailing have the player cross server borders. Plotting course, on the other hand, alleviates the geographic relations/positioning visually seen in the cluster map.)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Astronomical research archive==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot; style=&amp;quot;width:center&amp;quot;&amp;gt;&lt;br /&gt;
*[[Wurm Universe]], Physics and Astronomical Research&lt;br /&gt;
*[[AstroResearch 1]], 14/09 986, 8th world&lt;br /&gt;
*[[AstroResearch 2]], 22/07 988, 9th world&lt;br /&gt;
*[[Moons]], 9th world&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot; style=&amp;quot;width:center&amp;quot;&amp;gt;&lt;br /&gt;
*See [[World map|this article]] if you are seeking information on the in-game World map.&lt;br /&gt;
*Scale for the topographical﻿ markings is 250 dirt/slope.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wurm universe]]&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Runes&amp;diff=129952</id>
		<title>Runes</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Runes&amp;diff=129952"/>
		<updated>2025-04-05T12:22:25Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Additional Notes */ Crystal Brass Jackal rune allows to use branding iron without heating it first. Tested&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Complete DB|Main]] / [[:Category:Game mechanics|Game mechanics]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Runes are items that can be used to give other items a bonus, or used one time to activate their effect.&lt;br /&gt;
&lt;br /&gt;
There are 65 different rune effects in Wurm, using combinations of 13 different [[metal]]s and 5 possible [[god]]s available.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:rune1.jpg|200px|thumb|right|Stone Rune of Vynora, Brass]]&lt;br /&gt;
&lt;br /&gt;
Runes are crafted by using different materials found at [[rift]]s ([[rift crystal]], [[rift stone shard]], and [[rift wood]]) combined with a lump of metal. The different combinations will create different rune types, each type giving a different effect.&lt;br /&gt;
&lt;br /&gt;
When crafting a rift resource with a lump of metal, you are given the option of 5 different rune types:&lt;br /&gt;
*[[Fo]]&lt;br /&gt;
*[[Magranon]]&lt;br /&gt;
*[[Vynora]]&lt;br /&gt;
*[[Libila]]&lt;br /&gt;
*[[Jackal]]&lt;br /&gt;
&lt;br /&gt;
Crystal runes use [[jewelry smithing]] to create. Stone runes use [[stonecutting]], and wood runes use [[fine carpentry]].&lt;br /&gt;
&lt;br /&gt;
Each god and metal combination creates a rune of a different effect; that is, a brass rune of Libila will not have the same effect as a brass rune of Magranon. Some may be similar in effect, with different strengths. Any player of any religion can make any rune of any god-type. However, creating runes of one's own corresponding god-type gives a bonus and is easier at creation. Jackal runes are, therefore, the most difficult to work with all the way around.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The combination of metal type and god type will determine the effect of a rune.&lt;br /&gt;
&lt;br /&gt;
The rift resource used will determine what the rune can be attached to or used on.&lt;br /&gt;
*''Rift wood runes'' - can be used on [[Carpentry|wooden]] items, and use fine carpentry skill to create.&lt;br /&gt;
*''Rift crystal runes'' - can be used on metal items, and use jewelry smithing skill to create.&lt;br /&gt;
*''Rift stone runes'' - can be used on [[:Category:Masonry_items|stone]], [[pottery]], [[:Category:Cloth_tailoring_items|cloth]] and [[leatherworking|leather]] items, and use stonecutting skill to create.&lt;br /&gt;
&lt;br /&gt;
== Properties (perks) == &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=7 |  Runes' Properties List &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Metal&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Fo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Jackal&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Libila&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Magranon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Vynora&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| The Scavenger**&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Adamantine&lt;br /&gt;
| 5% less enchant decay, 5% Enchant Success&amp;lt;br&amp;gt;RAF&lt;br /&gt;
| 1x Random color on item&amp;lt;br&amp;gt;RAJ&lt;br /&gt;
| 10% Less enchant decay&amp;lt;br&amp;gt;RAL&lt;br /&gt;
| 10% Vehicle Speed&amp;lt;br&amp;gt;RAM&lt;br /&gt;
| 7.5% Vehicle Speed, 5% Less decay&amp;lt;br&amp;gt;RAV&lt;br /&gt;
| 10% enchant success, 10% less decay&amp;lt;br&amp;gt;RAS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Brass&lt;br /&gt;
| 5% More quality when imped, 5% higher gathering QL ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBrF&lt;br /&gt;
| &amp;quot;Bright&amp;quot; Glow&amp;lt;br&amp;gt;RBrJ&lt;br /&gt;
| &amp;quot;Okay&amp;quot; Glow, 5% higher gather QL ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBrL&lt;br /&gt;
| 10% more quality when imped&amp;lt;br&amp;gt;RBrM&lt;br /&gt;
| &amp;quot;Slight&amp;quot; Glow, 7.5% more quality when imped&amp;lt;br&amp;gt;RBrV&lt;br /&gt;
| 10% less damage taken, 10% less weight&amp;lt;br&amp;gt;RBrS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bronze&lt;br /&gt;
| 10% Wind Speed&amp;lt;br&amp;gt;RBzF&lt;br /&gt;
| 1x Goat Shape (Spell)&amp;lt;br&amp;gt;RBzJ&lt;br /&gt;
| 10% higher gather QL (any item) ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBzL&lt;br /&gt;
| 5% higher gather QL, 5% less enchant decay ('''QL of gathered items does not exceed skill level for mining or woodcutting''')&amp;lt;br&amp;gt;RBzM&lt;br /&gt;
| 7.5% Wind Speed, 5% Vehicle Speed (any item)&amp;lt;br&amp;gt;RBzV&lt;br /&gt;
| 10% more quality when imped, 10% less enchant decay&amp;lt;br&amp;gt;RBzS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Copper&lt;br /&gt;
| 1x Charm Animal (Spell) &amp;lt;br&amp;gt;RCF&lt;br /&gt;
| 5% Higher improve chance, 5% Less Decay on contents&amp;lt;br&amp;gt;RCJ&lt;br /&gt;
| 1x Locate Soul (Spell)&amp;lt;br&amp;gt;RCL&lt;br /&gt;
| 5% Higher improve chance, 5% Increased rarity chance&amp;lt;br&amp;gt;RCM &lt;br /&gt;
| 7.5% Higher improve chance&amp;lt;br&amp;gt;RCV&lt;br /&gt;
| 10% Higher improve chance, 10% less QL loss from repairing&amp;lt;br&amp;gt;RCS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Electrum&lt;br /&gt;
| 1x Reduce creature's age &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;REF&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REJ&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REL&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REM&lt;br /&gt;
| N/A&amp;lt;br&amp;gt;REV&lt;br /&gt;
| ?&amp;lt;br&amp;gt;RES&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Glimmersteel&lt;br /&gt;
| 10% skill level bonus &amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;RGsF&lt;br /&gt;
| 5% skill level bonus &amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;, 5% more quality when imped&amp;lt;br&amp;gt;RGsJ&lt;br /&gt;
| 10% usage speed&amp;lt;br&amp;gt;RGsL&lt;br /&gt;
| 5% usage speed, 5% skill level bonus &amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;RGsM&lt;br /&gt;
| 5% usage speed, 5% more quality when imped&amp;lt;br&amp;gt;RGsV&lt;br /&gt;
| 10% usage speed, 10% shatter resistance&amp;lt;br&amp;gt;RGsS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gold&lt;br /&gt;
| 10% chance to increase the effect of tending a field or harvesting a tree, bush, or trellis****&amp;lt;br&amp;gt;RGF&lt;br /&gt;
| 10% reduced size&amp;lt;br&amp;gt;RGJ&lt;br /&gt;
| 5% raking/harvesting, 5% less weight (any item)&amp;lt;br&amp;gt;RGL&lt;br /&gt;
| 5% reduced size, 5% less weight&amp;lt;br&amp;gt;RGM&lt;br /&gt;
| 1x reveal creatures (Spell)&amp;lt;br&amp;gt;RGV&lt;br /&gt;
| 10% less QL loss from repairing, 10% less damage taken&amp;lt;br&amp;gt;RGS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Iron&lt;br /&gt;
| 10% less fuel usage&amp;lt;brRIF&lt;br /&gt;
| 5% raking/harvesting, 5% less decay (any item)&amp;lt;br&amp;gt;RIJ&lt;br /&gt;
| 1x light token (Spell)&amp;lt;br&amp;gt;RIL&lt;br /&gt;
| 1x sunder (spell)&amp;lt;br&amp;gt;RIM&lt;br /&gt;
| 5% less fuel usage, 5% less decay&amp;lt;br&amp;gt;RIV&lt;br /&gt;
| 10% reduced size, 10% less enchant decay&amp;lt;br&amp;gt;RIS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Lead&lt;br /&gt;
| 5% less QL loss from repairing, 5% usage speed&amp;lt;br&amp;gt;RLF&lt;br /&gt;
| 10% less volume&amp;lt;br&amp;gt;RLJ&lt;br /&gt;
| 5% reduced volume, 5% usage speed&amp;lt;br&amp;gt;RLL&lt;br /&gt;
| 10% less QL lost when repaired&amp;lt;br&amp;gt;RLM&lt;br /&gt;
| 5% less QL lost when repaired, 5% increased volume&amp;lt;br&amp;gt;RLV&lt;br /&gt;
| 10% reduced volume, 10% usage speed&amp;lt;br&amp;gt;RLS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Seryll&lt;br /&gt;
| 10% enchant success&amp;lt;br&amp;gt;RSeF&lt;br /&gt;
| 5% enchant success, 5% less QL loss from repairing&amp;lt;br&amp;gt;RSeJ&lt;br /&gt;
| 5% shatter resistance, 5% less QL loss from repairing&amp;lt;br&amp;gt;RSeL&lt;br /&gt;
| 10% shatter resistance&amp;lt;br&amp;gt;RSeM&lt;br /&gt;
| 5% shatter resistance, 5% enchant success&amp;lt;br&amp;gt;RSeV&lt;br /&gt;
| 10% enchant success, 10% shatter resistance&amp;lt;br&amp;gt;RseS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Silver&lt;br /&gt;
| &amp;quot;Okay glow&amp;quot;, 5% skill level bonus&amp;lt;br&amp;gt;RSiF&lt;br /&gt;
| &amp;quot;Okay glow&amp;quot;, 7.5% increased volume&amp;lt;br&amp;gt;RSiJ&lt;br /&gt;
| 5% increased volume, 5% less decay on contents&amp;lt;br&amp;gt;RSiL&lt;br /&gt;
| 10% increased volume&amp;lt;br&amp;gt;RSiM&lt;br /&gt;
| 10% less decay on contents&amp;lt;br&amp;gt;RSiV&lt;br /&gt;
| 10% increased volume, 10% less decay on contents&amp;lt;br&amp;gt;RSiS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Steel&lt;br /&gt;
| 5% less decay, 5% less damage taken&amp;lt;br&amp;gt;RStF&lt;br /&gt;
| 10% less decay&amp;lt;br&amp;gt;RStJ&lt;br /&gt;
| 5% less damage taken, 5% wind speed (any item)&amp;lt;br&amp;gt;RStL&lt;br /&gt;
| 5% reduced decay, 5% more wind speed (any item)&amp;lt;br&amp;gt;RStM&lt;br /&gt;
| 10% less damage taken&amp;lt;br&amp;gt;RStV&lt;br /&gt;
| 10% less damage taken, 10% less decay&amp;lt;br&amp;gt;RStS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tin&lt;br /&gt;
| 5% increased rarity chance, 5% less damage taken&amp;lt;br&amp;gt;RTF&lt;br /&gt;
| 1x refresh (Spell)&amp;lt;br&amp;gt;RTJ&lt;br /&gt;
| 5% increased rarity chance, 5% higher improve chance&amp;lt;br&amp;gt;RTL&lt;br /&gt;
| 1x mole senses (Spell)&amp;lt;br&amp;gt;RTM&lt;br /&gt;
| 10% increased rarity chance&amp;lt;br&amp;gt;RTV&lt;br /&gt;
| 10% increased rarity chance,  10% higher improve chance&amp;lt;br&amp;gt;RTS&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Zinc&lt;br /&gt;
| 1x morning fog (Spell)&amp;lt;br&amp;gt;RZF&lt;br /&gt;
| 5% less weight, 5% vehicle speed (any item)&amp;lt;br&amp;gt;RZJ&lt;br /&gt;
| 10% less weight&amp;lt;br&amp;gt;RZL&lt;br /&gt;
| 5% increased size, 5% vehicle speed (any item)&amp;lt;br&amp;gt;RZM&lt;br /&gt;
| 1x mend (Spell)&amp;lt;br&amp;gt;RZV&lt;br /&gt;
| 10% less weight , 10% increased size&amp;lt;br&amp;gt;RZS&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Reduces age by a percentage of the current age. Creatures cannot be pregnant when the rune is used. The minimum age this can be used on is Aged (12 months). Does not work on aggressive animals until you tame / dominate / charm them.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Runes of The Scavenger can be found on items recovered through [[Archaeology#Restoration|Restoration]], and cannot be created or attached to existing items.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; &amp;quot;Skill level bonus&amp;quot; reduces the distance of the skill's value from 100 by the percentage given, but only for the purpose of random skill checks. For example, a [[pickaxe]] with this rune would harvest slightly higher quality ore on average, but will not increase the maximum quality possible.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;****&amp;lt;/nowiki&amp;gt; When milking, harvesting a tree/trellis/wishing tree holy site, or searching for wurms/grubs/other fishing bait: chance for 1 extra action tick, giving you an extra item (or extra volume in the case of milk). When tending a field or large planter: a chance to have an extra effect roughly equivalent to an additional successful tending action on the field. &lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
* Runes for raking/gathering, gathering quality, and vehicle speed can be added to any material, regardless of their own material. &lt;br /&gt;
* Any rune with raking or gathering effects will also effect [[milking]] actions.&lt;br /&gt;
&lt;br /&gt;
== Attaching ==&lt;br /&gt;
* Application of runes can usually be done by the owner. For vehicles, manage permission is required.&lt;br /&gt;
* Chance to successfully attach a rune depends on player [[Soul Depth]] and the [[Quality]] of the rune. Failure results in complete loss of the rune. The success chance one has to successfully attach a rune can be seen by activating the rune and right-clicking the object it will potentially be attached to.&lt;br /&gt;
* On-deed, the player doing the attaching must have improve/repair and pickup [[permissions]].&lt;br /&gt;
* Can only attach them to completed items.&lt;br /&gt;
* Only one rune can be attached to an item.&lt;br /&gt;
** Attaching a new rune will replace the previous rune.&lt;br /&gt;
** If replacing the color change rune (Adamantine, Jackal), the color will remain on the item.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
*Creation success will consume 0.2kg of the material, failure consumes 0.01kg.&lt;br /&gt;
*Runes '''decay''' dramatically fast outside of inventory.&lt;br /&gt;
*Runes are '''removed''' by a priest's dispel casting.&lt;br /&gt;
** Runes can also be replaced by attaching a new rune.&lt;br /&gt;
*Rune with &amp;quot;Bright&amp;quot; Glow effect (Crystal Brass Jackal rune) allows to use [[branding iron]] without heating it first.&lt;br /&gt;
*Runes with the ''Glow'' effect cannot be applied to items that can be lit, such as forges or smelters.&lt;br /&gt;
*Runes that increase ''volume'' will allow the affected container to hold more of items that already fit.&lt;br /&gt;
*Runes that increase ''size'' will allow the affected container to hold bigger items. They will also increase the amount of [[dye]] needed to paint that item.&lt;br /&gt;
*Any runes on weapon heads or spear heads will transfer over to the completed item when combined.&lt;br /&gt;
* Some Archeology items can be found with one or more runes on the item.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rift]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Rift]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Branding_iron&amp;diff=129951</id>
		<title>Branding iron</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Branding_iron&amp;diff=129951"/>
		<updated>2025-04-05T12:19:42Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Method */ Crystal Brass Jackal rune &amp;quot;bright glow&amp;quot; allows to use branding iron without heating it. Tested&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ItemBox&lt;br /&gt;
|name=Branding Iron&lt;br /&gt;
|image=Brandingiron.jpg&lt;br /&gt;
|active=[[metal lump]] (0.30 kg)&lt;br /&gt;
|passive=[[small anvil]]&lt;br /&gt;
|group=Tools&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.30 kg)&lt;br /&gt;
|skill=Blacksmithing&lt;br /&gt;
}}[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Blacksmithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
== Description ==&lt;br /&gt;
''A metal brand on a sturdy metal shaft.''&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* Used to [[branding|brand]] animals to belong to a certain [[settlement]].&lt;br /&gt;
* Also used to remove a brand.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
#Heat the branding iron to &amp;quot;it is hot&amp;quot; or hotter. Doesn't require heating if the branding iron has Crystal Brass Jackal rune attached to it.&lt;br /&gt;
#Make sure you and the animal are within the deed you are a member of.&lt;br /&gt;
#Activate the branding iron, right-click the animal, and select ''Brand''.&lt;br /&gt;
#After use, the branding iron loses 0.10[[QL]] instead of taking actual damage.&lt;br /&gt;
&lt;br /&gt;
=== Messages given when branding ===&lt;br /&gt;
: ''You prepare to brand [animal, e.g. Young fat horse].''&lt;br /&gt;
: ''Determined, you raise your branding iron.''&lt;br /&gt;
: ''The [animal] makes a [horrible / pleasant] sound as you press your branding iron against it.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Removal of the brand uses the same procedure as listed above.&lt;br /&gt;
* When examining the animal after branding, it will say: &amp;quot;It has been branded by and belongs to the settlement of [Settlement].&amp;quot;'&lt;br /&gt;
* Once branded, members of that village can lead the animal, no matter where it is.&lt;br /&gt;
* Branding a horse also allows you to set riding permissions, as well as equip an animal without needing to [[tame]] it first, though only on PVE servers and deeds. Denial of permissions here overrides deed permissions.&lt;br /&gt;
* Branded horses also have the same protection when dead as when alive (until the next server restart), meaning only those who have permissions may take items from the corpse.&lt;br /&gt;
* Can only be used on animals that are leadable.&lt;br /&gt;
* Only the deed that created the brand can remove it.&lt;br /&gt;
* A settlement cannot remove or overwrite a brand from a different settlement.&lt;br /&gt;
* '''PVE''': The maximum number of branded animals per deed is (number of tiles)/11. This does not include perimeter tiles.&lt;br /&gt;
** You can see the number of branded animals in '''Settlement info''': ''The tile per creature ratio of this deed is 45.621952. Optimal is 15.0 or more. This is a good figure. There are 35 creatures currently branded.''&lt;br /&gt;
*  Failure to create a branding iron uses .03 of the lump.&lt;br /&gt;
&lt;br /&gt;
[[Category:Any-metal_products]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Cooking&amp;diff=129944</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Cooking&amp;diff=129944"/>
		<updated>2025-04-01T10:51:35Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Lootable Recipes */  better constructed sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''Cooking'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Cooking''' is the [[skill]] used to make [[food]] that has a higher nutritional value than raw foods, which includes [[butchering]], [[hot food cooking]], [[baking]], making [[beverages]] and [[oil]], and [[dairy food making]]. &lt;br /&gt;
&lt;br /&gt;
Cooking creates recipes for a player’s personal recipe book, which is populated as a player discovers different combinations and food types for each recipe.&lt;br /&gt;
&lt;br /&gt;
== Cookbook ==&lt;br /&gt;
A cookbook is a player’s personal recipe storage containing all recipes known by the individual player. To open the cookbook, click the cooking button on the right side of the quickbar. You can also [[bind]] it to a key with “TOGGLE_COOKBOOK”.&lt;br /&gt;
&lt;br /&gt;
*Recipes that are known to all players are green in the cookbook. As a player discovers new recipes, they are added to that player’s cookbook. Any variations to the recipe, such as whether the recipe can use any meat to be created, will be updated in the cookbook when discovered.&lt;br /&gt;
&lt;br /&gt;
{{event|inline|[14:13:09] Recipe &amp;quot;fennel oil&amp;quot; added to your cookbook.}}&lt;br /&gt;
&lt;br /&gt;
*Recipes in white represent those that were learned by creation.&lt;br /&gt;
*Recipes in red represent an unknown recipe, for which the product was used in a known recipe (for example, if the player was given that ingredient).&lt;br /&gt;
*Recipes that a player has as a favorite are shown in gold.&lt;br /&gt;
**You can favorite a recipe by ‘’right-clicking’’ on the recipe name and selecting ‘’mark as favorite’’. You can also add personal notes to the recipes.&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
Recipes are acquired by creating different cooking products, adding a player-written recipe to the cookbook, or finding a recipe in a creature’s corpse. Recipes are stored in a player’s personal cookbook, which is populated as a player discovers different combinations and food types for each recipe.&lt;br /&gt;
Recipes may have optional ingredients as well as required ingredients. The optional ingredients can increase the weight, difficulty, and/or nutritional value that the product has. Each optional ingredient will usually increase the difficulty by 5.&lt;br /&gt;
&lt;br /&gt;
==== Lootable Recipes ====&lt;br /&gt;
Trolls and goblins have their own special foods, and therefore give a chance to find a recipe on the corpse. Killing blow on some rift humanoids have small chance of giving a special recipe directly to the players inventory. Each creature type has a basic, [[rarity system|rare]], supreme, and fantastic recipe available. These recipes cannot be created without it existing in the player’s cookbook.&lt;br /&gt;
&lt;br /&gt;
==== Nameable Recipes ====&lt;br /&gt;
Some recipes exist that, when discovered, will be named with the first creator’s name in the title. A player can only have one recipe named after them. The recipe name will then be known as “(Player)’s (recipe name)”.&lt;br /&gt;
&lt;br /&gt;
==== Recipe Sharing ====&lt;br /&gt;
Recipes can be transcribed from a player’s recipe book, allowing it to be traded. To do so, ‘’right-click’’ on the recipe, then ‘’options’’ &amp;gt; ‘’mark recipe to be written’’, fill a [[reed pen]] with ink or [[dye]], then ‘’right-click’’ on a paper or papyrus and select ‘’write recipe X’’. Note that if your recipe was made with potato but can be made with any vegetable, it will be written as potato.&lt;br /&gt;
Basic recipes (marked in green) and rare or better recipes cannot be written down.&lt;br /&gt;
To add a received recipe to the cookbook, ‘’right-click’’ on the recipe and select ‘’read recipe’’, then ‘’Add to cookbook’’.&lt;br /&gt;
&lt;br /&gt;
'''''Note''': Recipes must be in your inventory to be added to your cookbook. Adding from a container (like a backpack) will not work.''&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Lore is a function activated by ‘’right-clicking’’ on the container holding ingredients and selecting ‘’lore’’, giving a player hints about which ingredients can be used. The hints are based on which ingredients are in the container, and will give hints toward creating a random recipe that can be made from the ingredients within. This random recipe will always be pointed toward with those same ingredients for the particular player; however, the same ingredients used by a different player may hint toward a different recipe, if available.&lt;br /&gt;
&lt;br /&gt;
Sample messages:&lt;br /&gt;
&lt;br /&gt;
{{event|inline|Have you tried adding ground any spice?}} - part of a recipe&lt;br /&gt;
&lt;br /&gt;
{{event|inline|You think this may well work when cooked.}} - complete recipe&lt;br /&gt;
&lt;br /&gt;
{{event|inline|The items inside do not make any known recipe.}} - no known recipe for that combination&lt;br /&gt;
&lt;br /&gt;
{{event|inline|The Ingredients in the frying pan would make an omelette when cooked.}} - valid known recipe&lt;br /&gt;
&lt;br /&gt;
{{event|inline|You think this may well work when cooked in a different cooker.}} - Valid ingredients incorrect cooker&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
=== Nutrition &amp;amp; CCFP ===&lt;br /&gt;
Every edible item has different nutritional values, as well as values for calories, carbs, fats, and proteins (CCFP). When items are combined to create a resulting item, the CCFP values are combined to give the result its own CCFP values.&lt;br /&gt;
*Calories – High bar reduces stamina drain&lt;br /&gt;
*Carbs – High bar reduces water usage&lt;br /&gt;
*Fats – High bar increases favour regeneration, and reduces drain on [[sleep bonus]].&lt;br /&gt;
*Proteins – High bar reduces food usage&lt;br /&gt;
Note that when the player’s food bar is full, no more food can be eaten (with the exception of endurance sandwiches and sleep powder). The same goes for beverages when the thirst bar is full.&lt;br /&gt;
The basic unitary consumption for a player per Wurm day are:&lt;br /&gt;
*2000 calories&lt;br /&gt;
*300 carbs&lt;br /&gt;
*80 fats&lt;br /&gt;
*50 proteins&lt;br /&gt;
&lt;br /&gt;
Note that there is no penalty for not filling one or all elements of CCFP.&lt;br /&gt;
&lt;br /&gt;
You can control the display of the CCFP elements by right-clicking your health bar and selecting ''Toggle hover expand''.&lt;br /&gt;
&lt;br /&gt;
=== Temporary Affinities ===&lt;br /&gt;
Some prepared foods consumption can result in a temporary [[affinity]], giving the player a 10% bonus skill gain to a specific skill for a short period of time. Different players get different affinities from the same meals, and the food item must be prepared identically to get the same affinity again.&lt;br /&gt;
The amount of time the affinity will be effective is determined by the amount of the food that is consumed.&lt;br /&gt;
&lt;br /&gt;
=== Rarity ===&lt;br /&gt;
Recipe-based foods have the ability to be created rare or better. Rare foods have higher CCFP values and give longer temporary affinities.&lt;br /&gt;
*Rare – 10% improvement&lt;br /&gt;
*Supreme – 40% improvement&lt;br /&gt;
*Fantastic – 90% improvement&lt;br /&gt;
Rare and better recipes also exist, and can be found on creature corpses. These recipes cannot be created without existing in the player’s cookbook, and cannot be written down to be given to another player.&lt;br /&gt;
&lt;br /&gt;
=== Wrapping Items ===&lt;br /&gt;
*Fish and meat can be wrapped to allow them to be cooked directly in a cooker without a container.&lt;br /&gt;
*Most other non-liquid foods can be wrapped with waxed paper to reduce decay.&lt;br /&gt;
*Cheese can be wrapped with a wool or cotton cloth square to reduce decay.&lt;br /&gt;
*Wrapped foods decay about 5 times slower than unwrapped.&lt;br /&gt;
&lt;br /&gt;
=== Decay Prevention ===&lt;br /&gt;
There are several methods that reduce decay, and most of them can be stacked to increase the effect. Food should not be stored in your inventory because it will take damage after some time. Just carry a day or two worth of food and store the rest.&lt;br /&gt;
*[[Containers]] in a building on a deed should be the minimum level of storage.&lt;br /&gt;
*[[Larder|Larders]] need [[snowball|snowballs]] to work, but provide a significant boost over just storing in a container.&lt;br /&gt;
*[[Food_storage_bin|Food storage bins]] Can be used to completely eliminate food decay, but only on raw materials.&lt;br /&gt;
*[[Lunchbox|Lunchboxes]] lower the decay of food that is carried in your inventory.&lt;br /&gt;
*[[Salt]] can be added to most meals when they are cooked.&lt;br /&gt;
*[[Waxed_paper|Waxed paper]] can be used to wrap food.&lt;br /&gt;
*The [[Quality_level|quality]] of the food seems to have some effect on decay, but the quality of the container does not.&lt;br /&gt;
*A [[Rarity_system|Rare]] lunchbox will lower decay further and the same probably applies to rare foods and larders.&lt;br /&gt;
*Some [[Runes]] lower the decay of a container's contents&lt;br /&gt;
*[[Magical_chest|Magical chests]] are the only known method to completely eliminate the decay of a finished or cooked meal/food. It is worth considering their use to store a variety of meals with different affinities.&lt;br /&gt;
*Some created food items are still considered raw materials that can be stored in a food storage bin, such as cheese or meat fillets.&lt;br /&gt;
&lt;br /&gt;
== Beverages ==&lt;br /&gt;
'''NB: Alcohol may be found as part of [[treasure hunt|treasure chests]]. These have different properties from craftable alcohol.''' &lt;br /&gt;
&lt;br /&gt;
* Wine will age better inside a building than outside (ie: where other items would have minimized decay, wine ages better).&lt;br /&gt;
&lt;br /&gt;
* Wine containers must be sealed for the wine to age.&lt;br /&gt;
&lt;br /&gt;
* Oak barrels have a slight bonus over other wood types.&lt;br /&gt;
&lt;br /&gt;
* Wine and other distilled spirits increase in quality when they take decay ticks, representing drinks aging. Example: Over 362 days,  14 oakwood wine barrels filled with mead, sealed, in a building, in a mine. The mead quality ranged from 70 to 93, and all gained exactly 5 quality in that time.&lt;br /&gt;
&lt;br /&gt;
Note: For beverages that need to be fermented, you must be online and on the same server when fermentation completes to receive credit for any [[achievements]] and/or get the fermented recipe in your cookbook. The fermentation process will take approximately 5-7 RL days to complete.&lt;br /&gt;
&lt;br /&gt;
== Tools and Ingredients ==&lt;br /&gt;
=== Containers ===&lt;br /&gt;
* [[Baking stone]]&lt;br /&gt;
* [[Cake tin]]&lt;br /&gt;
* [[Cauldron]]&lt;br /&gt;
* [[Frying pan]]&lt;br /&gt;
* [[Open helm]]&lt;br /&gt;
* [[Pie dish]]&lt;br /&gt;
* [[Plate]]&lt;br /&gt;
* [[Pottery bowl]]&lt;br /&gt;
* [[Pottery flask]]&lt;br /&gt;
* [[Pottery jar]]&lt;br /&gt;
* [[Roasting dish]]&lt;br /&gt;
* [[Sauce pan]]&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
* [[Cheese drill]]&lt;br /&gt;
* [[Fork]]&lt;br /&gt;
* [[Fruit press]]&lt;br /&gt;
* [[Grindstone]]&lt;br /&gt;
* [[Hand]]&lt;br /&gt;
* [[Knife (cutlery)]]&lt;br /&gt;
* [[Measuring jug]]&lt;br /&gt;
* [[Mortar and pestle]]&lt;br /&gt;
* [[Press]]&lt;br /&gt;
* [[Spoon]]&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
Ingredients consist of liquids, meat, animal products, vegetables, herbs, and spices obtained through several other skills. &lt;br /&gt;
&lt;br /&gt;
* [[Baking]]&lt;br /&gt;
* [[Beverages]]&lt;br /&gt;
* [[Botanizing]]&lt;br /&gt;
* [[Butchering]] &lt;br /&gt;
* [[Dairy Food Making]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Gardening]]&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
* Ingredients can be stored in a [[food storage bin]]&lt;br /&gt;
* Cooked items can be stored in a [[larder]]&lt;br /&gt;
* Liquids can be stored in many containers. &lt;br /&gt;
** Containers that can be sealed with [[wax sealing kit]]s to eliminate liquid decay while sealed include [[pottery jar]]s, [[small pottery amphora]]s, [[large pottery amphora]]s, [[pottery flask]]s, and [[waterskin]]s.  &lt;br /&gt;
** [[Small barrel]]s and [[Small wine barrel]]s can be sealed with a [[peg]].&lt;br /&gt;
** [[Small wine barrel]]s can be sealed using [[wood scrap]], and cannot be unsealed until the fermentation process is complete.&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Cooking&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul depth]]&lt;br /&gt;
=== Subskills ===&lt;br /&gt;
* [[Baking]] - making bread, cakes&lt;br /&gt;
* [[Beverages]] - making juice, [[olive oil]], [[cooking oil]], [[Alcohol|alcoholic beverages]] such as wine, distilled alcohol, and tea&lt;br /&gt;
* [[Butchering]] - filleting fish and meat and [[butchering]] animal or human [[corpse|corpses]], dicing/mincing&lt;br /&gt;
* [[Dairy food making]] - creating cheese, butter, and cream from [[milk]]&lt;br /&gt;
* [[Hot food cooking]] - creating cooked food&lt;br /&gt;
* [[Milling]] - grinding ingredients, making [[salt]] from [[rock salt]] (higher skill may give multiple [[salt|salts]] from a single [[rock salt]]). (It should be noted that milling is a related skill, not a subskill of the cooking parent skill.)&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Cook at 50 skill&lt;br /&gt;
* Chef at 70 skill&lt;br /&gt;
* Master Chef at 90 skill&lt;br /&gt;
* Chef de Cuisine  at 100 skill&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://docs.google.com/document/d/1PhEhJkjNy-jl3_L5mdaQRVzyfdS7MfAt8_iNwSaHYYE/edit Cooking Update Guide]&lt;br /&gt;
* [[:Category:Cooking]]&lt;br /&gt;
* [[:Category:Cooking items]]&lt;br /&gt;
* [[:Category:Cooking utensils]]&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
** [[Baking]]&lt;br /&gt;
** [[Beverages]]&lt;br /&gt;
** [[Butchering]]&lt;br /&gt;
** [[Dairy food making]]&lt;br /&gt;
** [[Hot food cooking]]&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Nutrition]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Cooking&amp;diff=129943</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Cooking&amp;diff=129943"/>
		<updated>2025-04-01T10:50:06Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Lootable Recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''Cooking'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Cooking''' is the [[skill]] used to make [[food]] that has a higher nutritional value than raw foods, which includes [[butchering]], [[hot food cooking]], [[baking]], making [[beverages]] and [[oil]], and [[dairy food making]]. &lt;br /&gt;
&lt;br /&gt;
Cooking creates recipes for a player’s personal recipe book, which is populated as a player discovers different combinations and food types for each recipe.&lt;br /&gt;
&lt;br /&gt;
== Cookbook ==&lt;br /&gt;
A cookbook is a player’s personal recipe storage containing all recipes known by the individual player. To open the cookbook, click the cooking button on the right side of the quickbar. You can also [[bind]] it to a key with “TOGGLE_COOKBOOK”.&lt;br /&gt;
&lt;br /&gt;
*Recipes that are known to all players are green in the cookbook. As a player discovers new recipes, they are added to that player’s cookbook. Any variations to the recipe, such as whether the recipe can use any meat to be created, will be updated in the cookbook when discovered.&lt;br /&gt;
&lt;br /&gt;
{{event|inline|[14:13:09] Recipe &amp;quot;fennel oil&amp;quot; added to your cookbook.}}&lt;br /&gt;
&lt;br /&gt;
*Recipes in white represent those that were learned by creation.&lt;br /&gt;
*Recipes in red represent an unknown recipe, for which the product was used in a known recipe (for example, if the player was given that ingredient).&lt;br /&gt;
*Recipes that a player has as a favorite are shown in gold.&lt;br /&gt;
**You can favorite a recipe by ‘’right-clicking’’ on the recipe name and selecting ‘’mark as favorite’’. You can also add personal notes to the recipes.&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
Recipes are acquired by creating different cooking products, adding a player-written recipe to the cookbook, or finding a recipe in a creature’s corpse. Recipes are stored in a player’s personal cookbook, which is populated as a player discovers different combinations and food types for each recipe.&lt;br /&gt;
Recipes may have optional ingredients as well as required ingredients. The optional ingredients can increase the weight, difficulty, and/or nutritional value that the product has. Each optional ingredient will usually increase the difficulty by 5.&lt;br /&gt;
&lt;br /&gt;
==== Lootable Recipes ====&lt;br /&gt;
Trolls and goblins have their own special foods, and therefore give a chance to find a recipe on the corpse. Some Rift humanoids give chance to receive special recipe to the player who does the killing blow, the recipe will appear in their inventory. Each creature type has a basic, [[rarity system|rare]], supreme, and fantastic recipe available. These recipes cannot be created without it existing in the player’s cookbook.&lt;br /&gt;
&lt;br /&gt;
==== Nameable Recipes ====&lt;br /&gt;
Some recipes exist that, when discovered, will be named with the first creator’s name in the title. A player can only have one recipe named after them. The recipe name will then be known as “(Player)’s (recipe name)”.&lt;br /&gt;
&lt;br /&gt;
==== Recipe Sharing ====&lt;br /&gt;
Recipes can be transcribed from a player’s recipe book, allowing it to be traded. To do so, ‘’right-click’’ on the recipe, then ‘’options’’ &amp;gt; ‘’mark recipe to be written’’, fill a [[reed pen]] with ink or [[dye]], then ‘’right-click’’ on a paper or papyrus and select ‘’write recipe X’’. Note that if your recipe was made with potato but can be made with any vegetable, it will be written as potato.&lt;br /&gt;
Basic recipes (marked in green) and rare or better recipes cannot be written down.&lt;br /&gt;
To add a received recipe to the cookbook, ‘’right-click’’ on the recipe and select ‘’read recipe’’, then ‘’Add to cookbook’’.&lt;br /&gt;
&lt;br /&gt;
'''''Note''': Recipes must be in your inventory to be added to your cookbook. Adding from a container (like a backpack) will not work.''&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Lore is a function activated by ‘’right-clicking’’ on the container holding ingredients and selecting ‘’lore’’, giving a player hints about which ingredients can be used. The hints are based on which ingredients are in the container, and will give hints toward creating a random recipe that can be made from the ingredients within. This random recipe will always be pointed toward with those same ingredients for the particular player; however, the same ingredients used by a different player may hint toward a different recipe, if available.&lt;br /&gt;
&lt;br /&gt;
Sample messages:&lt;br /&gt;
&lt;br /&gt;
{{event|inline|Have you tried adding ground any spice?}} - part of a recipe&lt;br /&gt;
&lt;br /&gt;
{{event|inline|You think this may well work when cooked.}} - complete recipe&lt;br /&gt;
&lt;br /&gt;
{{event|inline|The items inside do not make any known recipe.}} - no known recipe for that combination&lt;br /&gt;
&lt;br /&gt;
{{event|inline|The Ingredients in the frying pan would make an omelette when cooked.}} - valid known recipe&lt;br /&gt;
&lt;br /&gt;
{{event|inline|You think this may well work when cooked in a different cooker.}} - Valid ingredients incorrect cooker&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
=== Nutrition &amp;amp; CCFP ===&lt;br /&gt;
Every edible item has different nutritional values, as well as values for calories, carbs, fats, and proteins (CCFP). When items are combined to create a resulting item, the CCFP values are combined to give the result its own CCFP values.&lt;br /&gt;
*Calories – High bar reduces stamina drain&lt;br /&gt;
*Carbs – High bar reduces water usage&lt;br /&gt;
*Fats – High bar increases favour regeneration, and reduces drain on [[sleep bonus]].&lt;br /&gt;
*Proteins – High bar reduces food usage&lt;br /&gt;
Note that when the player’s food bar is full, no more food can be eaten (with the exception of endurance sandwiches and sleep powder). The same goes for beverages when the thirst bar is full.&lt;br /&gt;
The basic unitary consumption for a player per Wurm day are:&lt;br /&gt;
*2000 calories&lt;br /&gt;
*300 carbs&lt;br /&gt;
*80 fats&lt;br /&gt;
*50 proteins&lt;br /&gt;
&lt;br /&gt;
Note that there is no penalty for not filling one or all elements of CCFP.&lt;br /&gt;
&lt;br /&gt;
You can control the display of the CCFP elements by right-clicking your health bar and selecting ''Toggle hover expand''.&lt;br /&gt;
&lt;br /&gt;
=== Temporary Affinities ===&lt;br /&gt;
Some prepared foods consumption can result in a temporary [[affinity]], giving the player a 10% bonus skill gain to a specific skill for a short period of time. Different players get different affinities from the same meals, and the food item must be prepared identically to get the same affinity again.&lt;br /&gt;
The amount of time the affinity will be effective is determined by the amount of the food that is consumed.&lt;br /&gt;
&lt;br /&gt;
=== Rarity ===&lt;br /&gt;
Recipe-based foods have the ability to be created rare or better. Rare foods have higher CCFP values and give longer temporary affinities.&lt;br /&gt;
*Rare – 10% improvement&lt;br /&gt;
*Supreme – 40% improvement&lt;br /&gt;
*Fantastic – 90% improvement&lt;br /&gt;
Rare and better recipes also exist, and can be found on creature corpses. These recipes cannot be created without existing in the player’s cookbook, and cannot be written down to be given to another player.&lt;br /&gt;
&lt;br /&gt;
=== Wrapping Items ===&lt;br /&gt;
*Fish and meat can be wrapped to allow them to be cooked directly in a cooker without a container.&lt;br /&gt;
*Most other non-liquid foods can be wrapped with waxed paper to reduce decay.&lt;br /&gt;
*Cheese can be wrapped with a wool or cotton cloth square to reduce decay.&lt;br /&gt;
*Wrapped foods decay about 5 times slower than unwrapped.&lt;br /&gt;
&lt;br /&gt;
=== Decay Prevention ===&lt;br /&gt;
There are several methods that reduce decay, and most of them can be stacked to increase the effect. Food should not be stored in your inventory because it will take damage after some time. Just carry a day or two worth of food and store the rest.&lt;br /&gt;
*[[Containers]] in a building on a deed should be the minimum level of storage.&lt;br /&gt;
*[[Larder|Larders]] need [[snowball|snowballs]] to work, but provide a significant boost over just storing in a container.&lt;br /&gt;
*[[Food_storage_bin|Food storage bins]] Can be used to completely eliminate food decay, but only on raw materials.&lt;br /&gt;
*[[Lunchbox|Lunchboxes]] lower the decay of food that is carried in your inventory.&lt;br /&gt;
*[[Salt]] can be added to most meals when they are cooked.&lt;br /&gt;
*[[Waxed_paper|Waxed paper]] can be used to wrap food.&lt;br /&gt;
*The [[Quality_level|quality]] of the food seems to have some effect on decay, but the quality of the container does not.&lt;br /&gt;
*A [[Rarity_system|Rare]] lunchbox will lower decay further and the same probably applies to rare foods and larders.&lt;br /&gt;
*Some [[Runes]] lower the decay of a container's contents&lt;br /&gt;
*[[Magical_chest|Magical chests]] are the only known method to completely eliminate the decay of a finished or cooked meal/food. It is worth considering their use to store a variety of meals with different affinities.&lt;br /&gt;
*Some created food items are still considered raw materials that can be stored in a food storage bin, such as cheese or meat fillets.&lt;br /&gt;
&lt;br /&gt;
== Beverages ==&lt;br /&gt;
'''NB: Alcohol may be found as part of [[treasure hunt|treasure chests]]. These have different properties from craftable alcohol.''' &lt;br /&gt;
&lt;br /&gt;
* Wine will age better inside a building than outside (ie: where other items would have minimized decay, wine ages better).&lt;br /&gt;
&lt;br /&gt;
* Wine containers must be sealed for the wine to age.&lt;br /&gt;
&lt;br /&gt;
* Oak barrels have a slight bonus over other wood types.&lt;br /&gt;
&lt;br /&gt;
* Wine and other distilled spirits increase in quality when they take decay ticks, representing drinks aging. Example: Over 362 days,  14 oakwood wine barrels filled with mead, sealed, in a building, in a mine. The mead quality ranged from 70 to 93, and all gained exactly 5 quality in that time.&lt;br /&gt;
&lt;br /&gt;
Note: For beverages that need to be fermented, you must be online and on the same server when fermentation completes to receive credit for any [[achievements]] and/or get the fermented recipe in your cookbook. The fermentation process will take approximately 5-7 RL days to complete.&lt;br /&gt;
&lt;br /&gt;
== Tools and Ingredients ==&lt;br /&gt;
=== Containers ===&lt;br /&gt;
* [[Baking stone]]&lt;br /&gt;
* [[Cake tin]]&lt;br /&gt;
* [[Cauldron]]&lt;br /&gt;
* [[Frying pan]]&lt;br /&gt;
* [[Open helm]]&lt;br /&gt;
* [[Pie dish]]&lt;br /&gt;
* [[Plate]]&lt;br /&gt;
* [[Pottery bowl]]&lt;br /&gt;
* [[Pottery flask]]&lt;br /&gt;
* [[Pottery jar]]&lt;br /&gt;
* [[Roasting dish]]&lt;br /&gt;
* [[Sauce pan]]&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
* [[Cheese drill]]&lt;br /&gt;
* [[Fork]]&lt;br /&gt;
* [[Fruit press]]&lt;br /&gt;
* [[Grindstone]]&lt;br /&gt;
* [[Hand]]&lt;br /&gt;
* [[Knife (cutlery)]]&lt;br /&gt;
* [[Measuring jug]]&lt;br /&gt;
* [[Mortar and pestle]]&lt;br /&gt;
* [[Press]]&lt;br /&gt;
* [[Spoon]]&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
Ingredients consist of liquids, meat, animal products, vegetables, herbs, and spices obtained through several other skills. &lt;br /&gt;
&lt;br /&gt;
* [[Baking]]&lt;br /&gt;
* [[Beverages]]&lt;br /&gt;
* [[Botanizing]]&lt;br /&gt;
* [[Butchering]] &lt;br /&gt;
* [[Dairy Food Making]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Gardening]]&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
* Ingredients can be stored in a [[food storage bin]]&lt;br /&gt;
* Cooked items can be stored in a [[larder]]&lt;br /&gt;
* Liquids can be stored in many containers. &lt;br /&gt;
** Containers that can be sealed with [[wax sealing kit]]s to eliminate liquid decay while sealed include [[pottery jar]]s, [[small pottery amphora]]s, [[large pottery amphora]]s, [[pottery flask]]s, and [[waterskin]]s.  &lt;br /&gt;
** [[Small barrel]]s and [[Small wine barrel]]s can be sealed with a [[peg]].&lt;br /&gt;
** [[Small wine barrel]]s can be sealed using [[wood scrap]], and cannot be unsealed until the fermentation process is complete.&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Cooking&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul depth]]&lt;br /&gt;
=== Subskills ===&lt;br /&gt;
* [[Baking]] - making bread, cakes&lt;br /&gt;
* [[Beverages]] - making juice, [[olive oil]], [[cooking oil]], [[Alcohol|alcoholic beverages]] such as wine, distilled alcohol, and tea&lt;br /&gt;
* [[Butchering]] - filleting fish and meat and [[butchering]] animal or human [[corpse|corpses]], dicing/mincing&lt;br /&gt;
* [[Dairy food making]] - creating cheese, butter, and cream from [[milk]]&lt;br /&gt;
* [[Hot food cooking]] - creating cooked food&lt;br /&gt;
* [[Milling]] - grinding ingredients, making [[salt]] from [[rock salt]] (higher skill may give multiple [[salt|salts]] from a single [[rock salt]]). (It should be noted that milling is a related skill, not a subskill of the cooking parent skill.)&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Cook at 50 skill&lt;br /&gt;
* Chef at 70 skill&lt;br /&gt;
* Master Chef at 90 skill&lt;br /&gt;
* Chef de Cuisine  at 100 skill&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://docs.google.com/document/d/1PhEhJkjNy-jl3_L5mdaQRVzyfdS7MfAt8_iNwSaHYYE/edit Cooking Update Guide]&lt;br /&gt;
* [[:Category:Cooking]]&lt;br /&gt;
* [[:Category:Cooking items]]&lt;br /&gt;
* [[:Category:Cooking utensils]]&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
** [[Baking]]&lt;br /&gt;
** [[Beverages]]&lt;br /&gt;
** [[Butchering]]&lt;br /&gt;
** [[Dairy food making]]&lt;br /&gt;
** [[Hot food cooking]]&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Nutrition]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bridge&amp;diff=129942</id>
		<title>Bridge</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bridge&amp;diff=129942"/>
		<updated>2025-04-01T07:53:19Z</updated>

		<summary type="html">&lt;p&gt;Ame: Note about restrictions of renaming bridge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Complete DB|Main]] / [[:Category:Structures|Structures]] / [[:Category:Bridges|Bridges]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
A bridge is a player-made structure that spans an open space between two static points, allowing movement across said span. Once complete, a bridge allows for players, land vehicles, and creatures to move across. Bridges can be built between land masses and structures alike as well as in caves, over land, and over water. Bridges can be flat as well as built on a slope from one end to the other.&lt;br /&gt;
&lt;br /&gt;
== Survey ==&lt;br /&gt;
&lt;br /&gt;
Survey will give you information on where the other character is standing regarding distance, direction and height difference.&lt;br /&gt;
&lt;br /&gt;
To survey for a bridge two characters are needed. One character must carry a [[range pole]], the other a [[dioptra]]. The lowest quality of the two items determines how long a bridge is that you can survey.'&lt;br /&gt;
&lt;br /&gt;
The character with the range pole does not have to do much besides holding the range pole. To do this activate the range pole, click the ground and select ''Hold'' from the menu. When the action timer starts face the character with the dioptra.&lt;br /&gt;
&lt;br /&gt;
The character with the dioptra will do the actual survey. Activate the dioptra, right click the player holding the range pole and select ''Survey'' from the menu. &lt;br /&gt;
&lt;br /&gt;
The planning process will print messages in the event log&lt;br /&gt;
&lt;br /&gt;
 You carefully place the dioptra on its tripod in front of you.&lt;br /&gt;
 You make sure the dioptra is level.&lt;br /&gt;
 You point the dioptra at &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You line up the dioptra with &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You read the graduations on the range pole and work out the height difference.&lt;br /&gt;
 &amp;lt;other player&amp;gt; is &amp;lt;x&amp;gt; tiles &amp;lt;direction&amp;gt; of you. Also you appear to be &amp;lt;x&amp;gt; dirt higher than &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You stop surveying.&lt;br /&gt;
 You pack up the dioptra.&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
To plan a bridge two characters are needed. One character must carry a [[range pole]], the other a [[dioptra]].&lt;br /&gt;
&lt;br /&gt;
The tiles you stand on from one side to the other are the total count of the distance of the entire span of the bridge. It is not the tiles in between the person with the dioptra, and the person with the range pole.&lt;br /&gt;
&lt;br /&gt;
The character with the range pole does not have to do much besides holding the range pole. To do this activate the range pole, click the ground and select ''Hold'' from the menu. When the action timer starts face the character with the dioptra.&lt;br /&gt;
&lt;br /&gt;
The character with the dioptra will do the actuall bridge planning. Activate the dioptra, right click the player holding the range pole and select ''Plan bridge'' from the menu. Standing right in front of the other character will create a 1 tile wide bridge. Standing at an offset will create bridges multiple tiles wide.&lt;br /&gt;
&lt;br /&gt;
The planning process will print messages in the event log&lt;br /&gt;
&lt;br /&gt;
 You carefully place the dioptra on its tripod in front of you.&lt;br /&gt;
 looks like bridge would be &amp;lt;'width'x'length'&amp;gt; (East-West)&lt;br /&gt;
 The tile border to your &amp;lt;direction&amp;gt; is level&lt;br /&gt;
 You make sure the dioptra is level.&lt;br /&gt;
 You point the dioptra at &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You wave at &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You line up the dioptra with &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You read the graduations on the range pole and work out the height difference.&lt;br /&gt;
 The tile border to your helpers &amp;lt;direction&amp;gt; is level&lt;br /&gt;
 You check the heights of the plan ends.&lt;br /&gt;
 &amp;lt;Height difference&amp;gt;.&lt;br /&gt;
 You work out the orientation and width for the bridge.&lt;br /&gt;
 You check for clearance between the bridge ends.&lt;br /&gt;
 You check for protruding foliage.&lt;br /&gt;
 You check for nearby cave entrances and any lava.&lt;br /&gt;
 You check for any items in the way.&lt;br /&gt;
 You check that you have permissions to build the bridge.&lt;br /&gt;
 You check for any bridges that may interfere with this bridge.&lt;br /&gt;
 You check there would be no buildings under this bridge.&lt;br /&gt;
 You work out the styles of bridges that would fit.&lt;br /&gt;
 You start working out the bridge components required.&lt;br /&gt;
 Planned bridge area is &amp;lt;x&amp;gt; tiles long and &amp;lt;y&amp;gt; tile wide.&lt;br /&gt;
 (23:ESabFFFFFFFFFFFFFFFBASE)&lt;br /&gt;
 You stop surveying.&lt;br /&gt;
 You pack up the dioptra.&lt;br /&gt;
&lt;br /&gt;
When all requirements are met you are presented with list of possible bridges.&lt;br /&gt;
&lt;br /&gt;
[[Image:bridgepane.jpg]]&lt;br /&gt;
&lt;br /&gt;
The selection depends on planned width, length, height difference and clearance below the planned bridge.&lt;br /&gt;
&lt;br /&gt;
If you have choosen a flat bridge that is longer than 5 tiles then you have the possibility to change the schematic of your bridge plan.&lt;br /&gt;
&lt;br /&gt;
When you have choosen a type of bridge you can name the planned bridge and select the steepness of the bridge if you've choosen an arched bridge.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bridge_Name_Steepness.png]]&lt;br /&gt;
&lt;br /&gt;
After clicking ''Finalize'' a wooden frame for the bridge is constructed.&lt;br /&gt;
&lt;br /&gt;
For each tile of the bridge a bridge segment has to be completed in multiple stages. Those are 'abutments' for the out segments, 'bracing' and 'floating' for stone bridges and 'crown' for rope and wood bridges.&lt;br /&gt;
&lt;br /&gt;
Until the bridge has been completed no other bridge can be started by the character.&lt;br /&gt;
&lt;br /&gt;
'''It is also important to note that, with bridge permissions set accordingly, players other than the original planners of the bridge may work on and complete said bridge.'''&lt;br /&gt;
&lt;br /&gt;
== Bridge Warnings and Possible Solutions ==&lt;br /&gt;
'''Your end of the bridge is too close to the water level!'''&lt;br /&gt;
*Both ends of the bridge need to be 1 dirt or higher than water level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;The quality of the [[dioptra]] makes it too hard to work out the distance.&amp;quot; or &amp;quot;You can't read the graduations on the [[range pole]] at this distance&amp;quot;.'''&lt;br /&gt;
*Improve both items. Note that the lowest QL of the two will determine the max length of bridge you can plan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You notice that there is not enough clearance for a bridge to be built here.'''&lt;br /&gt;
*Remove trees, houses, fences at both end tiles where the bridge should have enough drop off.&lt;br /&gt;
*For bridges from a building, all walls under the bridge must be a solid wall type. Arched, windowed, barred, and doors will not provide enough support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''There are some terrains nearby'''&lt;br /&gt;
*A cave entrance is one factor. Make sure to build the bridge at least 2 tiles away from the opening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The (East) tile border in front of you must be level.'''&lt;br /&gt;
*Level the tile borders where the bridge will connect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Some terrain is in the way!'''&lt;br /&gt;
*Possible solution: lower any tiles that height-wise are near the span of the bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You notice that the xx corner of the plan has changed height since the start of the planning phase.'''&lt;br /&gt;
*Possible solution: move any animals away from the tiles where the bridge will be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You notice that the west bridge end does not butt all to same building all way along.'''&lt;br /&gt;
*Possible solution: In the diagram below try standing on the letter '''B''' for both planners. &lt;br /&gt;
&lt;br /&gt;
   +-----+-----+-----+&lt;br /&gt;
   |A   B|     |     |&lt;br /&gt;
   |  North Building |&lt;br /&gt;
   |C   D|     |     |&lt;br /&gt;
   +-----+-----+-----+&lt;br /&gt;
 W |     |     |     | E&lt;br /&gt;
 e |     |     |     | a&lt;br /&gt;
 s |     |     |     | s&lt;br /&gt;
 t +-----+-----+-----+ t&lt;br /&gt;
   |     |     |D   C|&lt;br /&gt;
   |  South Building |&lt;br /&gt;
   |     |     |B   A|&lt;br /&gt;
   +-----+-----+-----+&lt;br /&gt;
&lt;br /&gt;
== Height difference ==&lt;br /&gt;
Arched bridges have a limit on the maximum height difference between the start and end point, which is between 10 and 11.43 per tile.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Distance !! Start elevation !! Max elevation !! Difference !! Difference per tile&lt;br /&gt;
|-&lt;br /&gt;
|3 || 375 || 405 || 30 || 10&lt;br /&gt;
|-&lt;br /&gt;
|4 || 375 || 415 || 40 || 10&lt;br /&gt;
|-&lt;br /&gt;
|5 || 375 || 432 || 57 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
|6 || 375 || 440 || 65 || 10.83&lt;br /&gt;
|-&lt;br /&gt;
|7 || 375 || 455 || 80 || 11.43&lt;br /&gt;
|-&lt;br /&gt;
|8 || 375 || 465 || 90 || 11.25&lt;br /&gt;
|}&lt;br /&gt;
Note the difference per tile is a mean, not all tile have same slope&lt;br /&gt;
&lt;br /&gt;
== Skill Requirements ==&lt;br /&gt;
&lt;br /&gt;
'''Here is a table of the estimated required skill to plan bridges (by length and material). The person holding the dioptra requires this skill. These numbers are rough, whole-number estimates.''' '''You may require slightly more skill in practice.''' &lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+Required skill by length (tiles) and material&lt;br /&gt;
|-&lt;br /&gt;
!Type/Length in tiles&lt;br /&gt;
!5 &lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
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!29&lt;br /&gt;
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!32&lt;br /&gt;
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|-&lt;br /&gt;
!Wood&lt;br /&gt;
|10&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|34&lt;br /&gt;
|38&lt;br /&gt;
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!Rope&lt;br /&gt;
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!Brick&lt;br /&gt;
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|81&lt;br /&gt;
|82&lt;br /&gt;
|83&lt;br /&gt;
|84&lt;br /&gt;
|85&lt;br /&gt;
|86&lt;br /&gt;
|87&lt;br /&gt;
|88&lt;br /&gt;
|89&lt;br /&gt;
|90&lt;br /&gt;
|91&lt;br /&gt;
|92&lt;br /&gt;
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|94&lt;br /&gt;
|95&lt;br /&gt;
|96&lt;br /&gt;
|97&lt;br /&gt;
|98&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
!Arched Marble/Slate/Sandstone/Rendered&lt;br /&gt;
|60&lt;br /&gt;
|66&lt;br /&gt;
|68&lt;br /&gt;
|70&lt;br /&gt;
|72&lt;br /&gt;
|73&lt;br /&gt;
|75&lt;br /&gt;
|76&lt;br /&gt;
|77&lt;br /&gt;
|78&lt;br /&gt;
|79&lt;br /&gt;
|80&lt;br /&gt;
|81&lt;br /&gt;
|82&lt;br /&gt;
|83&lt;br /&gt;
|84&lt;br /&gt;
|85&lt;br /&gt;
|86&lt;br /&gt;
|87&lt;br /&gt;
|88&lt;br /&gt;
|88&lt;br /&gt;
|89&lt;br /&gt;
|90&lt;br /&gt;
|91&lt;br /&gt;
|92&lt;br /&gt;
|92&lt;br /&gt;
|93&lt;br /&gt;
|94&lt;br /&gt;
|95&lt;br /&gt;
|95&lt;br /&gt;
|96&lt;br /&gt;
|97&lt;br /&gt;
|98&lt;br /&gt;
|99&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note to build any bridge section, the skill requirement is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Required skill by material&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Skill&lt;br /&gt;
|-&lt;br /&gt;
|Wood&lt;br /&gt;
|10&lt;br /&gt;
|Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|Rope&lt;br /&gt;
|10&lt;br /&gt;
|Ropemaking&lt;br /&gt;
|-&lt;br /&gt;
|Brick&lt;br /&gt;
|30&lt;br /&gt;
|Masonry&lt;br /&gt;
|-&lt;br /&gt;
|Marble/Slate/Sandstone/Rounded Stone/Rendered&lt;br /&gt;
|40&lt;br /&gt;
|Masonry&lt;br /&gt;
|-&lt;br /&gt;
|Arched Brick&lt;br /&gt;
|30&lt;br /&gt;
|Masonry&lt;br /&gt;
|-&lt;br /&gt;
|Arched Marble/Slate/Sandstone/Rendered&lt;br /&gt;
|40&lt;br /&gt;
|Masonry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When making the [[rope bridge]], how much they sag is based on your character strength with options ranging from 3% to 12% sag.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rope Bridge sag (3%-12%)&lt;br /&gt;
!Body Strength||Sag %&lt;br /&gt;
|-&lt;br /&gt;
|1||12&lt;br /&gt;
|-&lt;br /&gt;
|10||11&lt;br /&gt;
|-&lt;br /&gt;
|20||10&lt;br /&gt;
|-&lt;br /&gt;
|30||9&lt;br /&gt;
|-&lt;br /&gt;
|40||8&lt;br /&gt;
|-&lt;br /&gt;
|50||7&lt;br /&gt;
|-&lt;br /&gt;
|60||6&lt;br /&gt;
|-&lt;br /&gt;
|70||5&lt;br /&gt;
|-&lt;br /&gt;
|80||4&lt;br /&gt;
|-&lt;br /&gt;
|90||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paving ==&lt;br /&gt;
&lt;br /&gt;
The surface of a bridge can be [[Paving|paved]] (Excluding [[Rope bridge|rope bridges]] and [[Wood bridge|wooden bridges]]).&lt;br /&gt;
&lt;br /&gt;
As with reinforced cave floors, this is accomplished first by activating [[mortar]] and using it to '''Prepare''' the surface of the bridge, then using the appropriate pavement material to pave the prepared tile. No diagonal (corner) paving is possible. &lt;br /&gt;
&lt;br /&gt;
[[Pavement]] can be removed from [[bridges]] at any time using a [[crowbar]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
{{spoiler|&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Rope_bridge.jpg|link=Rope bridge|Rope bridge&lt;br /&gt;
File:Wood_bridge.jpg|link=Wood bridge|Wood bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stone_bridge.jpg|link=Brick bridge|Brick bridge&lt;br /&gt;
File:Rounded_stone_bridge.jpg|link=Rounded stone bridge|Rounded stone bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Rendered_bridge.jpg|link=Rendered bridge|Rendered bridge&lt;br /&gt;
File:Sandstone_bridge.jpg|link=Sandstone brick bridge|Sandstone brick bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Slate_bridge.jpg|link=Slate bridge|Slate bridge&lt;br /&gt;
File:Marble_bridge.jpg|link=Marble bridge|Marble bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Pottery_bridge.jpg|link=Pottery brick bridge|Pottery bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Bridge cannot be renamed after its built by anyone else but Owner of the bridge, the Bridge ownership cannot be transferred either.&lt;br /&gt;
* Bridges can be 1-3 tiles wide, no matter the creator's skill, except for wood bridges which cannot exceed 2 tiles in width and rope bridges which are always 1 tile in width. &lt;br /&gt;
* Bridges and their components cannot be dyed.&lt;br /&gt;
* Bridge type is somewhat limited by wall type when connected to a building. Rope bridges can be built with any wall type, but a wood building will only give rope and wood options. Building types using masonry (stone, slate, etc) will give the option to build non-wood bridges using masonry components. &lt;br /&gt;
* The first level of a house is calculated at 33 dirt. Each additional level adds 30 dirt.&lt;br /&gt;
* Brick/marble/wood/slate/sandstone bridges require solid walls directly below, for at least two stories of the building. Example: 3-story house can have a door on the first floor, but must have solid walls for the next two floors on the side with a connecting bridge.&lt;br /&gt;
* Any bridges connected directly to a structure will disappear upon the structure being destroyed.&lt;br /&gt;
* Bridges will only begin to decay after a week of no use.&lt;br /&gt;
* Bridges max slope is 20 per bridge part.&lt;br /&gt;
* Modifying the terrain after planning a bridge will require re-planning the bridge.&lt;br /&gt;
* You can dig under bridges, with the exception of at the ends or next to supports.&lt;br /&gt;
* On neighboring tiles, bridges and buildings do not generally cause a conflict with one another. This is regardless of the order in which each is built.&lt;br /&gt;
* Bridges cannot be built over any tile that has a [[settlement token]] or any opening into a mine. These obstacles must be located 2 tiles away from any bridge component, at least, in order for successful bridge planning to take place. See image on [[rope bridge]] page for visual example (here the mine entrance is located just outside of the interference range).&lt;br /&gt;
*An approximation for the length of a bridge that can be planned is quality x 0.4, but as its almost impossible to stand on the tile borders its best to add 1-2 quality,  Note that the lowest QL  between the two tools ( [[dioptra]] or [[range pole]] ) will determine the max length of bridge you can plan.&lt;br /&gt;
*Flat Bridges over 5 tiles will require 1 or more support tiles added to the bridge plan&lt;br /&gt;
* '''Building Tip:''' Building 2 or more tile wide bridges can be difficult to plan. As the diagram shows below you must offset your two characters (the A and the B in the diagram) by how many tiles wide you want the bridge to be and make the two characters face each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  +-----+-----+&lt;br /&gt;
  |A    |     |&lt;br /&gt;
  |     |     |&lt;br /&gt;
  |     |     |&lt;br /&gt;
  +-----+-----+&lt;br /&gt;
  |     |     | &lt;br /&gt;
  |     |     | &lt;br /&gt;
  |     |     | &lt;br /&gt;
  +-----+-----+ &lt;br /&gt;
  |     |     |&lt;br /&gt;
  |     |     |&lt;br /&gt;
  |     |    B|&lt;br /&gt;
  +-----+-----+&lt;br /&gt;
&lt;br /&gt;
== Vessel clearance ==&lt;br /&gt;
*A wooden flat bridge at 15 above water can not be sailed under.&lt;br /&gt;
*A wooden flat bridge at 20 above water can be sailed under.&lt;br /&gt;
*A masonry flat bridge at 20 above water can not be sailed under.&lt;br /&gt;
*A masonry flat bridge at 30 above water can be sailed under.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * GM testing on Bridge Height requirements for ships to pass underneath https://forum.wurmonline.com/index.php?/topic/124030-community-bridge-project-in-southeast-deliverance/page/2/&amp;amp;tab=comments#comment-1279033 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bridge Types, Required Planning Tools ==&lt;br /&gt;
* [[Dioptra]]&lt;br /&gt;
* [[Range pole]]&lt;br /&gt;
* [[Rope bridge]]&lt;br /&gt;
* [[Wood bridge]]&lt;br /&gt;
* [[Brick bridge]]&lt;br /&gt;
* [[Marble bridge]]&lt;br /&gt;
* [[Pottery brick bridge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Bridges]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Saddle&amp;diff=129917</id>
		<title>Saddle</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Saddle&amp;diff=129917"/>
		<updated>2025-03-22T11:20:31Z</updated>

		<summary type="html">&lt;p&gt;Ame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name=Saddle&lt;br /&gt;
|image=Saddle.jpg&lt;br /&gt;
|active=[[girth]]&lt;br /&gt;
|passive=[[saddle seat]]&lt;br /&gt;
|group=Animal equipment&lt;br /&gt;
|materials=* 1x [[girth]]&lt;br /&gt;
* 1x [[saddle seat]]&lt;br /&gt;
* 1x [[stirrups]]&lt;br /&gt;
|result=*'''{{PAGENAME}}''' (5.501 kg)&lt;br /&gt;
|skill=leatherworking&lt;br /&gt;
|improve=leatherworking&lt;br /&gt;
|dyeamount=376&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Leatherworking]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A leather saddle complete with a girth and stirrups.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Equipped on the torso of a mount, a saddle will provide a slight speed bonus to movement and also prevent the animal from roaming.&lt;br /&gt;
* Can be worn by:&lt;br /&gt;
** [[Horse]]s&lt;br /&gt;
** [[Hell horse]]s&lt;br /&gt;
** [[Unicorn]]s&lt;br /&gt;
** [[Donkey]]s&lt;br /&gt;
** [[Mule]]s&lt;br /&gt;
*To equip:&lt;br /&gt;
** [[Tame]] or [[branding|brand]] the animal you want to put the saddle on to &lt;br /&gt;
** Right click the animal and choose ''look&amp;gt;equipment''.&lt;br /&gt;
** Drag and drop the saddle to the torso&lt;br /&gt;
* [[Saddle bags]] or [[saddle sacks]] can be put in the saddle.&lt;br /&gt;
* Saddles only increase the speed of mounted horses. A horse hitched to a vehicle will gain no benefit from wearing a saddle.&lt;br /&gt;
* The speed enhancement depends on quality, with a higher speed bonus at higher quality.&lt;br /&gt;
* Enchantment with [[Wind of ages]] or [[Blessings of the dark]] will also add a speed enhancement, with a higher speed bonus at higher enchantment power.&lt;br /&gt;
* Speed bonuses increase smoothly with increasing quality and enchantment power. &lt;br /&gt;
* [[Girth]] quality affects the chance of creating. In case of failure, the girth can be destroyed and the saddle seat is damaged.&lt;br /&gt;
* On creation failure, both components are damaged.&lt;br /&gt;
* Riding an equipped horse will cause decay to the saddle.&lt;br /&gt;
* Hostile creatures will attack [[Tame|tame]]d animals.''&lt;br /&gt;
* Can be sorted in:&lt;br /&gt;
** [[Large chest]]-5&lt;br /&gt;
** [[Saddle rack]] -15&lt;br /&gt;
** [[Large storage unit]] -21&lt;br /&gt;
** [[Huge tub]] -37&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Horse shoe]]&lt;br /&gt;
* [[Bridle]]&lt;br /&gt;
* [[Large saddle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Animal equipment]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Saddle&amp;diff=129916</id>
		<title>Saddle</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Saddle&amp;diff=129916"/>
		<updated>2025-03-22T11:10:43Z</updated>

		<summary type="html">&lt;p&gt;Ame: weight was wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name=Saddle&lt;br /&gt;
|image=Saddle.jpg&lt;br /&gt;
|active=[[girth]]&lt;br /&gt;
|passive=[[saddle seat]]&lt;br /&gt;
|group=Animal equipment&lt;br /&gt;
|materials=* 1x [[girth]]&lt;br /&gt;
* 1x [[saddle seat]]&lt;br /&gt;
* 1x [[stirrups]]&lt;br /&gt;
|result=*'''{{PAGENAME}}''' (5.501 kg)&lt;br /&gt;
|skill=leatherworking&lt;br /&gt;
|improve=leatherworking&lt;br /&gt;
|dyeamount=376&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Leatherworking]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A leather saddle complete with a girth and stirrups.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Equipped on the torso of a mount, a saddle will provide a slight speed bonus to movement and also prevent the animal from roaming.&lt;br /&gt;
* Can be worn by:&lt;br /&gt;
** [[Horse]]s&lt;br /&gt;
** [[Hell horse]]s&lt;br /&gt;
** [[Unicorn]]s&lt;br /&gt;
** [[Donkey]]s&lt;br /&gt;
** [[Mule]]s&lt;br /&gt;
*To equip:&lt;br /&gt;
** [[Tame]] or [[branding|brand]] the animal you want to put the saddle on to &lt;br /&gt;
** Right click the animal and choose ''look&amp;gt;equipment''.&lt;br /&gt;
** Drag and drop the saddle to the torso&lt;br /&gt;
* [[Saddle bags]] or [[saddle sacks]] can be put in the saddle.&lt;br /&gt;
* Reminder: Hostile creatures wondering onto your deed will attack [[Tame|'''tame''']] animals.''&lt;br /&gt;
* Saddles only increase the speed of mounted horses. A horse hitched to a vehicle will gain no benefit from wearing a saddle.&lt;br /&gt;
* The speed enhancement depends on quality, with a higher speed bonus at higher quality.&lt;br /&gt;
* Enchantment with [[Wind of ages]] or [[Blessings of the dark]] will also add a speed enhancement, with a higher speed bonus at higher enchantment power.&lt;br /&gt;
* Speed bonuses increase smoothly with increasing quality and enchantment power. &lt;br /&gt;
* [[Girth]] quality affects the chance of creating. In case of failure, the girth can be destroyed and the saddle seat is damaged.&lt;br /&gt;
* On creation failure, both components are damaged.&lt;br /&gt;
* Riding an equipped horse will cause decay to the saddle.&lt;br /&gt;
* Can be sorted in:&lt;br /&gt;
** [[Large chest]]-5&lt;br /&gt;
** [[Saddle rack]] -15&lt;br /&gt;
** [[Large storage unit]] -21&lt;br /&gt;
** [[Huge tub]] -37&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Horse shoe]]&lt;br /&gt;
* [[Bridle]]&lt;br /&gt;
* [[Large saddle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Animal equipment]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Hitching_post&amp;diff=129915</id>
		<title>Hitching post</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Hitching_post&amp;diff=129915"/>
		<updated>2025-03-22T06:01:31Z</updated>

		<summary type="html">&lt;p&gt;Ame: Made it clearer for new player to understand that they need to right click another  beam and not the same beam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ItemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Hitching Post.jpg&lt;br /&gt;
|active=[[wooden beam]] &lt;br /&gt;
|passive=another [[wooden beam]] &lt;br /&gt;
|group=Animal equipment&lt;br /&gt;
|materials=* 4x [[large nails]]&lt;br /&gt;
* 8x [[plank]]s&lt;br /&gt;
* 2x [[iron ribbon]]s&lt;br /&gt;
* 8x [[small nails]]&lt;br /&gt;
* 3x [[wooden beam]]s&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A post to hitch creatures.''&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
Lead a creature with a [[Rope]] or [[Halter rope]]. Right click the hitching post and select '''Hitch'''.&lt;br /&gt;
*Hitched creatures will prefer to eat from the food trough if it contains food they can eat.&lt;br /&gt;
*Hitched creatures that graze will eat from the trough at the same rate they would normally graze&lt;br /&gt;
*If the food trough is empty or does not contain suitable food, grazing animals will try to graze the tile the hitching post is on.&lt;br /&gt;
*Hitched pigs will not eat corpses on the ground while there is food in the trough.&lt;br /&gt;
*A Hitching post can hold a maximum of 3 creatures&lt;br /&gt;
&lt;br /&gt;
== Permissions==&lt;br /&gt;
&lt;br /&gt;
Hitching posts have 3 permissions: '''Manage''', '''Open''' and '''Use'''. &lt;br /&gt;
&lt;br /&gt;
* '''Manage''' grants all permissions including permission management.&lt;br /&gt;
* '''Open''' allows access to the food trough. Normal deed permissions apply to the contents of the food trough.&lt;br /&gt;
* '''Use''' allows hitching of led creatures and unhitching of '''''any''''' or '''''all''''' creatures by either:&lt;br /&gt;
** Right-clicking a hitched creature and selecting '''Unhitch''' to unhitch a single creature, or&lt;br /&gt;
** Right-clicking the hitching post and selecting '''Animals &amp;gt; Unhitch''' to unhitch ''all'' hitched creatures.&lt;br /&gt;
&lt;br /&gt;
*Hitching posts are locked on creation with a small padlock.&lt;br /&gt;
*A [[Small padlock|Small]] or [[Large padlock]] is required to manage permissions. &lt;br /&gt;
*An unlocked Hitching post can be used by the Hitching post owner and the Deed mayor if located on a deed.&lt;br /&gt;
&lt;br /&gt;
== Hitchable Animals ==&lt;br /&gt;
*Any creature that you can hitch to a cart such as [[Horse]], [[Hell horse]], [[Bull]], [[Bison]], [[Donkey]], and [[Mule]] (at any age).&lt;br /&gt;
*Aggressive creatures when controlled in some manner (tamed or dominated) such as [[Brown bear]]s, [[Wolf|Wolves]], [[Mountain lion]]s, [[Large rat]]s, [[Wild cat]]s, and [[Troll]]s.&lt;br /&gt;
*Farm animals such as [[Ram]]s, [[Sheep]], [[Pig]]s, [[Cow]]s, [[Hen]]s and [[Rooster]]s, and including lambs and calves.&lt;br /&gt;
*Usually non-aggressive animals but only when tamed such as [[Dog]]s, [[Unicorn]]s, [[Pheasant]]s, [[Deer]] and [[Seal]]s.&lt;br /&gt;
*Jackal creatures such as the [[Weta]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Hell horses become docile when hitched and have food available.&lt;br /&gt;
*Cannot be picked up but can be transported by Wagon.&lt;br /&gt;
*You can not load or move a hitching post with creatures hitched to it.&lt;br /&gt;
*Creatures that are '''not''' hitched can not eat from a locked hitching post food trough.&lt;br /&gt;
*Creatures that are required to be tamed before being hitched will unhitch when they are no longer tame.&lt;br /&gt;
*Creatures can be groomed, milked, sheared, shod etc. while hitched.&lt;br /&gt;
*Creatures cannot be branded while hitched.&lt;br /&gt;
*Creatures hitched to a hitching post will not cause disease in other hitched creatures.&lt;br /&gt;
*You cannot hitch creatures to a post below 10 quality. {{event|inline|The hitching post is in too poor shape to restrain animals.}}&lt;br /&gt;
*If the effective quality of a Hitching post falls below 10 due to decay damage or other factors, creatures that are hitched will not unhitch.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animal equipment]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Black_tome_of_magic&amp;diff=129905</id>
		<title>Black tome of magic</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Black_tome_of_magic&amp;diff=129905"/>
		<updated>2025-03-12T13:00:04Z</updated>

		<summary type="html">&lt;p&gt;Ame: Cost of karma to summon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=black tome of magic.jpg&lt;br /&gt;
|result=1 '''{{PAGENAME}}''' (0.1 kg)&lt;br /&gt;
|creation=no&lt;br /&gt;
|improve=no&lt;br /&gt;
|combinable=no&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[:Category:Sorcery items|Sorcery Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''The black leather covers will reveal the secrets of high magic for the one who dares open them.''&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*Spell granted: Summon Skeletons (Summons a group of skeletons) (Costs 500karma to summon)&lt;br /&gt;
*Spell granted: Summon Wraith (Summons a Wraith)&lt;br /&gt;
*Resistance: Disease 15% (Decreases disease damage taken by 15%)&lt;br /&gt;
*Weakness: Water 10% (Increases water damage taken by 10%)&lt;br /&gt;
&lt;br /&gt;
==Item Use Requirements==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''You need to be standing in a 3x3 flat area in order to use this.&amp;lt;br&amp;gt;You need to be in the vicinity of a holy altar.&amp;lt;br&amp;gt;You need to be in the darkness of caves, sheltered from sight.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Can be used at any altar in 3x3 flat area, within a cave.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcery items]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Green_tome_of_magic&amp;diff=129904</id>
		<title>Green tome of magic</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Green_tome_of_magic&amp;diff=129904"/>
		<updated>2025-03-12T12:59:11Z</updated>

		<summary type="html">&lt;p&gt;Ame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image= Green tome of magic.jpg&lt;br /&gt;
|result=1 '''{{PAGENAME}}''' (0.1 kg)&lt;br /&gt;
|creation=no&lt;br /&gt;
|improve=no&lt;br /&gt;
|combinable=no&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[:Category:Sorcery items|Sorcery Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''The green leather covers will reveal the secrets of high magic for the one who dares open them.''&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
*Spell granted: Summon [[Worg]] (Summons a [[Worg]]) (Costs 500karma to summon)&lt;br /&gt;
*Resistance: Internal 15% (Decreases internal damage taken by 15%)&lt;br /&gt;
*Weakness: Fire 10% (Increases fire damage taken by 10%)&lt;br /&gt;
&lt;br /&gt;
==Item use requirements==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''You need to be standing in a 3x3 flat area in order to use this.&amp;lt;br&amp;gt;You need to be in the vicinity of a holy altar.&amp;lt;br&amp;gt;You need to be close to a strong plant, so that you may connect to its life force.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Can be used at any altar in a 3x3 flat area, with at least one very old (or older) non-fruit tree.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcery items]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Green_tome_of_magic&amp;diff=129903</id>
		<title>Green tome of magic</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Green_tome_of_magic&amp;diff=129903"/>
		<updated>2025-03-12T12:59:03Z</updated>

		<summary type="html">&lt;p&gt;Ame: karma cost to the summon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image= Green tome of magic.jpg&lt;br /&gt;
|result=1 '''{{PAGENAME}}''' (0.1 kg)&lt;br /&gt;
|creation=no&lt;br /&gt;
|improve=no&lt;br /&gt;
|combinable=no&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[:Category:Sorcery items|Sorcery Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''The green leather covers will reveal the secrets of high magic for the one who dares open them.''&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
*Spell granted: Summon [[Worg]] (Summons a [[Worg]])(Costs 500karma to summon)&lt;br /&gt;
*Resistance: Internal 15% (Decreases internal damage taken by 15%)&lt;br /&gt;
*Weakness: Fire 10% (Increases fire damage taken by 10%)&lt;br /&gt;
&lt;br /&gt;
==Item use requirements==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''You need to be standing in a 3x3 flat area in order to use this.&amp;lt;br&amp;gt;You need to be in the vicinity of a holy altar.&amp;lt;br&amp;gt;You need to be close to a strong plant, so that you may connect to its life force.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Can be used at any altar in a 3x3 flat area, with at least one very old (or older) non-fruit tree.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcery items]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tundra&amp;diff=129021</id>
		<title>Tundra</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tundra&amp;diff=129021"/>
		<updated>2024-05-22T06:05:53Z</updated>

		<summary type="html">&lt;p&gt;Ame: We tested this after comparing old map dumps and how one area of tundra tiles kept turning grass and not believing some player would be doing it. There are oaks there and so we did own tundra area where we planted oaks next to lingonberry bush and they did turn dirt tile.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{terrain&lt;br /&gt;
|name=Tundra&lt;br /&gt;
|speed=unknown&lt;br /&gt;
|type=Natural&lt;br /&gt;
|playermade=Yes&lt;br /&gt;
|underground=No&lt;br /&gt;
|creation=N/A&lt;br /&gt;
|material=dirt&lt;br /&gt;
|method=dig&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[:Category:Terrain|Terrain]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''Tiles where the tree growth is hindered by low temperatures and short growing seasons.  It is mostly found on north and south end of the world.''&lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
* [[Ice pillar]] cast on [[grass]] is capable of turning the tile to tundra, but this is a slow and difficult process.&lt;br /&gt;
* Tundra tiles can also be created with a large quantity of [[transmutation liquid]] on [[moss]] tiles.&lt;br /&gt;
* Tundra can spread onto adjacent [[dirt]] tiles at a slow rate.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
* [[Foraging]] on tundra is possible at 33 skill.&lt;br /&gt;
* [[Lingonberry bush|Lingonberry bushes]] spawn naturally (and exclusively) on this terrain.&lt;br /&gt;
* A tundra is often a good hunting spot because animals tend to walk to open places, however tundra does not spawn animals.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Tundra tile can turn back to dirt tile after [[Lingonberry bush]] gets killed by [[oak]] or [[willow]] tree. &lt;br /&gt;
* To remove Tundra, you must pack or flatten it. Digging will not work. &lt;br /&gt;
* '''Tundra should be treated with care''', as it very hard to create. It is advisable to avoid destroying tundra tiles unless there is a compelling reason for their removal. &lt;br /&gt;
*The following types of [[Resource nodes]] can spawn on Tundra: [[Alpine brush]], [[Animal burrow]], [[Mineral debris]], [[Roots and bulbs]], [[Mints]], [[Briar patch]], [[Umbellifers]], [[Nightshades]] and [[Wild grasses]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Player:Ame&amp;diff=128815</id>
		<title>Player:Ame</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Player:Ame&amp;diff=128815"/>
		<updated>2024-04-12T03:11:11Z</updated>

		<summary type="html">&lt;p&gt;Ame: Created page with &amp;quot;Ame entered through the portal to Wurm on Luck day, week 4 of the starfall of the Saw, 1013. He lives in Independence as Viking Lord of Vikingr Borg and is member of the South...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ame entered through the portal to Wurm on Luck day, week 4 of the starfall of the Saw, 1013.&lt;br /&gt;
He lives in Independence as Viking Lord of Vikingr Borg and is member of the Southern Alliance&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guard_tower&amp;diff=128786</id>
		<title>Guard tower</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guard_tower&amp;diff=128786"/>
		<updated>2024-04-03T13:08:14Z</updated>

		<summary type="html">&lt;p&gt;Ame: Extra useful information about destroying tower on your own deed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=GuardTowers.jpg&lt;br /&gt;
|active=[[stone brick]]&lt;br /&gt;
|passive=[[clay]] &lt;br /&gt;
|group=Towers&lt;br /&gt;
|materials=* 501x [[stone brick]]s&lt;br /&gt;
* 501x [[clay]] &lt;br /&gt;
* 100x [[plank]]s&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=masonry&lt;br /&gt;
|improve=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 spawns [[tower guard]]s who are hostile to enemy kingdoms and aggressive animals. &lt;br /&gt;
&lt;br /&gt;
== Creating ==&lt;br /&gt;
* At 25 masonry skill, with 8ql bricks and 18ql clay, the chance to start a guard tower is roughly 44%.&lt;br /&gt;
* Failing to start or continue, the material(s) used will be damaged.&lt;br /&gt;
* You cannot create a guard tower inside a building.&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, make sure you are facing the tile you wish the tower to be created on. Guard towers can be rotated by the creator, so the initial rotation doesn't matter. They cannot be pushed or pulled.&lt;br /&gt;
* Guard towers on Freedom servers can't be constructed in a radius of 50 tiles of another guard tower. &lt;br /&gt;
** Error message when too close: {{event|inline|You can't continue the tower now; another tower is too near.}}&lt;br /&gt;
** Towers on PVP may be built minimum 150 tiles from another kingdom, or 60 tiles if you are within your own kingdom.&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 on PVP Servers==&lt;br /&gt;
&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 &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, only by the builder of the tower or if it is on deed where permissions allow it.&lt;br /&gt;
*Mayor can bash Guard tower without having 21 [[body strength]]&lt;br /&gt;
*'''Warning: The builder has the chance to destroy a tower in one hit.'''&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.&lt;br /&gt;
*A [[rarity system|rare]] guard tower over 60 ql will spawn 1 extra tower guard, allowing up to 6 guards.&lt;br /&gt;
*A [[rarity system|supreme]] guard tower over 70 ql will spawn 2 extra tower guards, allowing up to 7 guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Range and Response ==&lt;br /&gt;
*Guards will respond to a help call if the creature is within 20 tiles of the guard tower, ''not'' of the guards. &lt;br /&gt;
**The monster needs to be within 20 tiles of the tower but you can call the guards as long as you are in local range of the tower (80 tiles).&lt;br /&gt;
**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. &lt;br /&gt;
***The text to call the guards ''MUST'' be typed in all lowercase letters to work.&lt;br /&gt;
***2 guards respond per call, but you can call for more 10 seconds later.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*When created the tower will be assigned a name in the form of &amp;quot;Creator name&amp;quot; &amp;quot;Random number&amp;quot;, the name is not unique so multiple towers can have the same name.&lt;br /&gt;
*Tower guards attack players of an enemy kingdom automatically. &lt;br /&gt;
*A guard tower that is on a deed will also attack [[KoS]] players, assisting any [[Spirit Templar|spirit templars]] that the deed may have.&lt;br /&gt;
*They will not automatically hunt other hostile creatures within their range; rather, they will only do so when ordered to by a player. &lt;br /&gt;
*The guard tower increases [[kingdom]] influence, depending on the allegiance (loyalty to a particular kingdom) of the player who started building the tower. &lt;br /&gt;
*They do not 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;
*Do not build fences on the tile borders of the center tile of a guard tower. Although the fence may be built, it will eventually be destroyed. House walls will withstand a tower's influence, however.&lt;br /&gt;
*Cannot be constructed inside caves.&lt;br /&gt;
*Guards respawn.&lt;br /&gt;
[[Category:Stone items]]&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Towers]]&lt;br /&gt;
[[Category:Babel/G]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Diseased&amp;diff=128780</id>
		<title>Diseased</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Diseased&amp;diff=128780"/>
		<updated>2024-03-31T07:34:15Z</updated>

		<summary type="html">&lt;p&gt;Ame: Added Note about disease not doing anything on player&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A ''disease'' can be caught by [[creatures|animal]]s being poorly treated and may pass to other animals or [[player]]s.&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
A disease arises mainly from two factors: large amounts of animals standing together in small spaces (three or more on one [[tile]]) or by catching it from another animal or player that is diseased. A disease causes an animal to lose [[fat]] faster and eventually die if left untreated. Pregnant animals seem to have a higher chance of miscarriage when diseased (when giving birth).&lt;br /&gt;
&lt;br /&gt;
Diseases can be prevented by grooming an animal regularly. You can tell when a creature needs grooming by [[examining]] it. Animals usually require grooming about every two real life days.&lt;br /&gt;
&lt;br /&gt;
To slowly cure this status, make sure the animal is well-fed, put it in isolation, and use a [[grooming brush]] on it. Another option is to ask a [[Fo]] priest to cast [[Humid drizzle|humid drizzle]]. This will instantly heal the disease (note that client delay may sometimes delay reporting of a newly disease-free animal in-game when this approach is taken). &lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* [[animal husbandry|Animal Husbandry]].&lt;br /&gt;
&lt;br /&gt;
== Player ==&lt;br /&gt;
* As a player, it is possible to catch a disease after contact with diseased animals or players, when standing on the same tile as them. &lt;br /&gt;
** It is also possible to catch a disease from contact with many non-diseased animals or players. &lt;br /&gt;
** It's possible to catch a disease when multiple accounts are embarked on the same [[:Category:Vehicles|vehicle]]. &lt;br /&gt;
&lt;br /&gt;
You will be notified with the following line in the [[event window]] in &amp;lt;font color=Chocolate&amp;gt;orange&amp;lt;/font&amp;gt; text:&lt;br /&gt;
&lt;br /&gt;
:''&amp;lt;font color=Chocolate&amp;gt;You scratch yourself. What did you catch now?&amp;lt;/font&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
* The following actions will help you to get rid of a disease:&lt;br /&gt;
&lt;br /&gt;
** Keep your [[food bar]] above 90%. Otherwise, the disease will continue to increase by 5 power every 30 minutes. The effect can be seen by looking at [[spell effects]].&lt;br /&gt;
** Stand on a tile with enchanted grass. &lt;br /&gt;
** Have Humid Drizzle or Heal cast on you.&lt;br /&gt;
** Death removes the disease, when you respawn. &lt;br /&gt;
** Curing disease may require that players/animals are moved to separate tiles, even when using spells. &lt;br /&gt;
&lt;br /&gt;
* Once you lose the disease, you will be notified with the following line in the event window:&lt;br /&gt;
&lt;br /&gt;
:''&amp;lt;font color=Chocolate&amp;gt;You feel a lot better now as your disease is gone.&amp;lt;/font&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* It is possible for disease to be cured relatively quickly (14 minutes was observed by Petrius)&lt;br /&gt;
* Disease on player character does nothing negative to the player character.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Clay_stamp&amp;diff=128765</id>
		<title>Clay stamp</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Clay_stamp&amp;diff=128765"/>
		<updated>2024-03-25T06:35:15Z</updated>

		<summary type="html">&lt;p&gt;Ame: Found out new information about slotting gem into clay stamp. ql of the gem needs to be atleast half of the clay stamp to be able to slot it in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Pottery]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{WIP| new item}}&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name='x mark' clay stamp&lt;br /&gt;
|image=claystamp.png&lt;br /&gt;
|active=[[hand]]&lt;br /&gt;
|passive=[[clay]] (0.15 kg)&lt;br /&gt;
|group=Pottery&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (0.15 kg)&lt;br /&gt;
|skill=pottery}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A clay stamp that could be hardened by fire. The pattern could be changed with a clay shaper.''&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* Can change the symbol with a [[clay shaper]].&lt;br /&gt;
* Can slot a [[gem]] into the [[clay stamp]] to add extra effects. The ql of the [[gem]] needs to be atleast half of the ql of the clay stamp.&lt;br /&gt;
* Place into a [[campfire]], [[oven]], or [[forge]] to turn it into a usable [[stamp]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Once hardened into a stamp, it can no longer be improved, have the symbol changed, or add gems.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Pottery items]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animal_taming&amp;diff=128764</id>
		<title>Animal taming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animal_taming&amp;diff=128764"/>
		<updated>2024-03-25T06:32:31Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Taming Skill Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
'''Taming''' is the [[skill]] used to make an [[creatures|animal]] a [[pet]]. Taming allows for special features such as protecting the animal, having the animal fight with you, or placing equipment on the animal, if applicable. Not all creatures can be tamed.&lt;br /&gt;
&lt;br /&gt;
== Method == &lt;br /&gt;
You can tame an animal by activating an item that it will eat, then right-click the animal and choose '''Tame'''. &lt;br /&gt;
* For some animals the item is [[seeds]], for others it is [[meat]] or [[fish]].&lt;br /&gt;
** For information on what animals eat, check the [[:Category:Bestiary|creature's Wurmpedia page]].&lt;br /&gt;
* The [[QL]] of the taming item speeds up the taming action, for about 1 second per 20 QL.&lt;br /&gt;
* Note: Food eaten while taming does go towards their hunger level.&lt;br /&gt;
* You can only have one pet at a time; so if you have a pet and tame another, your first pet will become untamed. &lt;br /&gt;
** Pets that become untamed will return to their normal hostile or non-hostile stance; ie. if the animal is normally hostile then it will begin attacking guards and players.  &lt;br /&gt;
&lt;br /&gt;
==Taming Skill and Status of Animal==&lt;br /&gt;
&lt;br /&gt;
* 0-10 Upset&lt;br /&gt;
* 10-20 Nervous&lt;br /&gt;
* 20-30 Submissive&lt;br /&gt;
* 30-40 Calm&lt;br /&gt;
* 40-50 Tame&lt;br /&gt;
* 50-60 Loyal&lt;br /&gt;
* 60-70 Trusting&lt;br /&gt;
* 70-99 Extremely loyal&lt;br /&gt;
&lt;br /&gt;
The taming status can be used to know when your animal will go untame. When you tame an animal numerous times, then at a 42 taming skill, for example, your animal will have a maximum &amp;quot;tamed level&amp;quot; of [42]. Over time, this value will [[decay]]. Examining the animal to check its status can tell you on average how high this level is, with &amp;quot;upset&amp;quot; being the least reliable status, as your animal could go untame without further warning.&lt;br /&gt;
&lt;br /&gt;
Praying to your deity can improve your taming level.  Example: {{event|inline|Aged seal suddenly seems more loyal.}}&lt;br /&gt;
&lt;br /&gt;
==Handling a Pet==&lt;br /&gt;
* A pet can be ordered to go somewhere or to attack other animals (in PvE and PvP) or people (in PvP only). You can also lead a pet with a [[rope]].&lt;br /&gt;
* A pet can't be tamed by another person while it is your pet.&lt;br /&gt;
* You can decide if your pet should go offline or stay online when you log off. Right-click on any tile or creature and select &amp;lt;tt&amp;gt;Pet &amp;gt; Go offline/Stay online.&amp;lt;/tt&amp;gt;&lt;br /&gt;
* You can give your pet to another person: right-click on the person and select &amp;lt;tt&amp;gt;Pet &amp;gt; Give away pet&amp;lt;/tt&amp;gt;. They may need to type &amp;lt;tt&amp;gt;/[[Chat commands|invitations]]&amp;lt;/tt&amp;gt; command first.&lt;br /&gt;
**They must not have a pet, and their own taming skill must be high enough to keep the animal.&lt;br /&gt;
&lt;br /&gt;
==Hitching Creatures==&lt;br /&gt;
* Hitchable animals such as horses, while tamed, can still being hitched to a [[large cart]], but the [[pet]] commands will not move them nor move the cart when ordered to go somewhere. Instead, they will stay on the place, and a message will say they cannot perform that action.&lt;br /&gt;
* A cart hitched with a tamed creature can be moved in the normal way (being mounted and driven by a commanding player).&lt;br /&gt;
* A cart hitched with a tamed creature '''that is normally aggressive''' can be mounted and driven.  If they go untamed, they will unhitch automatically and '''will turn aggressive'''.&lt;br /&gt;
* Only bears and hell horses of [[age]] aged and younger may be hitched to a large cart.&lt;br /&gt;
&lt;br /&gt;
==Pets and Combat==&lt;br /&gt;
* In PvP, players can attack your tamed creature, and you can command it to attack other players.&lt;br /&gt;
* In PvE, players cannot attack your tamed creature, and you cannot command it to attack other players.&lt;br /&gt;
* Bringing a pet into combat can be desirable, if it is strong enough it can give you a combination bonus and can more easily survive the fight. &lt;br /&gt;
* Note that if you tame your mount, creatures you fight will often target your mount instead of you.&lt;br /&gt;
* If a pet is hit in combat, it will lose loyalty. Stronger animals lose more loyalty when hit than weaker animals. If it takes enough hits without dying it can go untame. This cannot be achieved with archery however; it must be a melee weapon. As a result, when entering combat with a pet, it's helpful to assure that the pet has the highest loyalty level you can achieve.&lt;br /&gt;
&lt;br /&gt;
==Messages==&lt;br /&gt;
{{event|inline| [The animal] sniffs the air and looks too nervous to focus. }} Move the animal to another spot or off deed before taming.&lt;br /&gt;
&lt;br /&gt;
== Taming Skill Levels ==&lt;br /&gt;
&lt;br /&gt;
'''Beware: The following are recommendations, not hard requirements. Your results may slightly vary.'''&lt;br /&gt;
&lt;br /&gt;
*00 [[Pig]]s, [[Dog]]s, [[Rat]]s, [[Deer]], [[Mountain Lion]]s, [[Wildcat]]s&lt;br /&gt;
*05 [[Wolf|Wolves]], [[Cow]]s/[[Bull]]s&lt;br /&gt;
*07 [[Horse]]s&lt;br /&gt;
*15 [[Brown Bear]]s&lt;br /&gt;
*15 [[Wolf|Young Champion Wolves]]&lt;br /&gt;
*20 [[Black Bear]]s&lt;br /&gt;
*35 [[Cave bug]]s&lt;br /&gt;
*35-40 [[Unicorn]]s&lt;br /&gt;
*40 [[Crocodile]]s&lt;br /&gt;
*45 [[black bear|Champion Black Bears]]&lt;br /&gt;
*55-60 [[hell hound|Hell Hounds]]&lt;br /&gt;
*60 [[Brown Bear|Champion Brown Bear]]s&lt;br /&gt;
*70 [[hell horse|Hell Horses]]&lt;br /&gt;
*90+ [[unicorn|Champion Unicorns]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The animal being tamed can go aggressive and attack you if you fail the taming action by too large a margin. Such critical failures become much less frequent with increased taming skill.&lt;br /&gt;
* Diseased horses seem to be able to be tamed with much less-than-normal risk of going aggressive in the process.&lt;br /&gt;
* If you want to stop attacking a pet that has gone aggressive, move a few tiles away, right-click on ground and choose No target (if you have &amp;quot;Display 'no target' in menus&amp;quot; option checked in Settings). &lt;br /&gt;
* Only animals can be tamed; to gain control over [[monster]]s, you need to be a [[priest]]/priestess and a follower of [[Magranon]] or [[Libila]]. For more information on this, refer to [[Dominate]], [[Rebirth]].&lt;br /&gt;
* Taming can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
* Despite achieving a high loyalty/tame level on an animal, some animals appear to lose loyalty and go untame much quicker than others.&lt;br /&gt;
* While not fully proven, it appears that higher levels of taming skill can influence how some animals react when a character is close to them (for example, cows no longer running when the player is near). Further research is needed.&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* [[Nature]] &amp;gt; Animal taming&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul depth]]&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Animal Trainer at 50 skill&lt;br /&gt;
* Beast Speaker at 70 skill&lt;br /&gt;
* Beastmaster at 90 skill&lt;br /&gt;
* Who let the dogs out at 100 skill&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Age]]&lt;br /&gt;
* [[Nature]]&lt;br /&gt;
** [[Animal husbandry]]&lt;br /&gt;
** [[Animal taming]]&lt;br /&gt;
** [[Botanizing]]&lt;br /&gt;
** [[Farming]]&lt;br /&gt;
** [[Fishing]]&lt;br /&gt;
** [[Foraging]]&lt;br /&gt;
** [[Forestry]]&lt;br /&gt;
** [[Gardening]]&lt;br /&gt;
** [[Meditating]]&lt;br /&gt;
** [[Milking]]&lt;br /&gt;
** [[Papyrusmaking]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animal_taming&amp;diff=128763</id>
		<title>Animal taming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animal_taming&amp;diff=128763"/>
		<updated>2024-03-25T06:31:18Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Taming Skill Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
'''Taming''' is the [[skill]] used to make an [[creatures|animal]] a [[pet]]. Taming allows for special features such as protecting the animal, having the animal fight with you, or placing equipment on the animal, if applicable. Not all creatures can be tamed.&lt;br /&gt;
&lt;br /&gt;
== Method == &lt;br /&gt;
You can tame an animal by activating an item that it will eat, then right-click the animal and choose '''Tame'''. &lt;br /&gt;
* For some animals the item is [[seeds]], for others it is [[meat]] or [[fish]].&lt;br /&gt;
** For information on what animals eat, check the [[:Category:Bestiary|creature's Wurmpedia page]].&lt;br /&gt;
* The [[QL]] of the taming item speeds up the taming action, for about 1 second per 20 QL.&lt;br /&gt;
* Note: Food eaten while taming does go towards their hunger level.&lt;br /&gt;
* You can only have one pet at a time; so if you have a pet and tame another, your first pet will become untamed. &lt;br /&gt;
** Pets that become untamed will return to their normal hostile or non-hostile stance; ie. if the animal is normally hostile then it will begin attacking guards and players.  &lt;br /&gt;
&lt;br /&gt;
==Taming Skill and Status of Animal==&lt;br /&gt;
&lt;br /&gt;
* 0-10 Upset&lt;br /&gt;
* 10-20 Nervous&lt;br /&gt;
* 20-30 Submissive&lt;br /&gt;
* 30-40 Calm&lt;br /&gt;
* 40-50 Tame&lt;br /&gt;
* 50-60 Loyal&lt;br /&gt;
* 60-70 Trusting&lt;br /&gt;
* 70-99 Extremely loyal&lt;br /&gt;
&lt;br /&gt;
The taming status can be used to know when your animal will go untame. When you tame an animal numerous times, then at a 42 taming skill, for example, your animal will have a maximum &amp;quot;tamed level&amp;quot; of [42]. Over time, this value will [[decay]]. Examining the animal to check its status can tell you on average how high this level is, with &amp;quot;upset&amp;quot; being the least reliable status, as your animal could go untame without further warning.&lt;br /&gt;
&lt;br /&gt;
Praying to your deity can improve your taming level.  Example: {{event|inline|Aged seal suddenly seems more loyal.}}&lt;br /&gt;
&lt;br /&gt;
==Handling a Pet==&lt;br /&gt;
* A pet can be ordered to go somewhere or to attack other animals (in PvE and PvP) or people (in PvP only). You can also lead a pet with a [[rope]].&lt;br /&gt;
* A pet can't be tamed by another person while it is your pet.&lt;br /&gt;
* You can decide if your pet should go offline or stay online when you log off. Right-click on any tile or creature and select &amp;lt;tt&amp;gt;Pet &amp;gt; Go offline/Stay online.&amp;lt;/tt&amp;gt;&lt;br /&gt;
* You can give your pet to another person: right-click on the person and select &amp;lt;tt&amp;gt;Pet &amp;gt; Give away pet&amp;lt;/tt&amp;gt;. They may need to type &amp;lt;tt&amp;gt;/[[Chat commands|invitations]]&amp;lt;/tt&amp;gt; command first.&lt;br /&gt;
**They must not have a pet, and their own taming skill must be high enough to keep the animal.&lt;br /&gt;
&lt;br /&gt;
==Hitching Creatures==&lt;br /&gt;
* Hitchable animals such as horses, while tamed, can still being hitched to a [[large cart]], but the [[pet]] commands will not move them nor move the cart when ordered to go somewhere. Instead, they will stay on the place, and a message will say they cannot perform that action.&lt;br /&gt;
* A cart hitched with a tamed creature can be moved in the normal way (being mounted and driven by a commanding player).&lt;br /&gt;
* A cart hitched with a tamed creature '''that is normally aggressive''' can be mounted and driven.  If they go untamed, they will unhitch automatically and '''will turn aggressive'''.&lt;br /&gt;
* Only bears and hell horses of [[age]] aged and younger may be hitched to a large cart.&lt;br /&gt;
&lt;br /&gt;
==Pets and Combat==&lt;br /&gt;
* In PvP, players can attack your tamed creature, and you can command it to attack other players.&lt;br /&gt;
* In PvE, players cannot attack your tamed creature, and you cannot command it to attack other players.&lt;br /&gt;
* Bringing a pet into combat can be desirable, if it is strong enough it can give you a combination bonus and can more easily survive the fight. &lt;br /&gt;
* Note that if you tame your mount, creatures you fight will often target your mount instead of you.&lt;br /&gt;
* If a pet is hit in combat, it will lose loyalty. Stronger animals lose more loyalty when hit than weaker animals. If it takes enough hits without dying it can go untame. This cannot be achieved with archery however; it must be a melee weapon. As a result, when entering combat with a pet, it's helpful to assure that the pet has the highest loyalty level you can achieve.&lt;br /&gt;
&lt;br /&gt;
==Messages==&lt;br /&gt;
{{event|inline| [The animal] sniffs the air and looks too nervous to focus. }} Move the animal to another spot or off deed before taming.&lt;br /&gt;
&lt;br /&gt;
== Taming Skill Levels ==&lt;br /&gt;
&lt;br /&gt;
'''Beware: The following are recommendations, not hard requirements. Your results may slightly vary.'''&lt;br /&gt;
&lt;br /&gt;
*00 [[Pig]]s, [[Dog]]s, [[Rat]]s, [[Deer]], [[Mountain Lion]]s, [[Wildcat]]s&lt;br /&gt;
*05 [[Wolf|Wolves]], [[Cow]]s/[[Bull]]s&lt;br /&gt;
*07 [[Horse]]s&lt;br /&gt;
*15 [[Brown Bear]]s&lt;br /&gt;
*15 [[Wolf|Young Champion Wolves]]&lt;br /&gt;
*20 [[Black Bear]]s&lt;br /&gt;
*35 [[Cave bug]]s&lt;br /&gt;
*35-40 [[Unicorn]]s&lt;br /&gt;
*40 [[Crocodile]]s&lt;br /&gt;
*45 [[black bear|Champion Black Bears]]&lt;br /&gt;
*55-60 [[hell hound|Hell Hounds]]&lt;br /&gt;
*60 Champion [[Brown Bear]]s&lt;br /&gt;
*70 [[hell horse|Hell Horses]]&lt;br /&gt;
*90+ [[unicorn|Champion Unicorns]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The animal being tamed can go aggressive and attack you if you fail the taming action by too large a margin. Such critical failures become much less frequent with increased taming skill.&lt;br /&gt;
* Diseased horses seem to be able to be tamed with much less-than-normal risk of going aggressive in the process.&lt;br /&gt;
* If you want to stop attacking a pet that has gone aggressive, move a few tiles away, right-click on ground and choose No target (if you have &amp;quot;Display 'no target' in menus&amp;quot; option checked in Settings). &lt;br /&gt;
* Only animals can be tamed; to gain control over [[monster]]s, you need to be a [[priest]]/priestess and a follower of [[Magranon]] or [[Libila]]. For more information on this, refer to [[Dominate]], [[Rebirth]].&lt;br /&gt;
* Taming can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
* Despite achieving a high loyalty/tame level on an animal, some animals appear to lose loyalty and go untame much quicker than others.&lt;br /&gt;
* While not fully proven, it appears that higher levels of taming skill can influence how some animals react when a character is close to them (for example, cows no longer running when the player is near). Further research is needed.&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* [[Nature]] &amp;gt; Animal taming&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul depth]]&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Animal Trainer at 50 skill&lt;br /&gt;
* Beast Speaker at 70 skill&lt;br /&gt;
* Beastmaster at 90 skill&lt;br /&gt;
* Who let the dogs out at 100 skill&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Age]]&lt;br /&gt;
* [[Nature]]&lt;br /&gt;
** [[Animal husbandry]]&lt;br /&gt;
** [[Animal taming]]&lt;br /&gt;
** [[Botanizing]]&lt;br /&gt;
** [[Farming]]&lt;br /&gt;
** [[Fishing]]&lt;br /&gt;
** [[Foraging]]&lt;br /&gt;
** [[Forestry]]&lt;br /&gt;
** [[Gardening]]&lt;br /&gt;
** [[Meditating]]&lt;br /&gt;
** [[Milking]]&lt;br /&gt;
** [[Papyrusmaking]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animal_taming&amp;diff=128762</id>
		<title>Animal taming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animal_taming&amp;diff=128762"/>
		<updated>2024-03-25T06:30:43Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Taming Skill Levels */  could for life of me tame champ bear with 58.7 but right after reaching 60 tamed with couple meats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
'''Taming''' is the [[skill]] used to make an [[creatures|animal]] a [[pet]]. Taming allows for special features such as protecting the animal, having the animal fight with you, or placing equipment on the animal, if applicable. Not all creatures can be tamed.&lt;br /&gt;
&lt;br /&gt;
== Method == &lt;br /&gt;
You can tame an animal by activating an item that it will eat, then right-click the animal and choose '''Tame'''. &lt;br /&gt;
* For some animals the item is [[seeds]], for others it is [[meat]] or [[fish]].&lt;br /&gt;
** For information on what animals eat, check the [[:Category:Bestiary|creature's Wurmpedia page]].&lt;br /&gt;
* The [[QL]] of the taming item speeds up the taming action, for about 1 second per 20 QL.&lt;br /&gt;
* Note: Food eaten while taming does go towards their hunger level.&lt;br /&gt;
* You can only have one pet at a time; so if you have a pet and tame another, your first pet will become untamed. &lt;br /&gt;
** Pets that become untamed will return to their normal hostile or non-hostile stance; ie. if the animal is normally hostile then it will begin attacking guards and players.  &lt;br /&gt;
&lt;br /&gt;
==Taming Skill and Status of Animal==&lt;br /&gt;
&lt;br /&gt;
* 0-10 Upset&lt;br /&gt;
* 10-20 Nervous&lt;br /&gt;
* 20-30 Submissive&lt;br /&gt;
* 30-40 Calm&lt;br /&gt;
* 40-50 Tame&lt;br /&gt;
* 50-60 Loyal&lt;br /&gt;
* 60-70 Trusting&lt;br /&gt;
* 70-99 Extremely loyal&lt;br /&gt;
&lt;br /&gt;
The taming status can be used to know when your animal will go untame. When you tame an animal numerous times, then at a 42 taming skill, for example, your animal will have a maximum &amp;quot;tamed level&amp;quot; of [42]. Over time, this value will [[decay]]. Examining the animal to check its status can tell you on average how high this level is, with &amp;quot;upset&amp;quot; being the least reliable status, as your animal could go untame without further warning.&lt;br /&gt;
&lt;br /&gt;
Praying to your deity can improve your taming level.  Example: {{event|inline|Aged seal suddenly seems more loyal.}}&lt;br /&gt;
&lt;br /&gt;
==Handling a Pet==&lt;br /&gt;
* A pet can be ordered to go somewhere or to attack other animals (in PvE and PvP) or people (in PvP only). You can also lead a pet with a [[rope]].&lt;br /&gt;
* A pet can't be tamed by another person while it is your pet.&lt;br /&gt;
* You can decide if your pet should go offline or stay online when you log off. Right-click on any tile or creature and select &amp;lt;tt&amp;gt;Pet &amp;gt; Go offline/Stay online.&amp;lt;/tt&amp;gt;&lt;br /&gt;
* You can give your pet to another person: right-click on the person and select &amp;lt;tt&amp;gt;Pet &amp;gt; Give away pet&amp;lt;/tt&amp;gt;. They may need to type &amp;lt;tt&amp;gt;/[[Chat commands|invitations]]&amp;lt;/tt&amp;gt; command first.&lt;br /&gt;
**They must not have a pet, and their own taming skill must be high enough to keep the animal.&lt;br /&gt;
&lt;br /&gt;
==Hitching Creatures==&lt;br /&gt;
* Hitchable animals such as horses, while tamed, can still being hitched to a [[large cart]], but the [[pet]] commands will not move them nor move the cart when ordered to go somewhere. Instead, they will stay on the place, and a message will say they cannot perform that action.&lt;br /&gt;
* A cart hitched with a tamed creature can be moved in the normal way (being mounted and driven by a commanding player).&lt;br /&gt;
* A cart hitched with a tamed creature '''that is normally aggressive''' can be mounted and driven.  If they go untamed, they will unhitch automatically and '''will turn aggressive'''.&lt;br /&gt;
* Only bears and hell horses of [[age]] aged and younger may be hitched to a large cart.&lt;br /&gt;
&lt;br /&gt;
==Pets and Combat==&lt;br /&gt;
* In PvP, players can attack your tamed creature, and you can command it to attack other players.&lt;br /&gt;
* In PvE, players cannot attack your tamed creature, and you cannot command it to attack other players.&lt;br /&gt;
* Bringing a pet into combat can be desirable, if it is strong enough it can give you a combination bonus and can more easily survive the fight. &lt;br /&gt;
* Note that if you tame your mount, creatures you fight will often target your mount instead of you.&lt;br /&gt;
* If a pet is hit in combat, it will lose loyalty. Stronger animals lose more loyalty when hit than weaker animals. If it takes enough hits without dying it can go untame. This cannot be achieved with archery however; it must be a melee weapon. As a result, when entering combat with a pet, it's helpful to assure that the pet has the highest loyalty level you can achieve.&lt;br /&gt;
&lt;br /&gt;
==Messages==&lt;br /&gt;
{{event|inline| [The animal] sniffs the air and looks too nervous to focus. }} Move the animal to another spot or off deed before taming.&lt;br /&gt;
&lt;br /&gt;
== Taming Skill Levels ==&lt;br /&gt;
&lt;br /&gt;
'''Beware: The following are recommendations, not hard requirements. Your results may slightly vary.'''&lt;br /&gt;
&lt;br /&gt;
*00 [[Pig]]s, [[Dog]]s, [[Rat]]s, [[Deer]], [[Mountain Lion]]s, [[Wildcat]]s&lt;br /&gt;
*05 [[Wolf|Wolves]], [[Cow]]s/[[Bull]]s&lt;br /&gt;
*07 [[Horse]]s&lt;br /&gt;
*15 [[Brown Bear]]s&lt;br /&gt;
*15 [[Wolf|Young Champion Wolves]]&lt;br /&gt;
*20 [[Black Bear]]s&lt;br /&gt;
*35 [[Cave bug]]s&lt;br /&gt;
*35-40 [[Unicorn]]s&lt;br /&gt;
*40 [[Crocodile]]s&lt;br /&gt;
*45 [[black bear|Champion Black Bears]]&lt;br /&gt;
*55-60 [[hell hound|Hell Hounds]]&lt;br /&gt;
*60 [[Champion Brown Bear]]s&lt;br /&gt;
*70 [[hell horse|Hell Horses]]&lt;br /&gt;
*90+ [[unicorn|Champion Unicorns]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The animal being tamed can go aggressive and attack you if you fail the taming action by too large a margin. Such critical failures become much less frequent with increased taming skill.&lt;br /&gt;
* Diseased horses seem to be able to be tamed with much less-than-normal risk of going aggressive in the process.&lt;br /&gt;
* If you want to stop attacking a pet that has gone aggressive, move a few tiles away, right-click on ground and choose No target (if you have &amp;quot;Display 'no target' in menus&amp;quot; option checked in Settings). &lt;br /&gt;
* Only animals can be tamed; to gain control over [[monster]]s, you need to be a [[priest]]/priestess and a follower of [[Magranon]] or [[Libila]]. For more information on this, refer to [[Dominate]], [[Rebirth]].&lt;br /&gt;
* Taming can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
* Despite achieving a high loyalty/tame level on an animal, some animals appear to lose loyalty and go untame much quicker than others.&lt;br /&gt;
* While not fully proven, it appears that higher levels of taming skill can influence how some animals react when a character is close to them (for example, cows no longer running when the player is near). Further research is needed.&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* [[Nature]] &amp;gt; Animal taming&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul depth]]&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Animal Trainer at 50 skill&lt;br /&gt;
* Beast Speaker at 70 skill&lt;br /&gt;
* Beastmaster at 90 skill&lt;br /&gt;
* Who let the dogs out at 100 skill&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Age]]&lt;br /&gt;
* [[Nature]]&lt;br /&gt;
** [[Animal husbandry]]&lt;br /&gt;
** [[Animal taming]]&lt;br /&gt;
** [[Botanizing]]&lt;br /&gt;
** [[Farming]]&lt;br /&gt;
** [[Fishing]]&lt;br /&gt;
** [[Foraging]]&lt;br /&gt;
** [[Forestry]]&lt;br /&gt;
** [[Gardening]]&lt;br /&gt;
** [[Meditating]]&lt;br /&gt;
** [[Milking]]&lt;br /&gt;
** [[Papyrusmaking]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Crab&amp;diff=128746</id>
		<title>Crab</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Crab&amp;diff=128746"/>
		<updated>2024-03-10T14:43:56Z</updated>

		<summary type="html">&lt;p&gt;Ame: I tried to dominate it with Magranon priest: You fail to connect with the mature crab.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / [[Crab]]&lt;br /&gt;
{{Creature&lt;br /&gt;
|aggro=Yes&lt;br /&gt;
|tamable=Yes&lt;br /&gt;
|dommable=No&lt;br /&gt;
|groomable=No&lt;br /&gt;
|butcheringprod=[[Eye]], [[Crab meat]]&lt;br /&gt;
|meattype=Seafood&lt;br /&gt;
|eats=[[Omnivore]]&lt;br /&gt;
|ridable=No&lt;br /&gt;
|swim=Yes&lt;br /&gt;
|lair=?&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
''Crabs are known to hide well and walk sideways.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*It is a [[monster|hostile creature]] with a red hover outline, but will not attack [[player]]s embarked on a [[cart]] or [[ship]]. They will, however, attack [[swimming]] or [[walking]] players and, once engaged, will not stop attacking even when embarking, akin to [[shark]]s.&lt;br /&gt;
* They have a decently fast [[attack]] speed and cause a lot of cutting [[wounds]]. Newer players should be wary trying to fight it.&lt;br /&gt;
* Its [[spawning]] conditions may require areas of [[sand]] and [[rock]].&lt;br /&gt;
* Instead of normal seafood [[meat]], crabs can be butchered for special [[crab meat]], which has high [[Nutrition|nutritional value]] on its own, and may be needed for certain [[cooking]] recipes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animal_husbandry&amp;diff=128742</id>
		<title>Animal husbandry</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animal_husbandry&amp;diff=128742"/>
		<updated>2024-02-29T05:27:04Z</updated>

		<summary type="html">&lt;p&gt;Ame: Rare draft trait doesnt let you ride 44 slope, it lets you ride 43 slope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Animal husbandry allows for the production (breeding) of new creatures, sometimes with increased quality, without the need to wait for new [[spawn]]s.&lt;br /&gt;
&lt;br /&gt;
== Grooming ==&lt;br /&gt;
* Grooming is a way to reduce the risk of disease in animals. It gives Animal Husbandry skill.&lt;br /&gt;
** Activate a [[grooming brush]] and select ''groom'' while right-clicking on a groomable creature. This can be done to each animal once per hour.&lt;br /&gt;
** Grooming can be done while moving (and while mounted), so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
** At AH level 40, players can see exactly when an animal can be groomed, e.g. {{event|inline|You can groom her again in 44 minutes.}}&lt;br /&gt;
&lt;br /&gt;
==Fly catching==&lt;br /&gt;
*A small bit of [[honey]] in a [[pottery jar]] can be used, on animals that require grooming, to catch [[fly|flies]] from them.&lt;br /&gt;
**Flies can be used as fishing [[bait]]&lt;br /&gt;
&lt;br /&gt;
==Shearing==&lt;br /&gt;
* Shearing is another activity which gives animal husbandry skill.&lt;br /&gt;
** Activate [[scissors]] and select ''shear'' from the right-click menu on a [[sheep]].&lt;br /&gt;
** [[Wool]] bundles are put directly into your inventory upon shearing.&lt;br /&gt;
*** Sheared wool weight seems to vary depending on age: Young 0.1kg, Adolescent 0.2kg, Mature 0.3kg, Aged 0.4kg, Old 0.5kg, Venerable 0.6kg.&lt;br /&gt;
** Shearing can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
** Shearing can not be done while mounted.&lt;br /&gt;
*At AH level 50, players can see if an animal is ready to shear wool and/or ready to milk using Inspect Animal.&lt;br /&gt;
&lt;br /&gt;
==Breeding==&lt;br /&gt;
* To breed, lead one animal with a [[rope]] (or any item should it be wearing a [[bridle]]) and approach the second. When they are close enough together right click on the second animal and select the &amp;quot;Breed&amp;quot; option.&lt;br /&gt;
** Neither animal should be hungry.&lt;br /&gt;
** Animals do not have to be &amp;quot;fat&amp;quot; to breed, only &amp;quot;no longer interested in food&amp;quot; (when trying to feed them). Grass eaters will typically be in this state after a minute or 2 on grass or crops.&lt;br /&gt;
**If too hungry or low on fat animals can die when giving birth.&lt;br /&gt;
** Animals can have miscarriages which may kill the mother with no offspring spawned. Starvation, being off-deed, or being on a deed with an animal-to-tile ratio of 15 or less (see character &amp;gt; settlement &amp;gt; info to see current deed ratio) are known as the reasons for miscarriages.&lt;br /&gt;
** The creature ratio outside of deeds is always considered to be 10 which means more miscarriage and disease.&lt;br /&gt;
** Both animals should be of the same species, except in the case of horses and donkeys. When breeding a female [[horse]] and male [[donkey]], the foal is a [[mule]].&lt;br /&gt;
** Some animals require [[Tame|taming]] before being led; this does not apply to the second animal.&lt;br /&gt;
&amp;lt;!-- *Males will only breed once every 45 real minutes regardless of outcome. -- commented this for now as there could have been a silent change or bug --&amp;gt;&lt;br /&gt;
** Females will not breed while they are pregnant. Once the female gives birth, she will not be in mood for breeding for 24 real hours.&lt;br /&gt;
** [[Age]] is a factor in breeding: Juvenile animal types ([[calves]], [[foal]]s, [[lamb]]s, and [[seal cub]]s) will not breed, neither will young/early adolescent animals. (Horses will breed at 25 rl days old)&lt;br /&gt;
** Pregnancy times varies from 5-11 Wurm [[Wurm Universe|weeks]], regardless of species. &lt;br /&gt;
*** Examining the animal will show the remaining days left until birth; for example, {{event|inline|She will deliver in about 4 days.}} This is approximately 4 days, or 4 [[Wurm Universe|Wurm weeks.]]&lt;br /&gt;
** At higher AH skill levels, examining the animal will show a more and more precise pregnancy timer. &lt;br /&gt;
*** Below AH skill level 45, it shows e.g. {{event|inline|You make an educated guess that she will give birth in 2 days.}} &lt;br /&gt;
*** At AH skill level 45, the timer becomes slightly more precise, e.g. {{event|inline|You predict she will give birth in 4 days.}}&lt;br /&gt;
*** At AH skill level 50, the timer includes approximate hours, e.g. {{event|inline|You predict she will give birth in 6 days, 9 hours.}}&lt;br /&gt;
*** At AH skill level 63, the timer becomes more exact, e.g. {{event|inline|You feel confident she will give birth in 5 days, 5 hours.}}&lt;br /&gt;
** Breeding female animals with [[animal conditions|conditions]] such as [[Champion]] will provide a chance that the offspring will also have that characteristic. This chance is dramatically increased when breeding two animals with the same condition together. (Two Champions for example.)&lt;br /&gt;
** Breeding two animals with the same trait greatly increases the chance that the offspring will have the trait.&lt;br /&gt;
** The horse name is determined at birth, the traits are determined at breeding.&lt;br /&gt;
** The horse's color from birth is determined based on a combination of the mother's color, father's color, and random chance, similarly to traits.&lt;br /&gt;
** Breeding can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Inbreeding ===&lt;br /&gt;
* Inbreeding occurs when an offspring is bred with either of its parents or a sibling. Inbreeding has an increased chance to pass bad traits if the parents have bad traits, but does not inherently create a bigger chance for bad traits in the offspring. Inbreeding may be unavoidable in small herds; it's advised to seek neighbours to begin a herd if one wishes to avoid inbreeding.  &lt;br /&gt;
* Inbreeding does '''not''' occur past 1 generation. You can breed grandchildren of the same grandparents together with no inbreeding penalty. &lt;br /&gt;
** '''Important note:''' if an animal's parent is dead, the parent's name will no longer show up on examining the creature. The game, however, still keeps track of who the parent was.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
; {{event|inline|'''''animal'' shys away and interrupts the action'''}} : breeding has failed, the male will not breed again for some time.&lt;br /&gt;
; {{event|inline|'''''animal'' doesn't seem to be in the mood right now'''}} : the male will not breed again for some time.&lt;br /&gt;
the animal may be hungry - feeding the animal will put it back in a breeding mood if this is the case&lt;br /&gt;
&amp;lt;!-- Changed the 45 minute suggestion due to this thread: http://forum.wurmonline.com/index.php?/topic/112669-not-in-mood-cooldown-ah/ --- Need more information. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
* Bred animals have a chance of gaining traits, some positive, some negative, some neutral. Animals may have multiple traits as seen in the table below. All traits are put into the gene pool when breeding and those of the parents will increase the chance of the offspring having the same. Should both parents have the same trait the likelihood of the offspring gaining that trait is even higher.&lt;br /&gt;
**The dominant category is picked from either the mother or the father randomly.&lt;br /&gt;
**If neither parent has traits, all categories of traits receive a bonus to seed the initial traits.&lt;br /&gt;
*The breeder's animal husbandry skill level affects the number of traits that will appear in a horse. Bred animals can also have no traits.&lt;br /&gt;
**Traits have point values which influence their chance to pass on and how many traits a bred animal recieves. &lt;br /&gt;
**Players are capped at their animal husbandry level's worth of points for creatures they have bred (80AH= 80 points of traits, for example).&lt;br /&gt;
**Inbreeding will now cause the max point value to be divided by 1.5.&lt;br /&gt;
**There is still a cap of 10 traits per creature (this does not include 0 point traits like ''bred in captivity'').&lt;br /&gt;
* Traits fall into several categories:&lt;br /&gt;
**Speed: These traits will increase the speed of a creature when riding on them. These traits do not affect the speed of hitched animals. &lt;br /&gt;
**Draft: These traits will increase a creature’s carry weight. They will also now act as speed traits when hitched and give a speed bonus similar to having the speed traits.&lt;br /&gt;
**Combat: These traits increase how tough a creature can be and how well it can fight.&lt;br /&gt;
**Negative: These traits all have negative effects that are generally unwanted.&lt;br /&gt;
**Output: These traits increase results from butchering output, shearing, and milking. &lt;br /&gt;
**Miscellaneous: These traits don’t fit any other category. They may be positive or neutral traits. &lt;br /&gt;
&lt;br /&gt;
===Inspect Animal===&lt;br /&gt;
*The ‘Inspect animal’ ability is gained at 10 Animal Husbandry skill.&lt;br /&gt;
*Players can see information about if an animal is hungry, breedable, and/or groomable.&lt;br /&gt;
*Use ‘Inspect animal’ on bred creatures to see traits.&lt;br /&gt;
**This displays all traits of a creature that you can see with your Animal Husbandry skill level. It also displays the categories of the traits you can’t normally see. With higher skill, you’ll be able to see other details in the Inspect animal window, such as time until a creature can be bred again, time until a creature can be groomed again, or whether a creature is hungry, or age of the creature.&lt;br /&gt;
*Players seem to be able to see when the animal is hungry, breedable, and groomable at an AH level below 50.&lt;br /&gt;
*At AH level 50, players can see if an animal is ready to shear wool and/or ready to milk and a more accurate pregnancy timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  class= &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!! width=&amp;quot;50&amp;quot;| Category !! width=&amp;quot;200&amp;quot; | Trait name !! width=&amp;quot;200&amp;quot; | Effect!! width=&amp;quot;50&amp;quot; | Base Skill ([[Epic]] Curve Skill) !! width=&amp;quot;50&amp;quot; | Value  &lt;br /&gt;
|-&lt;br /&gt;
| '''Combat, Rare'''&lt;br /&gt;
| ''It seems extremely tame'' &lt;br /&gt;
|  Aggressive animals become passive &lt;br /&gt;
| &amp;lt; 43 (24.50)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Combat&lt;br /&gt;
| ''It seems more friendly'' &lt;br /&gt;
|  Easier to tame &lt;br /&gt;
| 34 (18.76)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Combat&lt;br /&gt;
| ''It will fight fiercely.'' || Higher fighting skill &amp;lt;ref name=&amp;quot;unknown&amp;quot;&amp;gt;Traits are either unknown or unconfirmed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 20 (10.56)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Combat&lt;br /&gt;
| ''It looks more friendly than normal'' &lt;br /&gt;
|  Less likely to be attacked by aggressive creatures when tame&lt;br /&gt;
| 48 (27.89)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Combat&lt;br /&gt;
| ''It is a tough bugger.'' || Withstands more damage  &lt;br /&gt;
|22 (11.68)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Combat&lt;br /&gt;
| ''It seems especially loyal'' &lt;br /&gt;
|  keeps loyalty to its tamer longer, loses less when taking damage&lt;br /&gt;
| 49 (28.59)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Draft, Rare'''&lt;br /&gt;
| ''It seems stronger than normal'' &lt;br /&gt;
|  Carry weight bonus&lt;br /&gt;
| 32 (17.54)  &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| '''Draft, Rare'''&lt;br /&gt;
| ''It seems more nimble than normal'' &lt;br /&gt;
|  Increased maximum rideable slope &amp;lt;ref name=&amp;quot;nimble&amp;quot;&amp;gt; Increases rideable slope from 40 to 43. Two hitched animals must have this trait to work with a vehicle (whether cart or wagon).&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 32 (17.54)  &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| ''It is easy on its gear'' &lt;br /&gt;
|  Equipped gear takes less damage&lt;br /&gt;
| 40 (22.54)  &lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| ''It has a strong body.'' || Bonus to hauling weight limit  &lt;br /&gt;
|23 (12.25)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| ''It can carry more than average.'' || Major bonus to hauling weight limit  &lt;br /&gt;
|25 (13.40)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| ''It has strong legs'' &lt;br /&gt;
|  Carry weight bonus&lt;br /&gt;
| 38 (21.26)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Miscellaneous&lt;br /&gt;
| ''Bred in captivity.'' &lt;br /&gt;
| Informational, will not count toward the max number of traits  &lt;br /&gt;
| 53 (31.44) &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| '''Miscellaneous, Rare'''&lt;br /&gt;
| ''It has a chance to produce twins'' &lt;br /&gt;
|  Chance to birth twins (only present on female creatures)&lt;br /&gt;
| 44 (25.17) &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| '''Miscellaneous, Rare'''&lt;br /&gt;
| ''It seems immortal'' &lt;br /&gt;
|  Will never die as if cared for &lt;br /&gt;
| 29 (15.74) &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|Miscellaneous&lt;br /&gt;
| Horse's color is considered a trait. &lt;br /&gt;
| Does not count against the trait limit &lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| Miscellaneous&lt;br /&gt;
| ''It has been corrupted.'' &lt;br /&gt;
| Grazes on [[mycelium]] instead of grass &amp;lt;ref name=&amp;quot;corrupt&amp;quot;&amp;gt;[[Bless]]ing the animal with a [[Libila]] [[priest]] will create this trait, and blessing with a [[Vynora]], [[Fo]], or [[Magranon]] priest will remove it.&amp;lt;/ref&amp;gt; &lt;br /&gt;
|43 (24.50)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| Miscellaneous&lt;br /&gt;
| ''It looks unusually strong and healthy.'' &lt;br /&gt;
| Has a higher resistance to disease  &lt;br /&gt;
| 40 (22.54) &lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Miscellaneous&lt;br /&gt;
| ''It has a certain spark in its eyes.'' &lt;br /&gt;
| Lives 50% longer than normal  &lt;br /&gt;
| 41 (23.19)g&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Miscellaneous&lt;br /&gt;
| ''It has a slow metabolism'' &lt;br /&gt;
|  Eats half as much as a normal animal&lt;br /&gt;
| 45 (25.84)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Miscellaneous&lt;br /&gt;
| ''It looks stationary'' &lt;br /&gt;
|  It will stay put as if saddled&lt;br /&gt;
| 50 (29.29)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Miscellaneous&lt;br /&gt;
| ''It seems to be a graceful eater'' &lt;br /&gt;
| Less chance to reduce the growth stage of a tile when eating&lt;br /&gt;
| 39 (21.90)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It looks extremely sick'' &lt;br /&gt;
|  Has a very slim chance to pass away when it receives a hunger tick &amp;lt;ref name=&amp;quot;genesis&amp;quot;&amp;gt;Traits may be removed by casting [[Genesis]].&amp;lt;/ref&amp;gt; &lt;br /&gt;
| &amp;lt; 50 &lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It seems shabby and frail''  &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt;&lt;br /&gt;
| Reduces output of resources such as milk and wool&lt;br /&gt;
| 42 (23.84)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It seems to dislike steep terrain''  &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt;&lt;br /&gt;
|  Decreases ridable slope &lt;br /&gt;
| 43 (24.50) &lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It has malformed hindlegs.'' || Minor speed penalty &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt;&lt;br /&gt;
|28 (15.15)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''The legs are of different length.'' || Major speed penalty &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt;  &lt;br /&gt;
|29 (15.74)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It seems overly aggressive.'' || Random chance to bite &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt;  &lt;br /&gt;
|30 (16.33)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It looks very unmotivated.'' || Major penalty to mounted weight limit &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt; &lt;br /&gt;
|31 (16.93)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It is unusually strong-willed.'' || Will stop being led at random &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt;   &lt;br /&gt;
|32 (17.54)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It has some illness.'' || Body strength will slowly reduce over time eventually making the animal unrideable &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt;  &amp;lt;ref name=&amp;quot;illness&amp;quot;&amp;gt;Genesis cast on animals with this trait will cause it to slowly regain strength up to its original level.&amp;lt;/ref&amp;gt;  &lt;br /&gt;
|33 (18.15)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It looks constantly hungry.'' || Becomes hungry twice as fast as normal &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt;   &lt;br /&gt;
|34 (18.76)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Negative&lt;br /&gt;
| ''It looks feeble and unhealthy.'' || Prone to catching a disease &amp;lt;ref name=&amp;quot;genesis&amp;quot;/&amp;gt; &lt;br /&gt;
|39 (21.90)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| '''Output, Rare'''&lt;br /&gt;
| ''It has very good genes'' &lt;br /&gt;
|  Increased amount and quality of resources like milk and wool &lt;br /&gt;
| ? &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Output&lt;br /&gt;
| ''It seems to pick stuff up''&lt;br /&gt;
| Chance to dig something up when eating, drops items on the ground&lt;br /&gt;
| 37 (20.63)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Output&lt;br /&gt;
| ''It seems vibrant'' &lt;br /&gt;
|   Increases the output of resources&lt;br /&gt;
|  46 (26.52)&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Output&lt;br /&gt;
| ''It seems prize winning'' &lt;br /&gt;
|  Gives better products when butchered&lt;br /&gt;
| 35 (19.38) &lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Output&lt;br /&gt;
| ''It gives more resources'' &lt;br /&gt;
|  Increases output of resources such as wool and milk&lt;br /&gt;
| 33 (18.15) &lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Output&lt;br /&gt;
| ''It looks plump and ready to butcher'' &lt;br /&gt;
|  Gives more products when butchered&lt;br /&gt;
| 36 (20.00)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Speed&lt;br /&gt;
| ''It has fleeter movement than normal.'' || Minor speed boost&lt;br /&gt;
|21 (11.12)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Speed&lt;br /&gt;
| ''It has lightning movement.'' || Major speed boost  &lt;br /&gt;
|24 (12.82)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Speed&lt;br /&gt;
| ''It has very strong leg muscles.'' ||  Movement speed bonus &lt;br /&gt;
|26 (13.98)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Speed&lt;br /&gt;
| '' It seems accustomed to water'' || Moves faster in shallow waters&lt;br /&gt;
|27 (14.56)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed, Rare'''&lt;br /&gt;
| ''It is unbelievably fast'' &lt;br /&gt;
|  Always on speed bonus similar to hell horses&lt;br /&gt;
| 51 (30.00)&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caring ==&lt;br /&gt;
To prevent Venerable creatures from dying of old age they may be ''Cared for''.  The creature will then live indefinitely at the Venerable stage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''To ''Care for''''' a creature, stand next to it, right click, and select ''Care for''. &lt;br /&gt;
&lt;br /&gt;
When you start ''Caring for'' a creature this message will appear: &lt;br /&gt;
{{event|inline|You now care specially for Aged fat Tearbabe, to ensure longevity. You may care for x more creatures.}}&lt;br /&gt;
&lt;br /&gt;
If the character is unable to ''Care for'' more creatures this message will appear:&lt;br /&gt;
{{event|inline|You may not care for any more creatures right now. You are already caring for x creatures.}}&lt;br /&gt;
&lt;br /&gt;
The total number of creatures subject to ''Care for'' is limited primarily by the Animal husbandry skill of the character. &lt;br /&gt;
* 1 creature may be ''Cared for'' plus 1 additional for every 10 points in the Animal husbandry skill.&lt;br /&gt;
* 1 additional ''Care For'' slot may be purchased from the [[Loyalty program]] for 22,500 Marks ''(for a total adjusted Max of 12.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''To stop caring''' for a specific creature right click the creature and select ''Care for''.&lt;br /&gt;
&lt;br /&gt;
You can also stop caring for a specific creature by right clicking on your inventory or body, then ''Manage&amp;gt;Animals''.&lt;br /&gt;
&lt;br /&gt;
The chat command ''/stopcaring'' will stop the player from caring for all creatures.  This message will appear:&lt;br /&gt;
{{event|inline|You no longer care for the one creature you used to.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Non-Premium''' characters can only initiate ''Care for'' on 1 creature regardless of their Animal husbandry skill.&lt;br /&gt;
&lt;br /&gt;
If premium expires, the number of ''Cared for'' creatures remains static. ''Cared for'' creatures remain ''Cared for'' but the character may not change or initiate a new ''Care for'' until they re-premium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTES''' &lt;br /&gt;
&lt;br /&gt;
''Care for'' does '''NOT''' stop the creature dying from causes other than Old Age. Miscarriage, starvation, disease, or violence (from starving beasts, legendary beasts, or general combat if Tamed). &lt;br /&gt;
&lt;br /&gt;
* Hostile creatures must be tamed first before they can be ''Cared for'' or branded.&lt;br /&gt;
* The corpse of a ''Cared for'' creature can be hovered over with the mouse to see the creature's cause of death.&lt;br /&gt;
* A list of all the creatures ''Cared for'' may be listed by using the command ''/caringfor''&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* [[Nature]] &amp;gt; Animal husbandry&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul depth]]&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Drover at 50 skill&lt;br /&gt;
* Granger at 70 skill&lt;br /&gt;
* Rancher at 90 skill&lt;br /&gt;
* Zoologist at 100 skill&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Nature]]&lt;br /&gt;
** [[Animal husbandry]]&lt;br /&gt;
** [[Animal taming]]&lt;br /&gt;
** [[Botanizing]]&lt;br /&gt;
** [[Farming]]&lt;br /&gt;
** [[Fishing]]&lt;br /&gt;
** [[Foraging]]&lt;br /&gt;
** [[Forestry]]&lt;br /&gt;
** [[Gardening]]&lt;br /&gt;
** [[Meditating]]&lt;br /&gt;
** [[Milking]]&lt;br /&gt;
** [[Papyrusmaking]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/A]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Snowman_(snow)&amp;diff=128732</id>
		<title>Snowman (snow)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Snowman_(snow)&amp;diff=128732"/>
		<updated>2024-02-26T14:33:49Z</updated>

		<summary type="html">&lt;p&gt;Ame: needs to be grass tile apparently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{itemBox&lt;br /&gt;
|image=Snowman.jpg&lt;br /&gt;
|name=Snowman&lt;br /&gt;
|active=[[Charcoal]]&lt;br /&gt;
|passive=[[Grass tile]]&lt;br /&gt;
|TopMost=Build snowman&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* Snowman&lt;br /&gt;
|improve=no&lt;br /&gt;
|dyeamount=1152}}&lt;br /&gt;
&lt;br /&gt;
== Description==&lt;br /&gt;
''A proper snowman is guarding this area.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Activate a [[charcoal]], right-click on an grass tile with a [[Snow pile]] (with the option to 'collect snow'), and then select ''build snowman''.&lt;br /&gt;
* Can only be built during the winter, and will begin decaying in the spring.&lt;br /&gt;
* Cannot be picked up but can be turned and moved. &lt;br /&gt;
* Cannot be improved or repaired, but is automatically 90.0 ql when created.&lt;br /&gt;
&lt;br /&gt;
== Building Messages ==&lt;br /&gt;
When building a snowman, you will see this chain of event messages: &lt;br /&gt;
:You start making a snowman.&lt;br /&gt;
:You have now rolled the large bottom ball.&lt;br /&gt;
:You have now rolled a smaller ball to use as the chest.&lt;br /&gt;
:You have now created the head ball.&lt;br /&gt;
:You use a couple of twigs for arms.&lt;br /&gt;
:You start to assemble the snowman.&lt;br /&gt;
:As a final touch you put the charcoal as eyes and the snowman comes to life!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Snowman statue]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Pottery&amp;diff=128701</id>
		<title>Pottery</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Pottery&amp;diff=128701"/>
		<updated>2024-02-11T12:45:55Z</updated>

		<summary type="html">&lt;p&gt;Ame: added coc on gloves info to notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / '''Pottery'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Pottery is the shaping and cooking of clay into container items.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
&lt;br /&gt;
===Getting clay===&lt;br /&gt;
Activate your shovel and right-click on a tile of clay, select dig and when finished &amp;quot;clay&amp;quot; will appear in your inventory (If it doesn't, you weren't standing on the clay tile). If you receive a message in your event window that says you are not strong enough to dig here, find a flat area of grass or dirt and practice digging to raise your skill or find a flatter clay corner.&lt;br /&gt;
&lt;br /&gt;
===Creation===&lt;br /&gt;
Activate one of your hands and right-click on the clay, select one of the items from the create menu. &lt;br /&gt;
&lt;br /&gt;
===Improving===&lt;br /&gt;
You cannot improve hardened clay items, so improve them before putting them into a fire to harden them. You cannot use clay items that are not hardened. &lt;br /&gt;
&lt;br /&gt;
Improvement tools:&lt;br /&gt;
:* [[Clay]]&lt;br /&gt;
:* [[Water]]&lt;br /&gt;
:* [[Wooden clay shaper]]&lt;br /&gt;
:* [[Wooden spatula]]&lt;br /&gt;
:* [[Hand]]&lt;br /&gt;
&lt;br /&gt;
===Finishing===&lt;br /&gt;
Drop the clay item into a fire, such as a [[kiln]], [[campfire]] or [[stone oven]]. Once they reach [[glowing]] hot, they'll turn into finished pottery items. These items cannot be improved. &lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
See [[:Category:Pottery items]]&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Pottery&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul depth]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* [[Circle of Cunning]] on gloves give more skillgain to pottery.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Potter at 50 skill&lt;br /&gt;
* Moulder at 70 skill&lt;br /&gt;
* Terracotta terror at 90 skill&lt;br /&gt;
* Next of Kiln at 100 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Lurker_in_the_woods&amp;diff=127817</id>
		<title>Lurker in the woods</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Lurker_in_the_woods&amp;diff=127817"/>
		<updated>2023-12-01T09:13:45Z</updated>

		<summary type="html">&lt;p&gt;Ame: Undo revision 127816 by Ame (talk) Found out more about it. the wraith was champion version which is propably also new knowledge that its possible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=31&lt;br /&gt;
|favor=30&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Fo]], [[Magranon]]&lt;br /&gt;
|cooldowntime=0 minutes&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Lurker in the woods''' allows the user to detect the presence and rough whereabouts of nearby champion creatures in a manner similar to [[water divining]]. &lt;br /&gt;
To use the enchanted pendulum, right click it and choose 'use'.&lt;br /&gt;
&lt;br /&gt;
The range is dependent on the server size:&lt;br /&gt;
*2048 tile servers will be power / 100 x 64 = tile radius.&lt;br /&gt;
*4096 servers will be power / 100 x 128  = tile radius.&lt;br /&gt;
*8192 servers will be power / 100 x 256 = tile radius.&lt;br /&gt;
&lt;br /&gt;
Example: A cast power of 75 will give you 48, 96, 192 tile radius respectively.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
# [[Activate]] your deity's [[statuette]]&lt;br /&gt;
# Right-click a [[pendulum]].&lt;br /&gt;
# Select ''Spells'' &amp;gt; ''{{PAGENAME}}''&lt;br /&gt;
&lt;br /&gt;
== Outcomes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Distance !! Message&lt;br /&gt;
|-&lt;br /&gt;
| 0 tiles || You are practically standing on the presence!&lt;br /&gt;
|-&lt;br /&gt;
|| 1-3 tiles || The presence is in front of you a stone's throw away!&lt;br /&gt;
|-&lt;br /&gt;
|| 4-5 tiles || The presence is in front of you very close.&lt;br /&gt;
|-&lt;br /&gt;
|| 6-9 tiles || The presence is in front of you pretty close by.&lt;br /&gt;
|-&lt;br /&gt;
|| 10-19 tiles || The presence is in front of you fairly close by.&lt;br /&gt;
|-&lt;br /&gt;
|| 20 to ~43 tiles || The presence is some distance away in front of you.&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;gt; ~43 tiles || The pendulum doesn't seem to move.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The messages will indicate the direction of the presence; front, behind, left, and right.  Front being used as the example.&lt;br /&gt;
==Notes==&lt;br /&gt;
*A pendulum cast with Lurker in the woods will no longer function normally, and cannot be used to detect water.&lt;br /&gt;
== Warning ==	 &lt;br /&gt;
There is a risk that this spell will damage or destroy the pendulum if you fail casting it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fo spells]]&lt;br /&gt;
[[Category:Magranon spells]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Babel/L]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Lurker_in_the_woods&amp;diff=127816</id>
		<title>Lurker in the woods</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Lurker_in_the_woods&amp;diff=127816"/>
		<updated>2023-12-01T08:39:08Z</updated>

		<summary type="html">&lt;p&gt;Ame: Found out it also locates wraiths: [10:34:20] Wraith is quite some distance away ahead of you to the right.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=31&lt;br /&gt;
|favor=30&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Fo]], [[Magranon]]&lt;br /&gt;
|cooldowntime=0 minutes&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Lurker in the woods''' allows the user to detect the presence and rough whereabouts of nearby champion creatures and wraiths in a manner similar to [[water divining]]. &lt;br /&gt;
To use the enchanted pendulum, right click it and choose 'use'.&lt;br /&gt;
&lt;br /&gt;
The range is dependent on the server size:&lt;br /&gt;
*2048 tile servers will be power / 100 x 64 = tile radius.&lt;br /&gt;
*4096 servers will be power / 100 x 128  = tile radius.&lt;br /&gt;
*8192 servers will be power / 100 x 256 = tile radius.&lt;br /&gt;
&lt;br /&gt;
Example: A cast power of 75 will give you 48, 96, 192 tile radius respectively.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
# [[Activate]] your deity's [[statuette]]&lt;br /&gt;
# Right-click a [[pendulum]].&lt;br /&gt;
# Select ''Spells'' &amp;gt; ''{{PAGENAME}}''&lt;br /&gt;
&lt;br /&gt;
== Outcomes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Distance !! Message&lt;br /&gt;
|-&lt;br /&gt;
| 0 tiles || You are practically standing on the presence!&lt;br /&gt;
|-&lt;br /&gt;
|| 1-3 tiles || The presence is in front of you a stone's throw away!&lt;br /&gt;
|-&lt;br /&gt;
|| 4-5 tiles || The presence is in front of you very close.&lt;br /&gt;
|-&lt;br /&gt;
|| 6-9 tiles || The presence is in front of you pretty close by.&lt;br /&gt;
|-&lt;br /&gt;
|| 10-19 tiles || The presence is in front of you fairly close by.&lt;br /&gt;
|-&lt;br /&gt;
|| 20 to ~43 tiles || The presence is some distance away in front of you.&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;gt; ~43 tiles || The pendulum doesn't seem to move.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The messages will indicate the direction of the presence; front, behind, left, and right.  Front being used as the example.&lt;br /&gt;
==Notes==&lt;br /&gt;
*A pendulum cast with Lurker in the woods will no longer function normally, and cannot be used to detect water.&lt;br /&gt;
== Warning ==	 &lt;br /&gt;
There is a risk that this spell will damage or destroy the pendulum if you fail casting it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fo spells]]&lt;br /&gt;
[[Category:Magranon spells]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Babel/L]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Independence&amp;diff=126580</id>
		<title>Independence</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Independence&amp;diff=126580"/>
		<updated>2023-07-28T05:48:28Z</updated>

		<summary type="html">&lt;p&gt;Ame: /* Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{server&lt;br /&gt;
|abbr=Ind&lt;br /&gt;
|image=Independence_01.jpg&lt;br /&gt;
|cluster=freedom&lt;br /&gt;
|date=June 17th, 2009&lt;br /&gt;
|size=4096x4096&lt;br /&gt;
|twitter=WO_Independence&lt;br /&gt;
|mrtg-name=Freedom001&lt;br /&gt;
|forum-url=http://forum.wurmonline.com/index.php?/forum/38-independence/&lt;br /&gt;
|start-towns=[[Settlement:The Howl|The Howl]], [[Settlement:Freedom Market|Freedom Market]]&lt;br /&gt;
|faiths= Fo, Magranon, Vynora, Libila&lt;br /&gt;
|kingdoms=[[Freedom]]&lt;br /&gt;
}}[[CDB|Main]] / [[Server types]] / [[Freedom]] / '''{{PAGENAME}}'''&lt;br /&gt;
==Description==&lt;br /&gt;
Independence is the oldest PVE server, created in June 2009. Initially the server was only open to premium accounts, however in November 2010 it was opened to all players. It is joint 3rd in maps size being 16km², or 4096² tiles.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
Many players speak very highly of the varied terrain on Independence, being such a large island there is definitely something for everyone. From some of the highest mountains in Wurm to huge [[steppe]] fields. Also, with it being one of the oldest servers on Wurm it has a lot of history to find, such as long-ago abandoned mines and areas cut into hillsides that aren't noticeable without close inspection.&lt;br /&gt;
==Spawn settlements==&lt;br /&gt;
* [[Settlement:Freedom Market|Freedom Market]] (M16)&lt;br /&gt;
* [[Settlement:The Howl|The Howl]] (M16)&lt;br /&gt;
* [[Settlement:Haven's Landing|Haven's Landing]] (P21)&lt;br /&gt;
&lt;br /&gt;
==Travel==&lt;br /&gt;
The island may be accessed from the north of the east edge of [[Chaos]], the west of the north edge of [[Deliverance]] and the northern point of the west edge of [[Xanadu]].&lt;br /&gt;
&lt;br /&gt;
You can also [[Plot course|plot a course]] to Independence, allowing you to go from any Southern Freedom Isle server to Independence directly. also works on [[Chaos]] unless enemy's are in your local area.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
The Independence server currently has three different community maps, with each serving a different purpose.&lt;br /&gt;
* [https://forum.wurmonline.com/index.php?/topic/140493-albia-roads-map-of-indy Albia Roads Map] - hand-illustrated infrastructure map with roads, deeds and points of interest&lt;br /&gt;
* [https://forum.wurmonline.com/index.php?/topic/160073-albia-cats-eyes-highways-map-of-indy Albia Cats Eyes Highways Map] - hand-illustrated infrastructure map with [[highway]]s, deeds, and points of interest&lt;br /&gt;
* [https://forum.wurmonline.com/index.php?/topic/191907-the-independence-exploration-map Independence Exploration Map] - searchable online mapdump with [[guard tower]]s, [[mission structures]] and deeds&lt;br /&gt;
* [https://www.wurmnode.com/server/independence/map#z=2&amp;amp;c=-122.09375,155.78125 Wurmnode Independence Map] - online mapdump with [[guard tower]]s, [[mission structures]] and deeds&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Serverstats|address=freedom001.game.wurmonline.com}}&lt;br /&gt;
[[Category:Servers]][[Category:Babel/I]]&lt;/div&gt;</summary>
		<author><name>Ame</name></author>
		
	</entry>
</feed>