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	<updated>2026-06-04T04:14:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wall_fountain&amp;diff=122854</id>
		<title>Wall fountain</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wall_fountain&amp;diff=122854"/>
		<updated>2022-02-27T16:09:10Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Description */  added volume keeping consistency with ornate fountain format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Masonry]] / [[Stone cutting]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=wall_fountain.jpg&lt;br /&gt;
|active=[[stone chisel]]&lt;br /&gt;
|passive=[[stone shards]] (55.00 kg)&lt;br /&gt;
|group=Fountains and wells&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=*'''{{PAGENAME}}''' (50 kg)&lt;br /&gt;
|skill=stone cutting&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
A delicate stone drinking fountain. It can hold 375 liters of [[water]] and [[food]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Fountains will fill automatically with [[water]] when placed above underground water sources which can be found by [[Water_Divining|divining]] with an unenchanted [[pendulum]]. They can be placed above or below ground on a water source tile in order to fill. &lt;br /&gt;
* Fills the same purpose as a [[well]], but with much greater capacity.&lt;br /&gt;
* Placing items inside a fountain will spill enough water out to accommodate for those items.&lt;br /&gt;
* Once built it usually takes around 15 minutes for the fountain to fill.&lt;br /&gt;
* Cannot be picked up. &lt;br /&gt;
* Can be loaded via a Large Cart or a Wagon.&lt;br /&gt;
* Fountains will maintain their functionality when placed inside buildings.&lt;br /&gt;
* Failure to create will consume 5 kg of stone shards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Ornate fountain]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
[[Category:Stone items]]&lt;br /&gt;
[[Category:Fountains and wells]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Poison&amp;diff=121238</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Poison&amp;diff=121238"/>
		<updated>2021-06-26T18:19:03Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:poison icon.jpg|200px|thumb|right|The poison wound icon.]] &lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* Being stung when trying to open a domestic or wild [[bee hive]] without a lit [[bee smoker]] in your inventory.&lt;br /&gt;
* Received from attempting to desecrate an altar.&lt;br /&gt;
* Additionally, poison can be applied via enchanting weapons with [[Venom]].&lt;br /&gt;
* [[Lead lump|Lead]] and [[Copper lump|copper]] weapons cause poison [[wound]]s.&lt;br /&gt;
* Also, the [[Deathcrawler minion]]'s and [[Fog spider]]'s attacks are poisonous.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Poison wounds can be treated with [[farmer's salve]], [[healing cover]]s or healing [[spells]], but not [[cotton]].&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Wounds]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Poison&amp;diff=121237</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Poison&amp;diff=121237"/>
		<updated>2021-06-26T18:18:00Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Sources */  Fixed typo/play on words &amp;quot;Beeing&amp;quot; to &amp;quot;being&amp;quot;. Added altar desecration as a source of wound&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:poison icon.jpg|200px|thumb|right|The poison wound icon.]] &lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* Being stung when trying to open a domestic or wild [[bee hive]] without a lit [[bee smoker]] in your inventory.&lt;br /&gt;
* Received from attempting to desecrate an altar.&lt;br /&gt;
* Additionally, poison can be applied via enchanted weapons with [[Venom]].&lt;br /&gt;
* [[Lead lump|Lead]] and [[Copper lump|copper]] weapons cause poison [[wound]]s.&lt;br /&gt;
* Also, the [[Deathcrawler minion]]'s and [[Fog spider]]'s attacks are poisonous.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Poison wounds can be treated with [[farmer's salve]], [[healing cover]]s or healing [[spells]], but not [[cotton]].&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Wounds]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Steel_and_flint&amp;diff=111291</id>
		<title>Steel and flint</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Steel_and_flint&amp;diff=111291"/>
		<updated>2019-03-31T14:56:00Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: updated minimum steel lump amount for creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Blacksmithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Steel and Flint&lt;br /&gt;
|image=Steel and Flint.png&lt;br /&gt;
|active=[[flint]] (0.10 kg)&lt;br /&gt;
|passive=[[steel lump]] (0.37 kg)&lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* 1x '''{{PAGENAME}}''' (0.40 kg)&lt;br /&gt;
|skill=blacksmithing&lt;br /&gt;
|improve=blacksmithing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A piece of sharp flint and a steel handle, which will produce sparks when struck against each other.''&lt;br /&gt;
&lt;br /&gt;
'''Steel and flint''' is a [[tool]] used to light [[campfire]]s, [[candle]]s, [[charcoal pile]]s, [[forge]]s, [[lamp]]s, [[lantern]]s, [[oven]]s, and [[torch]]es.&lt;br /&gt;
&lt;br /&gt;
== Creating ==&lt;br /&gt;
* The [[quality]] of the [[flint]] affects success chance when creating.&lt;br /&gt;
* The quality of the [[steel lump]] affects the quality of the finished steel and flint.&lt;br /&gt;
* Neither the flint nor the steel lump need to be [[Temperature|glowing hot]] to begin creation.&lt;br /&gt;
&lt;br /&gt;
== Using ==&lt;br /&gt;
To light something up, activate the steel and flint, right-click the [[item]] you want to light up and select 'Light'.&lt;br /&gt;
&lt;br /&gt;
To snuff a candle, lamp, lantern or torch, right-click it, and select 'Snuff'.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* A 50 [[Quality]] version of this item is included in the beginner tool pack. This steel and flint is kept upon PvE [[death]].&lt;br /&gt;
* Use of the steel and flint to ignite any kind of fire gives [[firemaking|firemaking skill]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Steel products]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fishing_pole&amp;diff=110106</id>
		<title>Fishing pole</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fishing_pole&amp;diff=110106"/>
		<updated>2019-01-27T03:17:45Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{WIP|Links may not function as intended or be broken while we continue to update!}}&lt;br /&gt;
&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Fishing rod.png&lt;br /&gt;
|active=[[carving knife]]&lt;br /&gt;
|passive=[[shaft]] (1.00 kg)&lt;br /&gt;
|group=Construction material&lt;br /&gt;
|materials= no&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.86 kg)&lt;br /&gt;
* Shaft (0.14 kg)&lt;br /&gt;
|skill=carpentry&lt;br /&gt;
|improve=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A thin shaft that could be used to fish with. It is made from cedarwood. It could be improved with a log. Requires a basic fishing line to be able to be used for fishing.''&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* Can be used for [[fishing]]&lt;br /&gt;
** Poles should only be used in shallow water, to catch small fish. &lt;br /&gt;
** A pole may be extended into a [[fishing rod]] to catch a wider variety of fish.&lt;br /&gt;
** [[Reel]]s can not be used with {{PAGENAME}}&lt;br /&gt;
* Contains an ''empty basic fishing line slot''; however, this slot must be empty when combining with a shaft to create a fishing rod.&lt;br /&gt;
** If it is not empty, you will see {{event|inline|Fishing pole must be empty to be able to make a fishing rod.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Can be used for [[fishing]], but a [[fishing pole]] can not be equipped with a [[reel]] - only a [[fishing rod]] can have a reel.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Fishing rod]]&lt;br /&gt;
* [[Reel]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fishing&amp;diff=110104</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fishing&amp;diff=110104"/>
		<updated>2019-01-27T02:59:14Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Fishing''' is the skill of catching [[fish]]. It affects the types of fish caught, their weight, and your overall success rate in catching fish.&lt;br /&gt;
&lt;br /&gt;
You will need a fishing pole or rod, equipped with a fishing reel, fishing line, float and hook. &lt;br /&gt;
You can also catch small fish using a [[fishing net]]. &lt;br /&gt;
&lt;br /&gt;
A [[Tackle box]] can help keep your accessories organized.&lt;br /&gt;
&lt;br /&gt;
In order to catch fish you must &amp;quot;click&amp;quot; the water once your event tab says &amp;quot;You feel something nibble on the line&amp;quot;. You are then skillchecked and proceed to reel in the fish or miss the fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fishing Reels'''&lt;br /&gt;
There are four types of fishing reels, which are used for catching different types of fish: &lt;br /&gt;
    Light fishing reel   &lt;br /&gt;
    Medium fishing reel&lt;br /&gt;
    [[Deep water fishing reel]]&lt;br /&gt;
    Professional fishing reel&lt;br /&gt;
&lt;br /&gt;
Fishing Reels are added to rods so that they can be used for fishing.  A fishing reel holds up to 1 line (which in turn may contain other things), and may be placed in a rod.  Fishing Reels will take damage from use, with rare fishing reels taking less damage.&lt;br /&gt;
&lt;br /&gt;
Rare reels also make it easier to reel the fish in. ﻿&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Handles]]'''&lt;br /&gt;
Different handles are used when making certain reels, they are:&lt;br /&gt;
    [[Handle]] -  same item as current in-game version.&lt;br /&gt;
    [[Leather wound handle]] -  same item as current in-game version&lt;br /&gt;
    [[Reinforced handle]]&lt;br /&gt;
    Padded handle&lt;br /&gt;
&lt;br /&gt;
'''[[Fishing Line]]'''&lt;br /&gt;
    [[Basic fishing line]] - used on pole, may only contain a (wood or metal) hook&lt;br /&gt;
    [[Light fishing line]] - used on basic fishing reel, used to catch smaller fish&lt;br /&gt;
    [[Medium fishing line]] - used on fine fishing reel, used to catch medium fish&lt;br /&gt;
    [[Heavy fishing line]] - used on deep water fishing reel, used to catch large fish&lt;br /&gt;
    [[Braided fishing line]] - used on professional fishing reel, used to catch ‘special’ fish&lt;br /&gt;
&lt;br /&gt;
'''[[Float]]s'''&lt;br /&gt;
Floats can be added to lines which affects which fish are more likely to be caught. There are 4 types of float: &lt;br /&gt;
&lt;br /&gt;
    [[Feather|Feathers]] - part of butchered loot from rooster, pheasant and hen.&lt;br /&gt;
    [[Twig]] - found on bush tiles.&lt;br /&gt;
    [[Small moss]] - taken from moss. Cut a piece of moss with a carving knife.&lt;br /&gt;
    [[Bark]] - found on overaged birch trees, with an awl equipped.&lt;br /&gt;
&lt;br /&gt;
Floats will take damage over time when used, and will need replacing from time to time. They will auto-replace from the same float type in the tackle box at the end of a fish action.&lt;br /&gt;
Rare floats will take less damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Hook]]s'''&lt;br /&gt;
Hooks are added to lines to catch fish.  There are 3 types of hook:&lt;br /&gt;
    [[Wooden fishing hook]] - same as current item, better for fly fishing&lt;br /&gt;
    [[Metal fishing hook]] - same as current item, better for deep water / sea fishing&lt;br /&gt;
    [[Bone fishing hook]] - made from goblin skulls&lt;br /&gt;
&lt;br /&gt;
Hooks behave as a container, which may contain bait, and will take damage over time as they are used. They will be auto-replaced using the same hook type from the tackle box at the end of fish action if necessary; if a hook is replaced, the bait will not be auto-replaced.&lt;br /&gt;
Rare hooks are better at keeping a fish on the hook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wood type will affect how fast a fish turns up. The default is a modifier of 1, and is additive to the default modifier, so creating the right hook can nearly halve the time for a fish to turn up. The lower the modifier in the chart below, the quicker the interval of time in which the fish turns up, i.e. the more effective the hook. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wood Type !! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Cedar || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Fir || 85%&lt;br /&gt;
|-&lt;br /&gt;
| Pine || 95%&lt;br /&gt;
|-&lt;br /&gt;
| Lemon and Orange || 75%&lt;br /&gt;
|-&lt;br /&gt;
| Apple || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Oleander || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
=== Rod fishing ===&lt;br /&gt;
# Right-click on a tile or boat &amp;gt; '''Start fishing'''&lt;br /&gt;
# A timer begins for casting. Cast by moving the mouse. When the circle is not red, left-click to cast at that spot.&lt;br /&gt;
# A 2nd timer starts (3 minutes). During this time, the following can happen:&lt;br /&gt;
* After a delay, a fish will appear and swim to the hook where it will take a bite (the float bobs up and down as well as the line moves).&lt;br /&gt;
* You have a limited time to try to hook the fish.&lt;br /&gt;
* If you manage to hook a fish it will try to get away, during this time you may see the fish moving away from or closer to you.&lt;br /&gt;
** If the fish gets too far away, it will escape.&lt;br /&gt;
** If the fish gets close to you, it will be caught.&lt;br /&gt;
** There is a possibility for the rod to break (actually the rod stays with you but you loose the reel and anything in it).&lt;br /&gt;
** There is a possibility for the line to snap (you will loose anything that was on the line as well).&lt;br /&gt;
*If you tried and failed to hook the fish, your fishing session is over.&lt;br /&gt;
*If you did not try to hook the fish, it will swim away, and after a delay another will turn up.&lt;br /&gt;
===Spear fishing===&lt;br /&gt;
# Right-click on a tile &amp;gt; '''Start fishing''&lt;br /&gt;
# A timer will start, waiting for fish to arrive.&lt;br /&gt;
*A fish will appear and slowly swim fairly close to you. It will pass just in front of you.&lt;br /&gt;
*You can try to spear it by launching your spear (e.g. left-click) near the fish.&lt;br /&gt;
**If you hit it, you catch a fish.&lt;br /&gt;
**If you miss it, it will swim away. It’s also possible to hit your own foot!&lt;br /&gt;
*If you decide to leave the fish alone, it will swim on past. Once out of range after a delay a new fish should turn up.&lt;br /&gt;
===Net fishing===&lt;br /&gt;
# Right-click on a tile &amp;gt; '''Start fishing''&lt;br /&gt;
# A timer will start, waiting for fish to arrive.&lt;br /&gt;
*The net will sway on screen and no other action is required&lt;br /&gt;
** Nets will need to be emptied once a item is cough &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Bait]]'''&lt;br /&gt;
&lt;br /&gt;
When used on a hook, baits increase the chance of catching a particular fish. There are 12 types of bait: &lt;br /&gt;
    [[Fly]] - You catch these using a pottery jar with a bit of honey in it, on animals that require grooming.&lt;br /&gt;
    [[Cheese piece]] - Cheese Broken into smaller pieces.&lt;br /&gt;
    [[Dough ball]] - a small ball of dough.&lt;br /&gt;
    [[Wurm]] - Found on dirt and mycelium tiles.&lt;br /&gt;
    [[Sardine|Sardines]] - Caught using fishing nets in shallows.&lt;br /&gt;
    [[Roach]] - Caught in shallow waters.&lt;br /&gt;
    [[Perch]] - Caught in shallow waters.&lt;br /&gt;
    [[Minnow|Minnow]] - Caught in caves.&lt;br /&gt;
    [[Bit of fish]] - Small fish chopped up.&lt;br /&gt;
    [[Grub]] - Found in shrivelled trees, prised out using an awl.&lt;br /&gt;
    [[Grain of wheat]] - from wheat!&lt;br /&gt;
    [[Corn kernel]] - from corn.&lt;br /&gt;
&lt;br /&gt;
Each time a fish bites on a baited line, the bait will take damage (e.g. the fish eats a bit of it).  Bait is not required to catch fish (i.e. you can catch fish without bait), but the chances are a lot lower. Different fish prefer different bait. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General Attributes of Fish Types:'''&lt;br /&gt;
All fish now have a set of attributes which determine where and when they are more likely to be caught: &lt;br /&gt;
&lt;br /&gt;
    Preferred water type (lake, sea, etc)&lt;br /&gt;
    Minimum and maximum depth.&lt;br /&gt;
    Feeding height.&lt;br /&gt;
    Rod types.&lt;br /&gt;
    Time of day - some fish like to feed in the morning, afternoon, evening or even at night&lt;br /&gt;
    Baits - each fish has a favorite bait, some baits it likes, others it is less likely to eat, and some it will never touch.&lt;br /&gt;
    Outside or in caves - some fish are only found underground&lt;br /&gt;
    Rare fish can only be caught on special tiles (which are out at sea). ﻿&lt;br /&gt;
&lt;br /&gt;
== Types of Fish Harvestable Through Fishing (More Info Also Found on [[Fish]] Page) ==&lt;br /&gt;
&lt;br /&gt;
===Cave Fish===&lt;br /&gt;
*[[Minnow|Minnow]]               ? kg/ql&lt;br /&gt;
*[[Loach]]             0.02 kg/ql&lt;br /&gt;
*[[Wurmfish]]          0.05 kg/ql&lt;br /&gt;
&lt;br /&gt;
===Shore Fish===&lt;br /&gt;
*[[Sardine|Sardine]]              ?  kg/ql&lt;br /&gt;
*[[Roach]]            0.002  kg/ql&lt;br /&gt;
*[[Perch]]            0.005  kg/ql&lt;br /&gt;
*[[clam|Clam]]         0.02  kg/ql&lt;br /&gt;
*[[Brook trout]]       0.03  kg/ql&lt;br /&gt;
*[[Pike]]              0.06  kg/ql&lt;br /&gt;
*[[Carp]]              0.16  kg/ql&lt;br /&gt;
*[[Catfish]]           0.25  kg/ql&lt;br /&gt;
&lt;br /&gt;
===Ocean Fish===&lt;br /&gt;
*[[Herring]]           0.003 kg/ql&lt;br /&gt;
*[[Smallmouth bass]]    0.04 kg/ql&lt;br /&gt;
*[[Snook]]               0.2 kg/ql&lt;br /&gt;
*[[Salmon|Salmon]]         ? kg/ql&lt;br /&gt;
&lt;br /&gt;
===Special tile fish===&lt;br /&gt;
*[[Octopus (fishing)|Octopus]] 0.1 kg/ql&lt;br /&gt;
*[[Sailfish]]       0.1 kg/ql&lt;br /&gt;
::Sailfish have a high chance to snap your fishing line compared to other fish of the same size.&lt;br /&gt;
*[[Dorado]]           0.3 kg/ql&lt;br /&gt;
*[[Blue shark]]   0.4 kg/ql&lt;br /&gt;
*[[Tuna]]               0.6 kg/ql&lt;br /&gt;
*[[Marlin]]           2.0 kg/ql&lt;br /&gt;
*[[White shark]] 2.0 kg/ql&lt;br /&gt;
&lt;br /&gt;
'''Note''' - Not all marine life in Wurm is catchable with a fishing rod. Marine life falling into this category must be killed in combat or die on its own somehow in order to be harvested from the sea.&lt;br /&gt;
&lt;br /&gt;
== Special Fishing Tiles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In certain locations, far out at sea, one can find what are known as &amp;quot;special fishing tiles&amp;quot;. These tiles are special because of their relatively low number Wurm-wide as well as the special types of fish which can be found there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Special fishing tiles will move with the seasons and provide different fish. This occurs at the beginning of a [[Wurm Universe|season change]].&lt;br /&gt;
* Non-special fish types may be caught on special tiles, but special fish can only be caught on special tiles, and a lesser chance if close to a center spot.&lt;br /&gt;
* These areas can overlap, so its possible to find places where two special fish can be caught. &lt;br /&gt;
* Aside from blind searching and perhaps some luck, a [[Lurker in the deep]] pendulum can be used to locate these special tiles.&lt;br /&gt;
* Special fishing tiles can disappear if the terrain around them is modified.&lt;br /&gt;
&lt;br /&gt;
== Rarity in Fishing==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain rarity bonuses have been discovered for both fish and fishing rods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fish'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Rare rolls occur at the &amp;quot;Something Bites&amp;quot; event message:  &amp;lt;br /&amp;gt;{{event|inline|You have a moment of inspiration...&amp;lt;br/&amp;gt;Something bites.}}&amp;lt;br /&amp;gt;&lt;br /&gt;
(Upon receiving this message, one of three things will then happen: a rare fish is succesfully caught, the line snaps, or the fish simply gets away.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* At lower skill, you may lose these fish more often than at higher skill levels. These fish are also slightly heavier than a regular fish of the same quality level and species. &lt;br /&gt;
&lt;br /&gt;
* Rare fish can be used in meals, but they will not make the meal rare. &lt;br /&gt;
&lt;br /&gt;
* Butchering rare fish will not give rare fillets. &lt;br /&gt;
&lt;br /&gt;
* They may be [[sacrifice|sacrificed]] at an altar for a basic food/water bar refresh like all other rares.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Rods and poles can be stored in a [[fishing rod rack]]&lt;br /&gt;
&lt;br /&gt;
* Fish can be stored in water using a [[Fish keep net]] to reduce decay&lt;br /&gt;
&lt;br /&gt;
* Catching heavier fish comes with a higher chance of line breakage. &lt;br /&gt;
&lt;br /&gt;
* Some shore fish can also be caught out in ocean waters, usually at a higher quality than they would be found closer to shore. &lt;br /&gt;
&lt;br /&gt;
* Typically, lighter fish are much easier to catch at high quality, with q50+ roach and perch not being uncommon for even a beginning fisher. &lt;br /&gt;
&lt;br /&gt;
* You can get better fish in deeper water. This water depth is the same depth that first triggers the &amp;quot;Out to Sea&amp;quot; achievement.&lt;br /&gt;
&lt;br /&gt;
* Larger fish start giving less than 1 fillet per 0.3 kg, and cap at 50 fillets per fish. This max cap tends to occur at around the 15 kg mark, but is also thought to be possibly related to the [[butchering]] skill.&lt;br /&gt;
&lt;br /&gt;
* When catching white or blue sharks, they deal a small [[poison]] damage wound. If left to heal naturally, this has a very small chance to kill you on the healing tick.&lt;br /&gt;
&lt;br /&gt;
* Willow rods take less damage from catching heavy fish.&lt;br /&gt;
&lt;br /&gt;
* Skill gain only happens on successfully hooking, or when the fish gets reeled in or otherwise catching a fish&lt;br /&gt;
&lt;br /&gt;
* Fishing is close to impossible in small pools (less than 4x4) of water. &lt;br /&gt;
&lt;br /&gt;
* It is possible to fish underground and inside of caves, but the available species of fish found here will be limited.&lt;br /&gt;
&lt;br /&gt;
* Fishing 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;
* The higher the quality of the fish, the more weight the fish will have. Each species has a weight-to-quality ratio. For example, a high quality roach will likely never outweigh any quality of catfish.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
&lt;br /&gt;
* Fisherman/Fisherwoman at 50 skill&lt;br /&gt;
* Angler at 70 skill&lt;br /&gt;
* Kingfisher at 90 skill&lt;br /&gt;
*'''Hooked on Fishing''' at 100 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Archaeology_journal&amp;diff=108886</id>
		<title>Archaeology journal</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Archaeology_journal&amp;diff=108886"/>
		<updated>2018-11-06T04:23:42Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Leatherworking]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Archaeology Journal&lt;br /&gt;
|image=archaeology journal.jpg&lt;br /&gt;
|active=[[book]]&lt;br /&gt;
|passive=[[strip of leather]] (0.01 kg)&lt;br /&gt;
|materials=* 1x [[Book]]&lt;br /&gt;
* 3x [[strip of leather]] &lt;br /&gt;
|group=Writing&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (0.20 kg)&lt;br /&gt;
|skill=leatherworking&lt;br /&gt;
|combinable=no&lt;br /&gt;
|improve=leatherworking}}&lt;br /&gt;
&lt;br /&gt;
== Description == &lt;br /&gt;
&lt;br /&gt;
A journal with which to track archaeological findings and information. &lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
*Use a [[Book]] and 3 leather strips to make an Archaeology Journal. An unfinished journal will be created at 1/5 of your leatherworking skill with each following leather strip improving its quality until the journal is finished. &lt;br /&gt;
*The book's quality and also the finished journal can be improved but note that the book will use cloth tailoring tools but give papyrus skill and the journal will use leatherworking tools and also give leatherworking skill.&lt;br /&gt;
*Journals will now hold a number of reports up to the ql of the journal, with a minimum of 22. &lt;br /&gt;
*Placing a piece of paper or papyrus greater than 30ql inside the journal will automatically turn it into a blank report&lt;br /&gt;
*Reports can also now be moved in and out of journals via drag and drop.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Data will automatically record to reports/pages as it is found via the archaeological investigation process. This is only if the journal is in the inventory, not inside of a backpack or other container in the inventory.&lt;br /&gt;
* Once a report includes sufficient information, it can then be used at any time to locate the deed studied therein. With sufficient information in a report, the option to &amp;quot;Get Direction&amp;quot; may also appear on that report from the right-click menu. Selecting this will tell the player some approximate directional information for that antiquated deed's location, relative to the player's location: [01:47:47] Reading details from the report, Hidden Valley Ranch looks like it may have been quite distant to the north. &lt;br /&gt;
** As of the October 4, 2018 patch, the &amp;quot;Get Direction&amp;quot; option will also show the player exactly where the center tile of that deed once stood. A player can then stand on that tile, once located, and utilize the same &amp;quot;Get Direction&amp;quot; command to then unearth a special cache from that prior deed. Simply follow the directions given while trying &amp;quot;Get Direction&amp;quot; on different tiles. Once located, this cache will hold a variety of unidentified archaeology fragments with a higher chance at statue fragments in addition to a special relic attributed to that old deed. Once this cache is unearthed, the report used to find it will be consumed. The amount of fragments a player may find at this juncture is determined by their archaeology skill and the utilized report's quality with a minimum of 10.&lt;br /&gt;
&lt;br /&gt;
''[18:44:30] You spot something glinting in the ground and start pulling it free...''&lt;br /&gt;
''[18:44:44] As you discover a Rocky Coast hidden cache the report is crumpled up and ruined.''&lt;br /&gt;
''[18:45:02] A small chest that rattles with the sound of some item fragments inside. It is made from birchwood. Ql: 37.456696, Dam: 0.0.''&lt;br /&gt;
&lt;br /&gt;
* You do not need a pen, ink, or dye for any part of the use or making of an archaeology journal.&lt;br /&gt;
* The more you investigate old deeds, the more information will be added to the record.&lt;br /&gt;
* Reports can only be read on the server that they were created on. On any other server you will get the message &amp;quot;The report seems to be written in some foreign language. Perhaps it is meant for a village from some distance lands&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Archaeology_journal&amp;diff=108885</id>
		<title>Archaeology journal</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Archaeology_journal&amp;diff=108885"/>
		<updated>2018-11-06T04:19:37Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Leatherworking]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Archaeology Journal&lt;br /&gt;
|image=archaeology journal.jpg&lt;br /&gt;
|active=[[book]]&lt;br /&gt;
|passive=[[strip of leather]] (0.01 kg)&lt;br /&gt;
|materials=* 1x [[Book]]&lt;br /&gt;
* 3x [[strip of leather]] &lt;br /&gt;
|group=Writing&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (0.20 kg)&lt;br /&gt;
|skill=leatherworking&lt;br /&gt;
|combinable=no&lt;br /&gt;
|improve=leatherworking}}&lt;br /&gt;
&lt;br /&gt;
== Description == &lt;br /&gt;
&lt;br /&gt;
A journal with which to track archaeological findings and information. &lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
*Use a [[Book]] and 3 leather strips to make an Archaeology Journal. An unfinished journal will be created at 1/5 of your leatherworking skill with each following leather strip improving its quality until the journal is finished. The book's quality and also the finished journal can be improved but note that the book will use cloth tailoring tools but give papyrus skill and the journal will use leatherworking tools and also give leatherworking skill.&lt;br /&gt;
*Journals will now hold a number of reports up to the ql of the journal, with a minimum of 22. &lt;br /&gt;
*Placing a piece of paper or papyrus greater than 30ql inside the journal will automatically turn it into a blank report&lt;br /&gt;
*Reports can also now be moved in and out of journals via drag and drop.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Data will automatically record to reports/pages as it is found via the archaeological investigation process. This is only if the journal is in the inventory, not inside of a backpack or other container in the inventory.&lt;br /&gt;
* Once a report includes sufficient information, it can then be used at any time to locate the deed studied therein. With sufficient information in a report, the option to &amp;quot;Get Direction&amp;quot; may also appear on that report from the right-click menu. Selecting this will tell the player some approximate directional information for that antiquated deed's location, relative to the player's location: [01:47:47] Reading details from the report, Hidden Valley Ranch looks like it may have been quite distant to the north. &lt;br /&gt;
** As of the October 4, 2018 patch, the &amp;quot;Get Direction&amp;quot; option will also show the player exactly where the center tile of that deed once stood. A player can then stand on that tile, once located, and utilize the same &amp;quot;Get Direction&amp;quot; command to then unearth a special cache from that prior deed. Simply follow the directions given while trying &amp;quot;Get Direction&amp;quot; on different tiles. Once located, this cache will hold a variety of unidentified archaeology fragments with a higher chance at statue fragments in addition to a special relic attributed to that old deed. Once this cache is unearthed, the report used to find it will be consumed. The amount of fragments a player may find at this juncture is determined by their archaeology skill and the utilized report's quality with a minimum of 10.&lt;br /&gt;
&lt;br /&gt;
''[18:44:30] You spot something glinting in the ground and start pulling it free...''&lt;br /&gt;
''[18:44:44] As you discover a Rocky Coast hidden cache the report is crumpled up and ruined.''&lt;br /&gt;
''[18:45:02] A small chest that rattles with the sound of some item fragments inside. It is made from birchwood. Ql: 37.456696, Dam: 0.0.''&lt;br /&gt;
&lt;br /&gt;
* You do not need a pen, ink, or dye for any part of the use or making of an archaeology journal.&lt;br /&gt;
* The more you investigate old deeds, the more information will be added to the record.&lt;br /&gt;
* Reports can only be read on the server that they were created on. On any other server you will get the message &amp;quot;The report seems to be written in some foreign language. Perhaps it is meant for a village from some distance lands&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Archaeology_journal&amp;diff=108884</id>
		<title>Archaeology journal</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Archaeology_journal&amp;diff=108884"/>
		<updated>2018-11-06T04:18:13Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Leatherworking]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Archaeology Journal&lt;br /&gt;
|image=archaeology journal.jpg&lt;br /&gt;
|active=[[book]]&lt;br /&gt;
|passive=[[strip of leather]] (0.01 kg)&lt;br /&gt;
|materials=* 1x [[Book]]&lt;br /&gt;
* 3x [[strip of leather]] &lt;br /&gt;
|group=Writing&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (0.20 kg)&lt;br /&gt;
|skill=leatherworking&lt;br /&gt;
|combinable=no&lt;br /&gt;
|improve=leatherworking}}&lt;br /&gt;
&lt;br /&gt;
== Description == &lt;br /&gt;
&lt;br /&gt;
A journal with which to track archaeological findings and information. &lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
*Use a [[Book]] and 3 leather strips to make an Archaeology Journal. An unfinished journal will be created at 1/5 of your leatherworking skill. The book's quality and also the finished journal can be improved but note that the book will use cloth tailoring tools but give papyrus skill and the journal will use leatherworking tools and also give leatherworking skill.&lt;br /&gt;
*Journals will now hold a number of reports up to the ql of the journal, with a minimum of 22. &lt;br /&gt;
*Placing a piece of paper or papyrus greater than 30ql inside the journal will automatically turn it into a blank report&lt;br /&gt;
*Reports can also now be moved in and out of journals via drag and drop.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Data will automatically record to reports/pages as it is found via the archaeological investigation process. This is only if the journal is in the inventory, not inside of a backpack or other container in the inventory.&lt;br /&gt;
* Once a report includes sufficient information, it can then be used at any time to locate the deed studied therein. With sufficient information in a report, the option to &amp;quot;Get Direction&amp;quot; may also appear on that report from the right-click menu. Selecting this will tell the player some approximate directional information for that antiquated deed's location, relative to the player's location: [01:47:47] Reading details from the report, Hidden Valley Ranch looks like it may have been quite distant to the north. &lt;br /&gt;
** As of the October 4, 2018 patch, the &amp;quot;Get Direction&amp;quot; option will also show the player exactly where the center tile of that deed once stood. A player can then stand on that tile, once located, and utilize the same &amp;quot;Get Direction&amp;quot; command to then unearth a special cache from that prior deed. Simply follow the directions given while trying &amp;quot;Get Direction&amp;quot; on different tiles. Once located, this cache will hold a variety of unidentified archaeology fragments with a higher chance at statue fragments in addition to a special relic attributed to that old deed. Once this cache is unearthed, the report used to find it will be consumed. The amount of fragments a player may find at this juncture is determined by their archaeology skill and the utilized report's quality with a minimum of 10.&lt;br /&gt;
&lt;br /&gt;
''[18:44:30] You spot something glinting in the ground and start pulling it free...''&lt;br /&gt;
''[18:44:44] As you discover a Rocky Coast hidden cache the report is crumpled up and ruined.''&lt;br /&gt;
''[18:45:02] A small chest that rattles with the sound of some item fragments inside. It is made from birchwood. Ql: 37.456696, Dam: 0.0.''&lt;br /&gt;
&lt;br /&gt;
* You do not need a pen, ink, or dye for any part of the use or making of an archaeology journal.&lt;br /&gt;
* The more you investigate old deeds, the more information will be added to the record.&lt;br /&gt;
* Reports can only be read on the server that they were created on. On any other server you will get the message &amp;quot;The report seems to be written in some foreign language. Perhaps it is meant for a village from some distance lands&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Archaeology_journal&amp;diff=108883</id>
		<title>Archaeology journal</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Archaeology_journal&amp;diff=108883"/>
		<updated>2018-11-06T04:01:15Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Creation */ added some info and remove recipe for book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Leatherworking]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Archaeology Journal&lt;br /&gt;
|image=archaeology journal.jpg&lt;br /&gt;
|active=[[book]]&lt;br /&gt;
|passive=[[strip of leather]] (0.01 kg)&lt;br /&gt;
|materials=* 1x [[Book]]&lt;br /&gt;
* 3x [[strip of leather]] &lt;br /&gt;
|group=Writing&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (0.20 kg)&lt;br /&gt;
|skill=leatherworking&lt;br /&gt;
|combinable=no&lt;br /&gt;
|improve=leatherworking}}&lt;br /&gt;
&lt;br /&gt;
== Description == &lt;br /&gt;
&lt;br /&gt;
A journal with which to track archaeological findings and information. &lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
*Use a [[Book]] and 3 leather strips to make an Archaeology Journal. The book's quality and also the finished journal can be improved but note that the book will use cloth tailoring tools but give papyrus skill and the journal will use leatherworking tools and also give leatherworking skill.&lt;br /&gt;
*Journals will now hold a number of reports up to the ql of the journal, with a minimum of 22. &lt;br /&gt;
*Placing a piece of paper or papyrus greater than 30ql inside the journal will automatically turn it into a blank report&lt;br /&gt;
*Reports can also now be moved in and out of journals via drag and drop.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Data will automatically record to reports/pages as it is found via the archaeological investigation process. This is only if the journal is in the inventory, not inside of a backpack or other container in the inventory.&lt;br /&gt;
* Once a report includes sufficient information, it can then be used at any time to locate the deed studied therein. With sufficient information in a report, the option to &amp;quot;Get Direction&amp;quot; may also appear on that report from the right-click menu. Selecting this will tell the player some approximate directional information for that antiquated deed's location, relative to the player's location: [01:47:47] Reading details from the report, Hidden Valley Ranch looks like it may have been quite distant to the north. &lt;br /&gt;
** As of the October 4, 2018 patch, the &amp;quot;Get Direction&amp;quot; option will also show the player exactly where the center tile of that deed once stood. A player can then stand on that tile, once located, and utilize the same &amp;quot;Get Direction&amp;quot; command to then unearth a special cache from that prior deed. Simply follow the directions given while trying &amp;quot;Get Direction&amp;quot; on different tiles. Once located, this cache will hold a variety of unidentified archaeology fragments with a higher chance at statue fragments in addition to a special relic attributed to that old deed. Once this cache is unearthed, the report used to find it will be consumed. The amount of fragments a player may find at this juncture is determined by their archaeology skill and the utilized report's quality with a minimum of 10.&lt;br /&gt;
&lt;br /&gt;
''[18:44:30] You spot something glinting in the ground and start pulling it free...''&lt;br /&gt;
''[18:44:44] As you discover a Rocky Coast hidden cache the report is crumpled up and ruined.''&lt;br /&gt;
''[18:45:02] A small chest that rattles with the sound of some item fragments inside. It is made from birchwood. Ql: 37.456696, Dam: 0.0.''&lt;br /&gt;
&lt;br /&gt;
* You do not need a pen, ink, or dye for any part of the use or making of an archaeology journal.&lt;br /&gt;
* The more you investigate old deeds, the more information will be added to the record.&lt;br /&gt;
* Reports can only be read on the server that they were created on. On any other server you will get the message &amp;quot;The report seems to be written in some foreign language. Perhaps it is meant for a village from some distance lands&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Book&amp;diff=108882</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Book&amp;diff=108882"/>
		<updated>2018-11-06T03:53:01Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Notes */  added some creation and imp info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / [[Papyrusmaking]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Book&lt;br /&gt;
|image=Book.png&lt;br /&gt;
|active=[[string of cloth]]&lt;br /&gt;
|passive=[[papyrus sheet]] or [[paper sheet]] (0.01 kg)&lt;br /&gt;
|materials= no&lt;br /&gt;
|group=Writing&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (0.20 kg)&lt;br /&gt;
|skill=papyrusmaking&lt;br /&gt;
|combinable=no&lt;br /&gt;
|improve=cloth tailoring}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A small book with a dyeable cover. Can be used to hold papyrus or paper sheets.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Can hold a maximum of 10 inscribed sheets of paper or papyrus&lt;br /&gt;
* Place-able as a decoration on furniture.&lt;br /&gt;
* Used to make [[Almanac]] or [[Archaeology journal]].&lt;br /&gt;
* Creation quality is capped at 1/5 of Papyrusmaking skill.&lt;br /&gt;
* Improves with Cloth Tailoring tools and gives Papyrusmaking skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Book&amp;diff=108881</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Book&amp;diff=108881"/>
		<updated>2018-11-06T03:51:57Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / [[Papyrusmaking]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Book&lt;br /&gt;
|image=Book.png&lt;br /&gt;
|active=[[string of cloth]]&lt;br /&gt;
|passive=[[papyrus sheet]] or [[paper sheet]] (0.01 kg)&lt;br /&gt;
|materials= no&lt;br /&gt;
|group=Writing&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (0.20 kg)&lt;br /&gt;
|skill=papyrusmaking&lt;br /&gt;
|combinable=no&lt;br /&gt;
|improve=cloth tailoring}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A small book with a dyeable cover. Can be used to hold papyrus or paper sheets.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Can hold a maximum of 10 inscribed sheets of paper or papyrus&lt;br /&gt;
* Place-able as a decoration on furniture.&lt;br /&gt;
* Used to make [[Almanac]] or [[Archaeology journal]].&lt;br /&gt;
* Creation quality is capped at 1/5 of Papyrusmaking skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Paper_sheet&amp;diff=108880</id>
		<title>Paper sheet</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Paper_sheet&amp;diff=108880"/>
		<updated>2018-11-06T03:49:42Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* See Also */   added book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / [[Papyrusmaking]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Paper sheet&lt;br /&gt;
|image=paper.png&lt;br /&gt;
|active=[[press]]&lt;br /&gt;
|passive=[[wood pulp]] (3.00 kg)&lt;br /&gt;
|materials= no&lt;br /&gt;
|group=Writing&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (0.01 kg)&lt;br /&gt;
|skill=papyrusmaking&lt;br /&gt;
|combinable=no&lt;br /&gt;
|improve=no}}&lt;br /&gt;
== Description ==&lt;br /&gt;
''A flat piece of paper made from pressed wood pulp.''&lt;br /&gt;
&lt;br /&gt;
{{Inscribing}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Book]]&lt;br /&gt;
* [[Papyrus sheet]]&lt;br /&gt;
* [[Press]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Papyrus_sheet&amp;diff=108879</id>
		<title>Papyrus sheet</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Papyrus_sheet&amp;diff=108879"/>
		<updated>2018-11-06T03:49:02Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* See Also */   added book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / [[Papyrusmaking]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Papyrus sheet&lt;br /&gt;
|active=[[press]]&lt;br /&gt;
|passive=[[reed fibre]] (0.01 kg)&lt;br /&gt;
|materials= no&lt;br /&gt;
|group=Writing&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (0.01 kg)&lt;br /&gt;
|skill=papyrusmaking&lt;br /&gt;
|combinable=no&lt;br /&gt;
|improve=no}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Blank: ''A flat piece of papyrus made from pressed reed fibre. It is possible to inscribe on the papyrus sheet if you know how.''&lt;br /&gt;
&lt;br /&gt;
Inscribed: ''A flat piece of papyrus made from pressed reed fibre. It appears the papyrus sheet has something written on it.''&lt;br /&gt;
&lt;br /&gt;
{{Inscribing}}&lt;br /&gt;
&lt;br /&gt;
== Mail ==&lt;br /&gt;
You can mail the inscribed papyrus sheet for a reduced cost of 1i to any server in the same server cluster. &lt;br /&gt;
&lt;br /&gt;
Sending cross server does not double the cost, but: &lt;br /&gt;
&lt;br /&gt;
''If &amp;lt;playername&amp;gt; does not return or accept the item before it expires (usually in two weeks), it will be lost. The inter-island mail service can not handle expired returns.''&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Failure to create a papyrus sheet will use 0.001kg of the reed fibre.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Book]]&lt;br /&gt;
* [[Paper sheet]]&lt;br /&gt;
* [[Press]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Papyrusmaking&amp;diff=108878</id>
		<title>Papyrusmaking</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Papyrusmaking&amp;diff=108878"/>
		<updated>2018-11-06T03:46:29Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: added book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Papyrusmaking''' is a [[skill]] used when making [[papyrus sheet]]s, [[paper sheet]]s and [[wax sealing kit]]s.&lt;br /&gt;
[[Book]]s can be made using either of these sheets along with a [[string of cloth]].&lt;br /&gt;
&lt;br /&gt;
Papyrusmaking gives [[nature]], [[soul depth]] and [[body strength]] gains.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
* Papermaker at 50 skill&lt;br /&gt;
* Pulp-beater at 70 skill&lt;br /&gt;
* Book Maker at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108767</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108767"/>
		<updated>2018-10-17T03:06:26Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[charcoal]] and [[iron lump|Iron]]  &lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Success chance and average quality of metal created are affected by the first component of each alloy.&lt;br /&gt;
*Zinc for Brass&lt;br /&gt;
*Tin for Bronze&lt;br /&gt;
*Charcoal for Steel&lt;br /&gt;
*Gold for Electrum&lt;br /&gt;
&lt;br /&gt;
Max quality is equal to the quality of the second component of each alloy. &lt;br /&gt;
*Iron for Steel&lt;br /&gt;
*Copper for Brass and Bronze&lt;br /&gt;
*Silver for Electrum&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects success chance and average quality of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The metals can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easier to start gaining skill by making bronze or brass before moving on to steel or electrum. The charcoal for steel requires hunting and butchering from mobs or the use of a [[charcoal pile]]. Gold and Silver tend to be less plentiful than other metals.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* Brass&lt;br /&gt;
** 1.00 kg Zinc lump + 0.15 kg Copper lump = 0.10 kg Brass lump&lt;br /&gt;
* Bronze&lt;br /&gt;
** 0.50 kg Tin lump + 0.15 kg Copper lump = 0.10 kg Bronze lump&lt;br /&gt;
* Steel&lt;br /&gt;
** 0.20 kg Iron lump + 0.20 kg Charcoal = 0.40 kg Steel lump&lt;br /&gt;
* Electrum&lt;br /&gt;
** 0.10 kg Silver lump + 0.10 kg Gold lump = 0.10 kg Electrum lump.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108766</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108766"/>
		<updated>2018-10-17T03:05:36Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[charcoal]] and [[iron lump|Iron]]  &lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Success chance and average quality of metal created are affected by the first component of each alloy.&lt;br /&gt;
*Zinc for Brass&lt;br /&gt;
*Tin for Bronze&lt;br /&gt;
*Charcoal for Steel&lt;br /&gt;
*Gold for Electrum&lt;br /&gt;
&lt;br /&gt;
Max quality is equal to the quality of the second component of each alloy. &lt;br /&gt;
*Iron for Steel&lt;br /&gt;
*Copper for Brass and Bronze&lt;br /&gt;
*Silver for Electrum&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects success chance and average quality of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The metals can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easier to start gaining skill by making bronze or brass before moving on to steel or electrum. The charcoal for steel requires hunting and butchering from mobs or the use of a [[charcoal pile]]. Gold and Silver tend o be less plentiful than other metals.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* Brass&lt;br /&gt;
** 1.00 kg Zinc lump + 0.15 kg Copper lump = 0.10 kg Brass lump&lt;br /&gt;
* Bronze&lt;br /&gt;
** 0.50 kg Tin lump + 0.15 kg Copper lump = 0.10 kg Bronze lump&lt;br /&gt;
* Steel&lt;br /&gt;
** 0.20 kg Iron lump + 0.20 kg Charcoal = 0.40 kg Steel lump&lt;br /&gt;
* Electrum&lt;br /&gt;
** 0.10 kg Silver lump + 0.10 kg Gold lump = 0.10 kg Electrum lump.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108765</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108765"/>
		<updated>2018-10-17T03:00:57Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[charcoal]] and [[iron lump|Iron]]  &lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Success chance and average quality of metal created are affected by the first component of each alloy.&lt;br /&gt;
*Zinc for Brass&lt;br /&gt;
*Tin for Bronze&lt;br /&gt;
*Charcoal for Steel&lt;br /&gt;
*Gold for Electrum&lt;br /&gt;
&lt;br /&gt;
Max quality is equal to the quality of the second component of each alloy. &lt;br /&gt;
*Iron for Steel&lt;br /&gt;
*Copper for Brass and Bronze&lt;br /&gt;
*Silver for Electrum&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects success chance and average quality of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The metals can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easy to gain skill by making bronze or brass before moving on to steel or electrum. The charcoal for steel requires hunting and butchering from mobs or the use of [[charcoal]]. rather than using [[charcoal]] which can be quite difficult to get hold of and is annoying to lose.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* Brass&lt;br /&gt;
** 1.00 kg Zinc lump + 0.15 kg Copper lump = 0.10 kg Brass lump&lt;br /&gt;
* Bronze&lt;br /&gt;
** 0.50 kg Tin lump + 0.15 kg Copper lump = 0.10 kg Bronze lump&lt;br /&gt;
* Steel&lt;br /&gt;
** 0.20 kg Iron lump + 0.20 kg Charcoal = 0.40 kg Steel lump&lt;br /&gt;
* Electrum&lt;br /&gt;
** 0.10 kg Silver lump + 0.10 kg Gold lump = 0.10 kg Electrum lump.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108764</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108764"/>
		<updated>2018-10-17T02:55:41Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Ratios */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[charcoal]] and [[iron lump|Iron]]  &lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Success chance and average quality of metal created are affected by the first component of each alloy.&lt;br /&gt;
*Zinc for Brass&lt;br /&gt;
*Tin for Bronze&lt;br /&gt;
*Charcoal for Steel&lt;br /&gt;
*Gold for Electrum&lt;br /&gt;
&lt;br /&gt;
Max quality is equal to the quality of the second component of each alloy. &lt;br /&gt;
*Iron for Steel&lt;br /&gt;
*Copper for Brass and Bronze&lt;br /&gt;
*Silver for Electrum&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects success chance and average quality of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The metals can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easy to gain skill by making bronze or brass first, this uses less important items ([[tin lump|Tin]], [[zinc lump|Zinc]] and [[copper lump|Copper]]) rather than using [[charcoal]] which can be quite difficult to get hold of and is annoying to lose.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* Brass&lt;br /&gt;
** 1.00 kg Zinc lump + 0.15 kg Copper lump = 0.10 kg Brass lump&lt;br /&gt;
* Bronze&lt;br /&gt;
** 0.50 kg Tin lump + 0.15 kg Copper lump = 0.10 kg Bronze lump&lt;br /&gt;
* Steel&lt;br /&gt;
** 0.20 kg Iron lump + 0.20 kg Charcoal = 0.40 kg Steel lump&lt;br /&gt;
* Electrum&lt;br /&gt;
** 0.10 kg Silver lump + 0.10 kg Gold lump = 0.10 kg Electrum lump.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108763</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108763"/>
		<updated>2018-10-17T02:51:59Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[charcoal]] and [[iron lump|Iron]]  &lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Success chance and average quality of metal created are affected by the first component of each alloy.&lt;br /&gt;
*Zinc for Brass&lt;br /&gt;
*Tin for Bronze&lt;br /&gt;
*Charcoal for Steel&lt;br /&gt;
*Gold for Electrum&lt;br /&gt;
&lt;br /&gt;
Max quality is equal to the quality of the second component of each alloy. &lt;br /&gt;
*Iron for Steel&lt;br /&gt;
*Copper for Brass and Bronze&lt;br /&gt;
*Silver for Electrum&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects success chance and average quality of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The metals can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easy to gain skill by making bronze or brass first, this uses less important items ([[tin lump|Tin]], [[zinc lump|Zinc]] and [[copper lump|Copper]]) rather than using [[charcoal]] which can be quite difficult to get hold of and is annoying to lose.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* [[Brass]]&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 0.15 kg [[Copper]] lump = 0.10 kg [[Brass]] lump&lt;br /&gt;
* [[Bronze]]&lt;br /&gt;
** 0.50 kg [[Tin]] lump + 0.15 kg [[Copper]] lump = 0.10 kg [[Bronze]] lump&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
** 0.20 kg [[Iron]] lump + 0.20 kg [[Charcoal]] = 0.40 kg [[Steel]] lump&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108762</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108762"/>
		<updated>2018-10-17T02:50:49Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Ratios */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[charcoal]] and [[iron lump|Iron]]  &lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Success chance and average quality of metal created are affected by the first component of each alloy.&lt;br /&gt;
*Zinc for Brass&lt;br /&gt;
*Tin for Bronze&lt;br /&gt;
*Charcoal for Steel&lt;br /&gt;
*Gold for Electrum&lt;br /&gt;
&lt;br /&gt;
Max quality is equal to the quality of the second component of each alloy. &lt;br /&gt;
*Iron for Steel&lt;br /&gt;
*Copper for Brass and Bronze&lt;br /&gt;
*Silver for Electrum&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects success chance and average quality of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The copper, iron, and silver can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easy to gain skill by making bronze or brass first, this uses less important items ([[tin lump|Tin]], [[zinc lump|Zinc]] and [[copper lump|Copper]]) rather than using [[charcoal]] which can be quite difficult to get hold of and is annoying to lose.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* [[Brass]]&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 0.15 kg [[Copper]] lump = 0.10 kg [[Brass]] lump&lt;br /&gt;
* [[Bronze]]&lt;br /&gt;
** 0.50 kg [[Tin]] lump + 0.15 kg [[Copper]] lump = 0.10 kg [[Bronze]] lump&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
** 0.20 kg [[Iron]] lump + 0.20 kg [[Charcoal]] = 0.40 kg [[Steel]] lump&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108761</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108761"/>
		<updated>2018-10-17T02:47:46Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[charcoal]] and [[iron lump|Iron]]  &lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Success chance and average quality of metal created are affected by the first component of each alloy.&lt;br /&gt;
*Zinc for Brass&lt;br /&gt;
*Tin for Bronze&lt;br /&gt;
*Charcoal for Steel&lt;br /&gt;
*Gold for Electrum&lt;br /&gt;
&lt;br /&gt;
Max quality is equal to the quality of the second component of each alloy. &lt;br /&gt;
*Iron for Steel&lt;br /&gt;
*Copper for Brass and Bronze&lt;br /&gt;
*Silver for Electrum&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects success chance and average quality of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The copper, iron, and silver can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easy to gain skill by making bronze or brass first, this uses less important items ([[tin lump|Tin]], [[zinc lump|Zinc]] and [[copper lump|Copper]]) rather than using [[charcoal]] which can be quite difficult to get hold of and is annoying to lose.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* [[Brass]]&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 0.15 kg [[Copper]] lump = 0.10 kg [[Brass]] lump&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 2.00 kg [[Copper]] lump = 0.20 kg [[Brass]] lump&lt;br /&gt;
** Below 2.00 kg but above 1.00 kg [[copper]] lump seems to result in the highest weight [[brass]]; 0.20 kg [[brass]] lump '''(this is probably no longer valid, more test is needed)'''&lt;br /&gt;
* [[Bronze]]&lt;br /&gt;
** 0.50kg [[Tin]] lump + 0.15kg [[Copper]] lump = 0.10 kg [[Bronze]] lump&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
** 0.20 kg [[Iron]] lump + 0.20 kg [[Charcoal]] = 0.40 kg [[Steel]] lump&lt;br /&gt;
** Info needed&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108760</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108760"/>
		<updated>2018-10-17T02:46:41Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[charcoal]] and [[iron lump|Iron]]  &lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Success chance and average quality of metal created are affected by the first component of each alloy.&lt;br /&gt;
*Zinc for Brass&lt;br /&gt;
*Tin for Bronze&lt;br /&gt;
*Charcoal for Steel&lt;br /&gt;
*Gold for Electrum&lt;br /&gt;
&lt;br /&gt;
Max quality is equal to the quality of the second component of each alloy. &lt;br /&gt;
*Iron for Steel&lt;br /&gt;
*Copper for Brass and Bronze&lt;br /&gt;
*Silver for Electrum&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects success chance and average quality of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The copper and iron can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easy to gain skill by making bronze or brass first, this uses less important items ([[tin lump|Tin]], [[zinc lump|Zinc]] and [[copper lump|Copper]]) rather than using [[charcoal]] which can be quite difficult to get hold of and is annoying to lose.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* [[Brass]]&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 0.15 kg [[Copper]] lump = 0.10 kg [[Brass]] lump&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 2.00 kg [[Copper]] lump = 0.20 kg [[Brass]] lump&lt;br /&gt;
** Below 2.00 kg but above 1.00 kg [[copper]] lump seems to result in the highest weight [[brass]]; 0.20 kg [[brass]] lump '''(this is probably no longer valid, more test is needed)'''&lt;br /&gt;
* [[Bronze]]&lt;br /&gt;
** 0.50kg [[Tin]] lump + 0.15kg [[Copper]] lump = 0.10 kg [[Bronze]] lump&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
** 0.20 kg [[Iron]] lump + 0.20 kg [[Charcoal]] = 0.40 kg [[Steel]] lump&lt;br /&gt;
** Info needed&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108758</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108758"/>
		<updated>2018-10-17T02:25:42Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[charcoal]] and [[iron lump|Iron]]  &lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Success chance is affected by the first component of each alloy.&lt;br /&gt;
*Zinc for Brass&lt;br /&gt;
*Tin for Bronze&lt;br /&gt;
*Charcoal for Steel&lt;br /&gt;
*Gold for Electrum&lt;br /&gt;
&lt;br /&gt;
Max qualities are set by the second component of each alloy. &lt;br /&gt;
*Iron for Steel&lt;br /&gt;
*Copper for Brass and Bronze&lt;br /&gt;
*Silver for Electrum&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects average quality of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The copper and iron can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easy to gain skill by making bronze or brass first, this uses less important items ([[tin lump|Tin]], [[zinc lump|Zinc]] and [[copper lump|Copper]]) rather than using [[charcoal]] which can be quite difficult to get hold of and is annoying to lose.&lt;br /&gt;
*Metallurgy is only really useful for increasing steel creation success rates at the moment, as both [[brass lump|Brass]] and [[bronze lump|Bronze]] have very little to no additional utility compared to the metals they derive from.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* [[Brass]]&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 0.15 kg [[Copper]] lump = 0.10 kg [[Brass]] lump&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 2.00 kg [[Copper]] lump = 0.20 kg [[Brass]] lump&lt;br /&gt;
** Below 2.00 kg but above 1.00 kg [[copper]] lump seems to result in the highest weight [[brass]]; 0.20 kg [[brass]] lump '''(this is probably no longer valid, more test is needed)'''&lt;br /&gt;
* [[Bronze]]&lt;br /&gt;
** 0.50kg [[Tin]] lump + 0.15kg [[Copper]] lump = 0.10 kg [[Bronze]] lump&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
** 0.20 kg [[Iron]] lump + 0.20 kg [[Charcoal]] = 0.40 kg [[Steel]] lump&lt;br /&gt;
** Info needed&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108757</id>
		<title>Metallurgy</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metallurgy&amp;diff=108757"/>
		<updated>2018-10-17T02:15:27Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / [[Metallurgy]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Metallurgy is the skill used to determine success rates when creating alloy metals.&lt;br /&gt;
Known creatable alloys are:&lt;br /&gt;
&lt;br /&gt;
*[[brass lump|Brass]] - created from [[zinc lump|Zinc]] and [[copper lump|Copper]]&lt;br /&gt;
*[[bronze lump|Bronze]] - created from [[tin lump|Tin]] and [[copper lump|Copper]]&lt;br /&gt;
*[[steel lump|Steel]] - created from [[iron lump|Iron]] and [[charcoal]]&lt;br /&gt;
*[[electrum lump|Electrum]] - created from [[gold lump|Gold]] and [[silver lump|Silver]]&lt;br /&gt;
&lt;br /&gt;
Metallurgy + Charcoal QL affect success rate&lt;br /&gt;
&lt;br /&gt;
Iron QL affects maximum QL&lt;br /&gt;
&lt;br /&gt;
Metallurgy directly affects average QL of metal created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The copper and iron can be combined into single large lumps as only the amount required is used.&lt;br /&gt;
*It is easy to gain skill by making bronze or brass first, this uses less important items ([[tin lump|Tin]], [[zinc lump|Zinc]] and [[copper lump|Copper]]) rather than using [[charcoal]] which can be quite difficult to get hold of and is annoying to lose.&lt;br /&gt;
*Metallurgy is only really useful for increasing steel creation success rates at the moment, as both [[brass lump|Brass]] and [[bronze lump|Bronze]] have very little to no additional utility compared to the metals they derive from.&lt;br /&gt;
&lt;br /&gt;
==Ratios==&lt;br /&gt;
* [[Brass]]&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 0.15 kg [[Copper]] lump = 0.10 kg [[Brass]] lump&lt;br /&gt;
** 1.00 kg [[Zinc]] lump + 2.00 kg [[Copper]] lump = 0.20 kg [[Brass]] lump&lt;br /&gt;
** Below 2.00 kg but above 1.00 kg [[copper]] lump seems to result in the highest weight [[brass]]; 0.20 kg [[brass]] lump '''(this is probably no longer valid, more test is needed)'''&lt;br /&gt;
* [[Bronze]]&lt;br /&gt;
** 0.50kg [[Tin]] lump + 0.15kg [[Copper]] lump = 0.10 kg [[Bronze]] lump&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
** 0.20 kg [[Iron]] lump + 0.20 kg [[Charcoal]] = 0.40 kg [[Steel]] lump&lt;br /&gt;
** Info needed&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Smelter at 50 skill&lt;br /&gt;
* Metallurgist at 70 skill&lt;br /&gt;
* Master Metallurgist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Digging&amp;diff=108677</id>
		<title>Digging</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Digging&amp;diff=108677"/>
		<updated>2018-09-27T00:15:59Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: Removed line stating gems from digging&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, and is used either to raise or lower a [[tile]]. 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 '''Dig'''. This will lower the [[ground]] and put one unit of the tile material in your [[inventory]] (if you have enough [[strength]] to carry it). In order to dig and have the dirt drop as a pile on the ground rather than directly into the inventory, the keybind dig_to_pile must be used.&lt;br /&gt;
&lt;br /&gt;
Note that the material is dug from corners or points of tiles, and the corner of reference is where you were standing when the digging finished. Where you right-click to select the dig command has absolutely no impact whatsoever on where you dig, where your avatars feet are is all that matters. The maximum slope you can dig on is 3 x [your digging skill]. 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;
&lt;br /&gt;
It is not possible to dig on [[cliff]] or [[rock tile]]s. Rock tiles can be [[Mining|mined]] down though.&lt;br /&gt;
&lt;br /&gt;
To lower a whole tile, you must stand in each of the four corners and dig. To raise a tile, you must drop dirt on the tile corners. Digging on tiles like [[clay]] produces material each dig, but not lower the clay or other material tile.&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;
* The only instance trees will obstruct digging is when there is a tree in the NE, NW and SW tiles.&lt;br /&gt;
* Digging holds a chance to reward you with Rare Bones &amp;amp; Emeralds. Anybody, even non premium accounts have the chance of finding Emeralds. Only premium accounts however have the chance of finding Rare Bones.&lt;br /&gt;
* Having a shovel activate 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;
== Messages ==&lt;br /&gt;
; The road would be too steep to traverse.&lt;br /&gt;
: Cannot dig a cobblestone road to over 20 slope steep.&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;
; You are not allowed to drop dirt there.&lt;br /&gt;
: Cannot drop dirt on cobblestone 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 5 digging skill, you can dig on a slope up to 15 steep.&lt;br /&gt;
; You cannot dig in such terrain.&lt;br /&gt;
: This message happens when the corner is surrounded by 3 or 4 tree or bush tiles.&lt;br /&gt;
: This message will also 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;
; 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. Most likely the Amnesty Road on Golden Valley. Find a different spot.&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;
; 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 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;
&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 [[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 then 3 dirts deep you will fail and get the message, &amp;quot;The rock is too shallow to bury anything in.&amp;quot; However, it is possible to now bury corpses on a rock tile and or a cave tile in the same fashion as on dirt just with a [[pickaxe]].&lt;br /&gt;
&lt;br /&gt;
==Dredging==&lt;br /&gt;
A [[dredge]] is a tool used to dig dirt from under the water level. Maximum depth may be determined by your digging skill. Dredge quality is also known to affect maximum depth. You cannot dredge at a depth greater than 180 dirt below sea level.&lt;br /&gt;
&lt;br /&gt;
You need a boat to dredge; any boat will do, there is no specific &amp;quot;Dredger&amp;quot; boat type. When not in a boat, you can only dredge to the same depth as you could dig with a shovel, which is 7 dirt deep below water level. You can use a dredge to flatten or level while disembarked. &lt;br /&gt;
&lt;br /&gt;
To dredge,  drive a boat to the corner you wish to dredge, activate the dredge, right-click the boat and select &amp;quot;Dredge&amp;quot;. Boarding the boat as a passenger may help you stay on top of the tile easier, without drifting. Dredging makes the tile you dredged steeper, just like normal digging. Dredged dirt/sand/clay will go into the boat's hold if there is space available (note that the dredge should have space in it as well, as the materials will &amp;quot;pass through&amp;quot; the dredge to the boat).&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;
==[[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 100.00 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;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Star_emerald&amp;diff=107744</id>
		<title>Star emerald</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Star_emerald&amp;diff=107744"/>
		<updated>2018-07-05T17:01:03Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Resources|Resources]] / [[:Category:Gems|Gems]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{itemBox&lt;br /&gt;
|image=star emerald.png&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.50 kg)&lt;br /&gt;
|creation=Mining, digging and praying&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is a rare gem which is twice as much worth to a trader and stores twice as much favor as it's more common counterpart (non-black|star).&lt;br /&gt;
{{Gem}}&lt;br /&gt;
Can also be used to create a [[Emerald staff]].&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Star_ruby&amp;diff=107743</id>
		<title>Star ruby</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Star_ruby&amp;diff=107743"/>
		<updated>2018-07-05T16:59:57Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Resources|Resources]] / [[:Category:Gems|Gems]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{itemBox&lt;br /&gt;
|image=star ruby.png&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.50 kg)&lt;br /&gt;
|creation=Mining and praying&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description==&lt;br /&gt;
This is a rare gem which is twice as much worth to a trader and stores twice as much favor as it's more common counterpart (non-black|star).&lt;br /&gt;
{{Gem}}&lt;br /&gt;
Can also be used to create a [[Ruby staff]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Star_sapphire&amp;diff=107742</id>
		<title>Star sapphire</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Star_sapphire&amp;diff=107742"/>
		<updated>2018-07-05T16:59:04Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Resources|Resources]] / [[:Category:Gems|Gems]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{itemBox&lt;br /&gt;
|image=star sapphire.png&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.50 kg)&lt;br /&gt;
|creation=Mining and praying&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A deep blue shining sapphire.''&lt;br /&gt;
&lt;br /&gt;
This is a rare gem which is twice as much worth to a trader and stores twice as much favor as it's more common counterpart (non-black|star).&lt;br /&gt;
{{Gem}}&lt;br /&gt;
Can also be used to create a [[Sapphire staff]].&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Star_diamond&amp;diff=107737</id>
		<title>Star diamond</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Star_diamond&amp;diff=107737"/>
		<updated>2018-07-05T13:59:53Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Resources|Resources]] / [[:Category:Gems|Gems]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{itemBox&lt;br /&gt;
|image=star diamond.png&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.50 kg)&lt;br /&gt;
|creation=Mining and praying&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is a rare gem which is twice as much worth to a trader and stores twice as much favor as it's more common counterpart (non-black|star).&lt;br /&gt;
{{Gem}}&lt;br /&gt;
Can also be used to create a [[Diamond staff]].&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Meditating&amp;diff=107727</id>
		<title>Meditating</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Meditating&amp;diff=107727"/>
		<updated>2018-07-04T14:57:18Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Meditation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''Meditating'''&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
===The Basics===&lt;br /&gt;
To meditate, drop a [[:Category:Meditating rugs|meditation rug]] on the ground, right click it, and choose &amp;quot;Nature -&amp;gt; Meditate&amp;quot;.  Due to the flatness of the rug models, it is recommended to use them in a container you place on the ground, such as a bucket, to enable easier pickup.  The earliest you can join a meditation [[Meditating#Starting_and_Following_a_Path|path]] is at 15 Meditation skill. You can wait to join until 20 Meditation skill, but you will not be able to gain further skill past 20 without joining a path.&lt;br /&gt;
&lt;br /&gt;
===Skill Training===&lt;br /&gt;
Skill can be gained on any tile but you have to move at least 10 tiles from the spot of the previous meditation. A successful meditation is completing the two minute meditation timer but you will not necessarily gain skill every time.&lt;br /&gt;
&lt;br /&gt;
Below 20 meditation skill there is '''no time limit''' between skill gains. You only have to move 10 tiles between meditations. A popular method is to drop a rug on the first tile and a second rug on the 11th tile of a path and to move between the two rugs. Another one is to patrol the perimeter of an 11x11 box and to meditate each corner.&lt;br /&gt;
&lt;br /&gt;
Above 20 meditation skill the chances to gain skill are limited to a few per day:&lt;br /&gt;
&lt;br /&gt;
* First 5 meditations need to be 30 minutes apart at least&lt;br /&gt;
* After your fifth meditation the wait timer will change from 30 minutes to 3 hours. The message ''You feel that it will take you a while before you are ready to meditate again'' indicates the longer wait time.&lt;br /&gt;
* Every 24 hours after a server restart the timers reset to the 30 minute wait.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
: Assume the server was restarted at 12:00 and you start meditating right away. The first 5 meditations can be done at 12:00, 12:30, 13:00, 13:30 and 14:00. The next ones must be at least 3 hours past the previous one and are available at 17:00, 20:00 and 23:00. After getting some [[sleep bonus]] you continue to meditate at 8:00 and 11:00. At 12:00, 24 hours after the server restart the minimum spacing returns to 30 minutes again. The meditation timer resets every day at the same hour that the last server reset was, and you can check when that is by typing /uptime.&lt;br /&gt;
&lt;br /&gt;
You do not lose a chance nor do you get any meditation skill if you meditate before the wait time is up or if you meditate within 10 tiles of the previous meditation spot. If you are eligible to gain skill (waited long enough and moved the 10 tiles) you will use up a chance and randomly get meditation skill. The ratio of skill gain per tries depends on the meditation rug. At lower levels a ratio of about 50% can be reached. Around 70 meditation skill the highest ratio has been about 40%. It is possible that you don't get any skill in one or two days but if the ratio over at least 10-20 tries is way below the listed examples you should try to change the quality of the rug. The listed ratios have been reached with a rug in the range of 20-30 quality.&lt;br /&gt;
&lt;br /&gt;
== Path Management and Advancement ==&lt;br /&gt;
&lt;br /&gt;
=== Starting and Following a Path ===&lt;br /&gt;
&lt;br /&gt;
On certain tiles, there can be a pop-up after finishing meditating that allows you to start a path. There are five paths that a player may follow. They are as follows:&lt;br /&gt;
&lt;br /&gt;
The [[Path of Knowledge|Path of Knowledge]]&lt;br /&gt;
&lt;br /&gt;
The [[Path of Power|Path of Power]]&lt;br /&gt;
&lt;br /&gt;
The [[Path of Insanity|Path of Insanity]] &lt;br /&gt;
&lt;br /&gt;
The [[Path of Love|Path of Love]]&lt;br /&gt;
&lt;br /&gt;
The [[Path of Hate|Path of Hate]].&lt;br /&gt;
&lt;br /&gt;
To join a path you need to have at least 15 meditating skill. However, even if you start a path at 15 meditating skill the meditating limitation of one meditation per 30 minutes for skill does not apply until you reach 20 skill.&lt;br /&gt;
&lt;br /&gt;
Once you are on the path, a title will appear next to your name, similar to the [[champion player|champion]] title. Each step of the path brings a new title. At each step, you must wait for an increasing amount of time before you can advance to the next step on the path. Times between steps are shown in the section on Titles below. You can only follow 1 path.&lt;br /&gt;
&lt;br /&gt;
The message you get to start each path seems to take the following form: &amp;quot;As you meditate upon these things you realize that there is a pattern of thinking that you can try to follow. If this path contains the truth or simply the figment of someone's imagination, you do not know. Nonetheless, it may pose an interesting challenge. Do you wish to embark on the philosophical journey of the path of X? If you answer yes, you will be challenged by the selected path as you visit more places like this one and mediate.&amp;quot;. Answering yes will make you an adherent of that particular path, with the title of Uninitiated.&lt;br /&gt;
&lt;br /&gt;
For the subsequent questions of each path, the dialog starts as follows: &amp;quot;If the path of X contains the truth or simply is the figment of someone's imagination, you do not know. Nonetheless, it poses an interesting challenge. The following question springs to mind&amp;quot;, and is then followed by a new question with five possible [[Meditating answers|answers]].&lt;br /&gt;
&lt;br /&gt;
The further along a path you are, the harder it becomes to get the question dialogs to appear. The chance to receive a question is determined by your meditation skill, your path level, and the quality of the rug you are using. '''If you fail to receive a question, you can simply keep meditating on the same special tile until you succeed; there is no need to move elsewhere or wait for 30 minutes.'''&lt;br /&gt;
&lt;br /&gt;
If you get a question wrong, the delay timer resets and you must wait out the full period over again. For example if you choose wrongly on the level 4 question, you have to wait another 6 days (real time) before you can try again.&lt;br /&gt;
&lt;br /&gt;
=== Leaving a Path ===&lt;br /&gt;
&lt;br /&gt;
If you have chosen a path, you now have the option Nature -&amp;gt; Leave path. This brings up a dialog that says: &amp;quot;Select quit to stop following this path. The result is immediate and dramatic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you select Quit, you get this message: &amp;quot;You decide to stop pursuing the path of knowledge.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
You do not lose any meditating skill if you leave your path. However, you do lose all progress in the path and any path powers you have gained.&lt;br /&gt;
&lt;br /&gt;
You must wait 24 hours before joining a meditation path after leaving one: &amp;quot;You recently left a cult and need to contemplate the changes for another [cooldown time remaining] before embarking on a new philosophical journey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Path Leaders===&lt;br /&gt;
&lt;br /&gt;
Once you have reached level 3 in your chosen path, you will have a new option Nature -&amp;gt; Path leaders. This brings up a dialog that says &amp;quot;You consider the local leaders of the path:&amp;quot;. &amp;quot;Local&amp;quot; here means the server you are currently on.  Once you reach level 4, your own name becomes eligible to appear on this list.  You will need to be on the list to use the Light Path option for others.&lt;br /&gt;
&lt;br /&gt;
===Enlightenment===&lt;br /&gt;
&lt;br /&gt;
Leaders in paths are able to Enlighten others who are exactly three levels below the leader's current level. For example, a level 9 can advance a level 6 to level 7. A player can be enlightened 7 days after their last path advancement, regardless of level, or visible wait time.  You will not need to move or wait if the attempt fails, but multiple attempts may be necessary. There is a one minute cool-down between attempts, and a difficulty check will affect success chance (see end of this section).&lt;br /&gt;
&lt;br /&gt;
Simple instructions:&lt;br /&gt;
*Leader activates a [[meditation rug]]&lt;br /&gt;
*Student types /invitations&lt;br /&gt;
*Leader right-clicks the student and looks for the ''Light Path'' option&lt;br /&gt;
*Leader repeats this attempt until the student gets the path question dialog window that we're used to seeing for path advances&lt;br /&gt;
*May 2013 update - there is now a one minute cool-down for enlightenment&lt;br /&gt;
&lt;br /&gt;
Example of successful enlightenment:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Path leader:&lt;br /&gt;
 [12:07:16] STUDENT needs to type in the command /invitations.&lt;br /&gt;
 [12:07:27] You attempt to light the path for STUDENT.&lt;br /&gt;
 [12:07:27] You ask STUDENT a question. she seems to think hard.&lt;br /&gt;
 [12:07:58] STUDENT has reached the level of Goodhearted of the path of love!&lt;br /&gt;
&lt;br /&gt;
* Student:&lt;br /&gt;
 [12:07:24] You will now accept invitations to change kingdom and religion.&lt;br /&gt;
 [12:07:27] TEACHER asks you a question.&lt;br /&gt;
 [12:07:58] You think 'Sounds about right'&lt;br /&gt;
 [12:07:58] Congratulations! You have now reached the level of Goodhearted of the path of love!&lt;br /&gt;
&lt;br /&gt;
* Failure (Path leader). If you get those messages just retry after waiting 1 minute:&lt;br /&gt;
 [12:07:20] You attempt to light the path for &amp;lt;Player&amp;gt;.&lt;br /&gt;
 [12:07:20] &amp;lt;Player&amp;gt; does not grasp the question. he needs to meditate more.&lt;br /&gt;
* Failure (Student). If you get those messages just retry after waiting 1 minute:&lt;br /&gt;
  &amp;lt;Player&amp;gt; asks you a very confusing question. You do not understand it and need to contemplate more. &lt;br /&gt;
&lt;br /&gt;
After a path enlightenment the leader cannot do it again for 7 days.&lt;br /&gt;
&lt;br /&gt;
After the v1.1 patch a new difficulty check was added:&lt;br /&gt;
&lt;br /&gt;
Rolf: it's not a skill requirement per se but there's a difficulty check&lt;br /&gt;
&lt;br /&gt;
Rolf: like level you try to achieve *10 or so&lt;br /&gt;
&lt;br /&gt;
Rolf: increasing meditation skill will increase chances yes&lt;br /&gt;
&lt;br /&gt;
Rumour suggests that a successful enlightenment requires a meditation skill of approximately 75% progress to the actual required level to path up yourself. E.g. around 27 meditating needed to be enlightened to level 7.&lt;br /&gt;
&lt;br /&gt;
== Path Levels ==&lt;br /&gt;
''A note to further make clear the timing for path advancement:''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The information in the &amp;quot;Delay to reach&amp;quot; column refers to the time that must pass in real-life hours or days since you gained your last level in the path.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:  When you first convert to a path (represented below as 0 level), you then must wait 12 real-life hours before you can try for level 1.  During that 12 hours, you may still meditate as normal for meditating skill gain (even on Path tiles).  But when you meditate on a Path tile during this period, you will receive a message that says you &amp;quot;need to let your recent progress sink in&amp;quot; for some period of time before you may progress in the path.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meditation titles can be toggled via a check-box in the /titles command. They appear in your display name in the form of &amp;quot;&amp;lt;character name&amp;gt; the &amp;lt;meditation title&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Delay to reach !! Total Time to reach** !! Skill !! [[Path of Knowledge]] Titles !! [[Path of Insanity]] Titles !! [[Path of Power]] Titles !! [[Path of Love]] Titles !![[Path of Hate]] Titles&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| None || None|| 15 || Uninitiated || Uninitiated || Uninitiated || Uninitiated || Uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 12 Hours|| 12 hours || 15  || Initiate || Initiate || Initiate || Initiate || Initiate&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 1 Day || 1 Day 12 hours || 15  || Eager || Disturbed || Gatherer || Nice || Ridiculous&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 2 Days || 3 Days 12 hours || 15  || Explorer || Crazed || Greedy || Gentle || Envious&lt;br /&gt;
|-&lt;br /&gt;
| 4*&lt;br /&gt;
| 4.5 Days || 8 Days || 15  || Sheetfolder || Deranged || Strong || Warm|| Hateful&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8 Days || 16 Days || 15  || Desertmind || Sicko || Released || Goodhearted || Finger&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 12.5 Days || 28 Days 12 hours || 20 || Observer || Mental || Unafraid || Giving || Sheep&lt;br /&gt;
|-&lt;br /&gt;
| 7*&lt;br /&gt;
| 18 Days || 46 Days 12 hours || 30 || Bookkeeper || Psycho || Brave || Rock || Snake&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 18 Days || 64 Days 12 hours  || 40 || Mud-dweller || Beast || Performer || Splendid || Shark&lt;br /&gt;
|-&lt;br /&gt;
| 9*&lt;br /&gt;
| 18 Days || 82 Days 12 hours || 50 || Thought Eater || Maniac || Liberator || Protector || Infection&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 18 Days || 100 Days 12 hours || 60 || Crooked || Drooling || Force || Respectful || Swarm&lt;br /&gt;
|-&lt;br /&gt;
| 11*&lt;br /&gt;
| 18 Days || 118 Days 12 hours || 70 || Enlightened || Gone || Vibrant Light || Saint || Free&lt;br /&gt;
|-&lt;br /&gt;
| 12*&lt;br /&gt;
| 18 Days || 136 Days 12 hours || 80 || 12th Hierophant || 12th Eidolon || 12th Sovereign || 12th Deva || 12th Harbinger&lt;br /&gt;
|-&lt;br /&gt;
| 13*&lt;br /&gt;
| 18 Days || 154 Days 12 hours || 90 || 13th Hierophant || 13th Eidolon || 13th Sovereign || 13th Deva || 13th Harbinger&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 18 Days || 172 Days 12 hours || 90 || 14th Hierophant  || 14th Eidolon || 14th Sovereign || 14th Deva || 14th Harbinger&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 18 Days || 190 Days 12 hours || 90 || 15th Hierophant  || 15th Eidolon || 15th Sovereign || 15th Deva || 15th Harbinger&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 18 Days || 208 Days 12 hours || 90 || 16th Hierophant  || 16th Eidolon  || 16th Sovereign || 16th Deva|| 16th Harbinger&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''* New bonus available at this level, see below for more details''&lt;br /&gt;
&lt;br /&gt;
''** Minimum time from the start of the path to that level. Doesn`t take server off-line time and skill needed into account.''&lt;br /&gt;
&lt;br /&gt;
If your Meditation skill is higher than current level x 15 the cooldown timer will be halved (e.g. If you have higher than 45 Meditation, the time between level 3 and 4 will be 2.25 days instead of 4.5 days.)&lt;br /&gt;
&lt;br /&gt;
== Path Bonuses ==&lt;br /&gt;
Follow the link to a bonus to find out what it does.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! [[Path of Knowledge#Bonus|Path of Knowledge]] !! [[Path of Insanity#Bonus|Path of Insanity]] !! [[Path of Power#Bonus|Path of Power]] !! [[Path of Love#Bonus|Path of Love]] !! [[Path of Hate#Bonus|Path of Hate]]&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| '[[Path_of_Knowledge#Get_Info_.28Level_1.29|Get Info (Level 1)]]' || '[[Path of Insanity#Clean Wound|Clean Wound]]' || '[[Path of Power#Trap Immunity|Trap Immunity]]' || '[[Path of Love#Refresh|Refresh]]' || '[[Path of Hate#Rage|Rage (Level 1)]]'&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| '[[Path_of_Knowledge#Get_Info_.28Level_2.29|Get Info (Level 2)]]' || '[[Path of Insanity#Fill|Fill]]' || '[[Path of Power#Erupt/Freeze|Erupt &amp;amp; Freeze]]' || '[[Path of Love#Enchant|Enchant]]' || '[[Path of Hate#Rage|Rage (Level 2)]]'&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| '[[Path_of_Knowledge#Get_Info_.28Level_3.29|Get Info (Level 3)]]', [[Path of Knowledge#No skill loss|No skill loss]] || '[[Path of Insanity#Teleport|Teleport]]' || '[[Path of Power#Elemental Immunity|Elemental Immunity]]' || '[[Path of Love#Love Effect|Love Effect]]' || '[[Path of Hate#Fear|Fear]]'&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| '[[Path_of_Knowledge#Intellect of the Enlightened|Intellect of the Enlightened]]' || '[[Path of Insanity#Shield of the Gone|Shield of the Gone]]' || '[[Path of Power#Stamina of the Vibrant Light|Stamina of the Vibrant Light]]' || '[[Path of Love#Healing Hands|Healing Hands]]' || '[[Path of Hate#Spell Immunity|Spell Immunity]]'&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| '[[Path of Knowledge#Recall Home|Recall Home]]' || '[[Path of Insanity#Recall Home|Recall Home]]' || '[[Path of Power#Recall Home|Recall Home]]' || '[[Path of Love#Recall Home|Recall Home]]' || '[[Path of Hate#Recall Home|Recall Home]]'&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| '[[Path of Knowledge#Final Breath|Final Breath]]'  || '[[Path of Insanity#Final Breath|Final Breath]]' || '[[Path of Power#Final Breath|Final Breath]]' || '[[Path of Love#Final Breath|Final Breath]]' || '[[Path of Hate#Final Breath|Final Breath]]'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Bonuses ==&lt;br /&gt;
Commonly referred to as a &amp;quot;Refresh tick&amp;quot;. Randomly appears at the end of a successful meditation, with meditation skill level and rug quality increasing the chance.&lt;br /&gt;
Your food and water will be filled (Nutrition is unaffected). You will receive a mini skill increase in meditation regardless of if you get a normal skill increase, but it will stack if you do.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
;You recently meditated here and need to find new insights somewhere else. :Appears at start of meditation.  After a successful meditation on a tile, you need to move 10 tiles in one direction to meditate again or you will not gain any skill. You could still join a path or get the path question, however.&lt;br /&gt;
&lt;br /&gt;
;You start meditating. :Appears at start of meditation.  You start meditating, obviously. &lt;br /&gt;
&lt;br /&gt;
;You fail to relax. :Appears after meditating for five seconds.  You failed starting your meditation, try again.&lt;br /&gt;
&lt;br /&gt;
;You fall into a trance. (Waiting Message) :Appears after meditating for five seconds.  Your attempt is successful. Do not move or you will interrupt the action.&lt;br /&gt;
&lt;br /&gt;
;You finish your meditation. :Appears at the end of a successful meditation.  Additional messages may also appear.&lt;br /&gt;
&lt;br /&gt;
;This is indeed a special place. :Appears at the end of a successful meditation.  You have found a special tile that belongs to a path. There is no message on special tiles of the path of insanity.&lt;br /&gt;
&lt;br /&gt;
;You decide to start pursuing the insights of the path of [...] :Appears at the end of a successful meditation and if you choose &amp;quot;yes&amp;quot; in a path dialog (see above).&lt;br /&gt;
&lt;br /&gt;
;You feel that it will take you a while before you are ready to meditate again. :You have used your 5 meditating skill attemps or some extra attempt after them, and must wait 3 hours for another chance to get skill.&lt;br /&gt;
&lt;br /&gt;
;You gain no inspiration here for your own path. :Appears at the end of a successful meditation.  You were meditating on a special tile that is on a path other than the one you have chosen.&lt;br /&gt;
&lt;br /&gt;
;You have hard time to focus and no question comes to you. You probably need higher meditation skill. :You need more meditating skill if you want to get the question.&lt;br /&gt;
&lt;br /&gt;
;You need to find deeper mysteries in order to advance your skill in meditation now. :You need to join a path in order to gain more meditating skill.&lt;br /&gt;
&lt;br /&gt;
;You should return here when you have become better at meditating. :Appears at the end of a successful meditation.  You have found a special tile but do not have the required skill to start following a path.&lt;br /&gt;
&lt;br /&gt;
;You still need to let your recent progress sink in for a few hours / several hours / days / more than a week / a few weeks. :Appears at the end of a successful meditation.  You get this message after meditating on a special tile if you are following a path but must still wait until the next path question.&lt;br /&gt;
&lt;br /&gt;
;You recently left a cult and need to contemplate the changes for another X hours and Y minutes before embarking on a new philosophical journey. :Appears after leaving a path. You must wait 24 hours before switching meditation paths.&lt;br /&gt;
&lt;br /&gt;
=== Waiting Messages ===&lt;br /&gt;
The decision has been made to remove this spoiler. It only takes away surprise and interest from the feature and should not be re-added.&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Guru at 50 skill&lt;br /&gt;
* Swami at 70 skill&lt;br /&gt;
* Rama at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Meditating]][[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107726</id>
		<title>PvP (Combat)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107726"/>
		<updated>2018-07-04T01:11:20Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Player Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PvP, or player versus player combat, is a feature of Wurm where two or more players are pitted against each other in combat. PvP also extended to kingdom wide disputes, and the conquest of land and building of structures throughout the world of Wurm. Currently, the [[Epic cluster|Epic]] and [[Server types|Chaos]] servers are Wurm's PvP servers, while the rest of the Freedom servers are PvE (player versus environment.)&lt;br /&gt;
&lt;br /&gt;
On the Epic servers, players enjoy the benefits of both 2x skillgain and &amp;quot;the curve,&amp;quot; which increases skill effectiveness. Together, both of the benefits make Epic PvP have more fast-paced combat. Chaos on the other hand is the oldest map in Wurm, and the start of war there dates back to 2007. PvP is much more slow paced across a larger map and requires years of work to truly succeed on the server. Chaos is also still connected directly to the Freedom cluster (meaning that you can transfer items and skills,) whereas Epic is on a separate cluster that does not allow skill or item transfer. Both PvP servers offer separate experiences.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Wurm there are three kingdoms which actively participate in player versus player combat. These are Mol-Rehan, Jenn-Kellon, and The Horde of the Summoned. While all kingdoms are considered to be at war, the lore of Wurm suggest that members of the White Light religions should be at odds with the those of the Black Lighter religions more frequently. Throughout the history of Wurm there has been several alliances created between the different kingdoms, mainly between Mol-Rehan / Jenn-Kellon and Horde of the Summoned. Although members of different kingdoms are naturally aggressive towards each other, players are not forced to enter combat with each other, and different kingdoms can work in unison if the individual members choose to do so. PvP can happen within kingdoms as well, as there are no rules against, or mechanics preventing, combat between members of the same kingdom. On Wild there are no restrictions to PvP. The only downside to attacking members of your own kingdom is the procuring of a bed reputation, which will most likely be crippling in the long run. Wurm's PvP acts like all combat, and relies on both player stats, and player ability. Different conditions will change your likeliness to succeed in PvP, including how powerful your in game character is, and how well you execute plans and work as a team. Communication in Wurm PvP is vital, and in organized PvP, it is strongly advised that players have some means of quickly relaying information to each other. Above all, tactics and know how are the diving factors in PvP, and substantial odds can be outweighed with the proper gear, preparation, and teamwork.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PvP Related Skills ==&lt;br /&gt;
&lt;br /&gt;
Many factors can be considered when one enter PvP in Wurm. All combat skills are used while PvPing, and these including your shield skill, weapon skill, fight skill, fighting stance skill, bow skill, archery skill, and player characteristics. Having higher in any of these can attribute to your success, however it is generally advised to be trained in at least one shield skill, weapon skill, and fighting stance of your choice. Overall fight skill is considered to be the most important skill in PvP, as it adds greatly to your overall combat rating. Having higher fight skill will allow the player to hit more, but so will having greater weapon and fighting sub skills. Having a higher shield skill is important to block both blows in up close pvp, and arrows for long ranged. Fighting stances are another choice the player must make. Currently, they can choose between Defensive, Aggressive, and Normal fighting modes, which all have their specific advantages and disadvantages. In long ranged combat, both bow and archery skill are considered important. Most frequently players use Long Bows, although Medium and Short Bows are considered to have their tactical advantages and lower ranges. &lt;br /&gt;
&lt;br /&gt;
Beyond skills the other major character attribute that effects PvP are the player characteristics. Body Strength, Body Stamina, Body Control, Mind Speed, Soul Strength, and Soul Depth all have some effect on PvP. Having higher body strength will allow you to hit harder, while having higher body stamina will increase your stamina. The over all body skill increases a player's &amp;quot;toughness&amp;quot;, and therefor is also considered important, although it levels on its own with your other skills. Body control is believed to increase the players chance dodge and perform critical strikes. While the effects of Mind Speed are not entirely documented, it is considered to make focusing easier, and perhaps increase chance to hit, aim, and perform special moves. Soul Strength and Soul Depth factor into spell resistance and ability to cast spells. For priest, having a high Soul Depth and Soul Strength means the ability to cast stronger spells, while for normal players it will improve their resistance to said spells, as well as to the effects of the Orb of Doom. Because of characteristics important roll in PvP, crafters who decide to fight have a notable advantage in combat, assuming they train their skills to certain standards.&lt;br /&gt;
&lt;br /&gt;
== Player Death ==&lt;br /&gt;
&lt;br /&gt;
If you die in PvP you do not lose skills as you usually would. Instead, you take a .25 hit to your fight skill, as well as a small loss in body strength. If a resurrection stone is not active, or the player is not a 70+ faith Magranon priest, all items are dropped on death, and can be picked up by the opposing faction and looted. PvP can be very high risk, because losing all of your items, including valuable scale and drake, is a possibility. Players may also lose an affinity on death, and it is transferred to an opponent who damaged the player. If you kill a player on PvP, or are apart of a kill, you can gain a few possible things. All kills on players with above 10~ fight skill will give fight skill gains. A seventy fight skill player will give roughly .25 at 70 fs. This scales as you or the enemy gains or loses in fight skill. If you get a hit on an enemy, you may also receive their affinity. There is no limit to the number of affinities a player can have other than a max of 5 in any one skill, and all players receive one upon start up. If they lose their last affinity they will recieve another after a set period of time. Finally, upon killing a player or dying, a player gains or loses rank. All players start with 1000 rank, and give progressively less as they died. Contrarily, if a player with very high rank dies to one with a very low rank, the amount lost from the player is increased greatly. While you may find yourself gaining only one rank from a group kill, when you die you may lose twenty or more, as your rank has been spread across all of the players that killed you. Likewise, killing an opponent in solo combat will increase the amount of rank you gain, as there are no other players to spread the rank to. The same can be applied to fight skill.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
The current most common armour in PvP is a set of plate armor with enchants of either AosP or Web Armor, but because of the most recent combat changes this may or may not effect what armour is used in PvP. Other armors are used less frequently, sometimes do to rarity, and sometimes because they are not useful in combat. Below is a list of armors, their frequency of use in PvP, and their individual advantages and disadvantages. &lt;br /&gt;
&lt;br /&gt;
'''Cloth:''' Never used in PvP. It is considered too weak for combat, and is rarely even considered for PvE. &lt;br /&gt;
&lt;br /&gt;
'''Leather:''' Leather is usually replaced by the more superior Studded Leather Armor. &lt;br /&gt;
&lt;br /&gt;
'''Studded:''' Studded armor is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.  &lt;br /&gt;
&lt;br /&gt;
'''Chain:''' It is easy to make, and its supplies are in abundance in the land of Wurm. It provided a decent amount of armor while not being too restricting to speed. The glance rate is higher than that of studded, and being hit results in lighter wounds.&lt;br /&gt;
&lt;br /&gt;
'''Plate:''' Plate armor is extremely cumbersome to the player. While it does slow the player down immensely, it has an extremely high glance rate, and damage done the player is greatly reduced. The weight of an entire plate set is over 20kgs, and as such, decreases the overall amount a player can hold.&lt;br /&gt;
&lt;br /&gt;
'''Drake:''' It is made from the hides of dragon hatchlings. Its glance rate is considered to be higher than that of chain, and it has a considerably higher dodge rate. The entire drake set decreases a players movement only slightly more than the great helm alone. While your chances of dying are reduced in drake, the loss is much greater than if one were to lose chain. Drake is expensive when compared the other armor sets, and cannot be as easily replaced. &lt;br /&gt;
&lt;br /&gt;
'''Scale:''' Scale is the strongest armor available to players. It offers nearly no movement penalty, and has an extremely high (higher than plate) glance rate. The dodge rate is greater than that of drake, and weighs only slightly more than the drake set. Scale is very rare, and only a few players are seen PvPing in it. Wearing scale gives the player a substantial advantage in PvP.&lt;br /&gt;
&lt;br /&gt;
Armor, especially the higher tier armors, are often enchanted with AOSP or Web Armor to give an additional advantage to the player. AOSP returns a portion of the damage done to the player, and, just as vitally, adds the hurting status to the enemy. Web armor greatly reduced the movement speed of a player, and allows the person who was hit to retreat or call in their allies to go in for the kill. What enchant one gets on their armor is a matter of preference, although it is easier for BL to get Web Armor, and WL to get AOSP.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Like armor, weapons are also a matter of preference in PvP. Some are very rarely used, while others are much more common. It is rare to see duel wielding in PvP.&lt;br /&gt;
&lt;br /&gt;
'''Short Sword:''' The short sword is rarely seen in PvP. It is does low amounts of damage, but has a high swing rate and is very accurate. It is one handed, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Longsword:''' The longsword is one of the more commonly seen weapons in PvP. It has a high parry rate, a four second swing timer, and is fairly accurate. It is considered to be the most standard of all weapons, and used to be one of the only ones used in combat. A longsword is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Two Handed Sword:''' The two handed sword is occasionally seen in PvP. It hits very hard, but is slower and less accurate than the longsword. It is two handed, and cannot be used with a shield. That being said it has a fair parry rate, and is considered to be the most defensive of the heavier weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Mauls:''' Small mauls do slightly less damage than long swords, but hit faster and are more accurate. They also benefit from a higher parry rate. A small maul is a one handed weapon, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Medium Mauls:''' Medium mauls deal much more damage than long swords, parry marginally less, and are about the same in terms of accuracy. A medium maul is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Large Mauls:''' Large mauls are extremely powerful, and can cause massive damage upon hit. They are not frequently seen in PvP, but some into occasional use. They parry less than two handed swords, but deal considerable damage. They are two handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Axes:''' Rarely used. Low/Medium damage. Low swing timer. One handed. Has a debuff of -2 CR when used.&lt;br /&gt;
&lt;br /&gt;
'''Medium Axes:''' Medium/High damage. Average swing timer. One handed. Has smaller chance to parry than both swords and mauls. &lt;br /&gt;
&lt;br /&gt;
'''Huge Axes:''' Very high damage. High swing timer. Two handed. Very frequently used in PvP as it is the most hard hitting weapon in the game and an excellent choice if you are not targeted. &lt;br /&gt;
&lt;br /&gt;
'''Polearms:''' Rarely used. A hard hitting weapon but not frequently used in PvP besides to take down your opponents horses in which it excels but Huge axes are often preferred since they have more use.&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchants ==&lt;br /&gt;
&lt;br /&gt;
A high caliber PvP weapon will have around three to four, high power enchants, although they can be quite difficult to obtain. Here are the most commonly used:&lt;br /&gt;
&lt;br /&gt;
'''Humans Demise:''' Increased chance to hit against humanoids (players). Most frequently found on PvP weapons. Has no cast power, just passive effect.&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ages/Blessings of the Dark:''' Recent changes have made high power cast of this less necessary. Having over 50 will assure maximum swing timer. Blessing of the Dark also gives increase to weapon skill gained, although this itself is not necessary for PvP. &lt;br /&gt;
&lt;br /&gt;
'''Flaming Aura:''' Deals an additional wound to players equal to (power/3)% of the hit. (99/3 = 33%) (30 damage gives +10 damage burn wound). &lt;br /&gt;
&lt;br /&gt;
'''Frost Brand:''' The Vynora equivalent of Flaming Aura.&lt;br /&gt;
&lt;br /&gt;
'''Rotting Touch:''' Causes infection wounds that get worse over time, and need special care to be healed. Higher power generates increasingly dire wounds. Instead of adding more wounds Rotten Touch increases the damage of for example the cut done by a sword.&lt;br /&gt;
&lt;br /&gt;
'''Life Transfer:''' Used many time in PvP. Does no extra damage, but heals the player when they strike another player or creature. The quantity of wounds being healed depends on damage done.&lt;br /&gt;
&lt;br /&gt;
'''Venom:''' Causes poison wounds that can only be healed with farmer's salves. Ignoring these wounds can result in instant death.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Tactics are the core of PvP. Different sides will develop their own tactics, and individual players will develop their own fighting styles and preferences. Decision making is a key part of PvP, and weighs heavily on the success of the players involved. There are a few things that are commonly agreed upon, such as taking height advantage, and focusing in one x one encounters. Different parts of the body are often aimed at to cripple or impair the enemy, and opponents are singled out based on their strength and current position in combat. PvP is often a group effort, and so organized tactics are often developed. Below is a list of things that are often considered in one on one combat. &lt;br /&gt;
&lt;br /&gt;
'''Height Advantage:''' Being a significant distance above the player gives you height advantage. This adds to your combat rating, and thus increases your chance to hit and your general effectiveness in combat. Falling into a pit can be deadly, as a player must climb out with the enemy on them, while suffering from decreased combat rating do to moving, poor footing, and being beneath their enemy. Height advantage can also be gained by riding a horse, although engaging an enemy with a horse that is unequipped with barding could prove fatal to the animal.&lt;br /&gt;
&lt;br /&gt;
'''Movement:''' Most likely players will be moving frequently when engaged in one on one combat. They will be seeking height advantage, and attempting to get behind the other player. Moving increases your chance to be hit, so this too must be considered while fighting.&lt;br /&gt;
&lt;br /&gt;
'''Flanking Bonus (for being behind players):''' If you are behind a player, you have a greatly increased chance to hit. If it is possible, it is advised to be behind your enemy as much as possible. This is sometimes too difficult to do however, and can be considered an opportunity more than a tactic. &lt;br /&gt;
&lt;br /&gt;
'''Pets:''' Having a pet in combat (usually a troll or crocodile) will give you what is known as 'gank bonus'. This greatly increases your chance to hit, and the chance of your pet hitting. &lt;br /&gt;
&lt;br /&gt;
'''Aiming:''' Aiming for any spot besides the torso decreases your chance to hit the player, however the torso is also the most resistant of all body parts. While you may land more hits, they will each do considerably less damage than hits to anywhere else on the body. When chasing someone down, people generally aim for the feet/calves, which will cause the greatest slow down in movement speed. If the player is not wearing a helm, the head is often aimed for, as a single powerful shot may kill them if it hits their unprotected face. When no obvious weak spots are present, players will normally aim for whatever piece of armor they think is weakest. &lt;br /&gt;
&lt;br /&gt;
'''Focusing:''' Each level of focus grants a +1 bonus to CR. This is the equivalent of 5 levels of fight skill in PvP. In one on one combat, it is highly recommended that you focus, in order to gain the upper hand in the fight. If one player gets to high focus, whoever gets the first hit in will often be the victor, as the they will immediately be in a position of power. Focusing takes four seconds, and the player is more vulnerable during this time. If you out focus your enemy, it is arguable that the disadvantage is made up for by the levels of focus already gained.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107725</id>
		<title>PvP (Combat)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107725"/>
		<updated>2018-07-04T01:06:42Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PvP, or player versus player combat, is a feature of Wurm where two or more players are pitted against each other in combat. PvP also extended to kingdom wide disputes, and the conquest of land and building of structures throughout the world of Wurm. Currently, the [[Epic cluster|Epic]] and [[Server types|Chaos]] servers are Wurm's PvP servers, while the rest of the Freedom servers are PvE (player versus environment.)&lt;br /&gt;
&lt;br /&gt;
On the Epic servers, players enjoy the benefits of both 2x skillgain and &amp;quot;the curve,&amp;quot; which increases skill effectiveness. Together, both of the benefits make Epic PvP have more fast-paced combat. Chaos on the other hand is the oldest map in Wurm, and the start of war there dates back to 2007. PvP is much more slow paced across a larger map and requires years of work to truly succeed on the server. Chaos is also still connected directly to the Freedom cluster (meaning that you can transfer items and skills,) whereas Epic is on a separate cluster that does not allow skill or item transfer. Both PvP servers offer separate experiences.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Wurm there are three kingdoms which actively participate in player versus player combat. These are Mol-Rehan, Jenn-Kellon, and The Horde of the Summoned. While all kingdoms are considered to be at war, the lore of Wurm suggest that members of the White Light religions should be at odds with the those of the Black Lighter religions more frequently. Throughout the history of Wurm there has been several alliances created between the different kingdoms, mainly between Mol-Rehan / Jenn-Kellon and Horde of the Summoned. Although members of different kingdoms are naturally aggressive towards each other, players are not forced to enter combat with each other, and different kingdoms can work in unison if the individual members choose to do so. PvP can happen within kingdoms as well, as there are no rules against, or mechanics preventing, combat between members of the same kingdom. On Wild there are no restrictions to PvP. The only downside to attacking members of your own kingdom is the procuring of a bed reputation, which will most likely be crippling in the long run. Wurm's PvP acts like all combat, and relies on both player stats, and player ability. Different conditions will change your likeliness to succeed in PvP, including how powerful your in game character is, and how well you execute plans and work as a team. Communication in Wurm PvP is vital, and in organized PvP, it is strongly advised that players have some means of quickly relaying information to each other. Above all, tactics and know how are the diving factors in PvP, and substantial odds can be outweighed with the proper gear, preparation, and teamwork.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PvP Related Skills ==&lt;br /&gt;
&lt;br /&gt;
Many factors can be considered when one enter PvP in Wurm. All combat skills are used while PvPing, and these including your shield skill, weapon skill, fight skill, fighting stance skill, bow skill, archery skill, and player characteristics. Having higher in any of these can attribute to your success, however it is generally advised to be trained in at least one shield skill, weapon skill, and fighting stance of your choice. Overall fight skill is considered to be the most important skill in PvP, as it adds greatly to your overall combat rating. Having higher fight skill will allow the player to hit more, but so will having greater weapon and fighting sub skills. Having a higher shield skill is important to block both blows in up close pvp, and arrows for long ranged. Fighting stances are another choice the player must make. Currently, they can choose between Defensive, Aggressive, and Normal fighting modes, which all have their specific advantages and disadvantages. In long ranged combat, both bow and archery skill are considered important. Most frequently players use Long Bows, although Medium and Short Bows are considered to have their tactical advantages and lower ranges. &lt;br /&gt;
&lt;br /&gt;
Beyond skills the other major character attribute that effects PvP are the player characteristics. Body Strength, Body Stamina, Body Control, Mind Speed, Soul Strength, and Soul Depth all have some effect on PvP. Having higher body strength will allow you to hit harder, while having higher body stamina will increase your stamina. The over all body skill increases a player's &amp;quot;toughness&amp;quot;, and therefor is also considered important, although it levels on its own with your other skills. Body control is believed to increase the players chance dodge and perform critical strikes. While the effects of Mind Speed are not entirely documented, it is considered to make focusing easier, and perhaps increase chance to hit, aim, and perform special moves. Soul Strength and Soul Depth factor into spell resistance and ability to cast spells. For priest, having a high Soul Depth and Soul Strength means the ability to cast stronger spells, while for normal players it will improve their resistance to said spells, as well as to the effects of the Orb of Doom. Because of characteristics important roll in PvP, crafters who decide to fight have a notable advantage in combat, assuming they train their skills to certain standards.&lt;br /&gt;
&lt;br /&gt;
== Player Death ==&lt;br /&gt;
&lt;br /&gt;
If you die in PvP you do not lose skills as you usually would. Instead, you take a .25 hit to your fight skill, as well as a small loss in body strength. If a resurrection stone is not active, or the player is not a 70+ faith Magranon priest, all items are dropped on death, and can be picked up by the opposing faction and looted. PvP can be very high risk, because losing all of your items, including valuable scale and drake, is a possibility. Players also lose their affinity on death, and it is transferred to whoever got the last hit. If you kill a player on PvP, or are apart of a kill, you can gain a few possible things. All kills on players with above 10~ fight skill will give fight skill gains. A seventy fight skill player will give roughly .25 at 70 fs. This scales as you or the enemy gains or loses in fight skill. If you get the last hit on an enemy, you will also receive their affinity. There is no limit to the number of affinities a player can have, and all players receive one upon start up, and if they lose their last one, another after a set period of time. Finally, upon killing a player or dying, a player gains or loses rank. All players start with 1000 rank, and give progressively less as they died. Contrarily, if a player with very high rank dies to one with a very low rank, the amount lost from the player is increased greatly. While you may find yourself gaining only one rank from a group kill, when you die you may lose twenty or more, as your rank has been spread across all of the players that killed you. Likewise, killing an opponent in solo combat will increase the amount of rank you gain, as there are no other players to spread the rank to. The same can be applied to fight skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
The current most common armour in PvP is a set of plate armor with enchants of either AosP or Web Armor, but because of the most recent combat changes this may or may not effect what armour is used in PvP. Other armors are used less frequently, sometimes do to rarity, and sometimes because they are not useful in combat. Below is a list of armors, their frequency of use in PvP, and their individual advantages and disadvantages. &lt;br /&gt;
&lt;br /&gt;
'''Cloth:''' Never used in PvP. It is considered too weak for combat, and is rarely even considered for PvE. &lt;br /&gt;
&lt;br /&gt;
'''Leather:''' Leather is usually replaced by the more superior Studded Leather Armor. &lt;br /&gt;
&lt;br /&gt;
'''Studded:''' Studded armor is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.  &lt;br /&gt;
&lt;br /&gt;
'''Chain:''' It is easy to make, and its supplies are in abundance in the land of Wurm. It provided a decent amount of armor while not being too restricting to speed. The glance rate is higher than that of studded, and being hit results in lighter wounds.&lt;br /&gt;
&lt;br /&gt;
'''Plate:''' Plate armor is extremely cumbersome to the player. While it does slow the player down immensely, it has an extremely high glance rate, and damage done the player is greatly reduced. The weight of an entire plate set is over 20kgs, and as such, decreases the overall amount a player can hold.&lt;br /&gt;
&lt;br /&gt;
'''Drake:''' It is made from the hides of dragon hatchlings. Its glance rate is considered to be higher than that of chain, and it has a considerably higher dodge rate. The entire drake set decreases a players movement only slightly more than the great helm alone. While your chances of dying are reduced in drake, the loss is much greater than if one were to lose chain. Drake is expensive when compared the other armor sets, and cannot be as easily replaced. &lt;br /&gt;
&lt;br /&gt;
'''Scale:''' Scale is the strongest armor available to players. It offers nearly no movement penalty, and has an extremely high (higher than plate) glance rate. The dodge rate is greater than that of drake, and weighs only slightly more than the drake set. Scale is very rare, and only a few players are seen PvPing in it. Wearing scale gives the player a substantial advantage in PvP.&lt;br /&gt;
&lt;br /&gt;
Armor, especially the higher tier armors, are often enchanted with AOSP or Web Armor to give an additional advantage to the player. AOSP returns a portion of the damage done to the player, and, just as vitally, adds the hurting status to the enemy. Web armor greatly reduced the movement speed of a player, and allows the person who was hit to retreat or call in their allies to go in for the kill. What enchant one gets on their armor is a matter of preference, although it is easier for BL to get Web Armor, and WL to get AOSP.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Like armor, weapons are also a matter of preference in PvP. Some are very rarely used, while others are much more common. It is rare to see duel wielding in PvP.&lt;br /&gt;
&lt;br /&gt;
'''Short Sword:''' The short sword is rarely seen in PvP. It is does low amounts of damage, but has a high swing rate and is very accurate. It is one handed, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Longsword:''' The longsword is one of the more commonly seen weapons in PvP. It has a high parry rate, a four second swing timer, and is fairly accurate. It is considered to be the most standard of all weapons, and used to be one of the only ones used in combat. A longsword is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Two Handed Sword:''' The two handed sword is occasionally seen in PvP. It hits very hard, but is slower and less accurate than the longsword. It is two handed, and cannot be used with a shield. That being said it has a fair parry rate, and is considered to be the most defensive of the heavier weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Mauls:''' Small mauls do slightly less damage than long swords, but hit faster and are more accurate. They also benefit from a higher parry rate. A small maul is a one handed weapon, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Medium Mauls:''' Medium mauls deal much more damage than long swords, parry marginally less, and are about the same in terms of accuracy. A medium maul is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Large Mauls:''' Large mauls are extremely powerful, and can cause massive damage upon hit. They are not frequently seen in PvP, but some into occasional use. They parry less than two handed swords, but deal considerable damage. They are two handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Axes:''' Rarely used. Low/Medium damage. Low swing timer. One handed. Has a debuff of -2 CR when used.&lt;br /&gt;
&lt;br /&gt;
'''Medium Axes:''' Medium/High damage. Average swing timer. One handed. Has smaller chance to parry than both swords and mauls. &lt;br /&gt;
&lt;br /&gt;
'''Huge Axes:''' Very high damage. High swing timer. Two handed. Very frequently used in PvP as it is the most hard hitting weapon in the game and an excellent choice if you are not targeted. &lt;br /&gt;
&lt;br /&gt;
'''Polearms:''' Rarely used. A hard hitting weapon but not frequently used in PvP besides to take down your opponents horses in which it excels but Huge axes are often preferred since they have more use.&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchants ==&lt;br /&gt;
&lt;br /&gt;
A high caliber PvP weapon will have around three to four, high power enchants, although they can be quite difficult to obtain. Here are the most commonly used:&lt;br /&gt;
&lt;br /&gt;
'''Humans Demise:''' Increased chance to hit against humanoids (players). Most frequently found on PvP weapons. Has no cast power, just passive effect.&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ages/Blessings of the Dark:''' Recent changes have made high power cast of this less necessary. Having over 50 will assure maximum swing timer. Blessing of the Dark also gives increase to weapon skill gained, although this itself is not necessary for PvP. &lt;br /&gt;
&lt;br /&gt;
'''Flaming Aura:''' Deals an additional wound to players equal to (power/3)% of the hit. (99/3 = 33%) (30 damage gives +10 damage burn wound). &lt;br /&gt;
&lt;br /&gt;
'''Frost Brand:''' The Vynora equivalent of Flaming Aura.&lt;br /&gt;
&lt;br /&gt;
'''Rotting Touch:''' Causes infection wounds that get worse over time, and need special care to be healed. Higher power generates increasingly dire wounds. Instead of adding more wounds Rotten Touch increases the damage of for example the cut done by a sword.&lt;br /&gt;
&lt;br /&gt;
'''Life Transfer:''' Used many time in PvP. Does no extra damage, but heals the player when they strike another player or creature. The quantity of wounds being healed depends on damage done.&lt;br /&gt;
&lt;br /&gt;
'''Venom:''' Causes poison wounds that can only be healed with farmer's salves. Ignoring these wounds can result in instant death.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Tactics are the core of PvP. Different sides will develop their own tactics, and individual players will develop their own fighting styles and preferences. Decision making is a key part of PvP, and weighs heavily on the success of the players involved. There are a few things that are commonly agreed upon, such as taking height advantage, and focusing in one x one encounters. Different parts of the body are often aimed at to cripple or impair the enemy, and opponents are singled out based on their strength and current position in combat. PvP is often a group effort, and so organized tactics are often developed. Below is a list of things that are often considered in one on one combat. &lt;br /&gt;
&lt;br /&gt;
'''Height Advantage:''' Being a significant distance above the player gives you height advantage. This adds to your combat rating, and thus increases your chance to hit and your general effectiveness in combat. Falling into a pit can be deadly, as a player must climb out with the enemy on them, while suffering from decreased combat rating do to moving, poor footing, and being beneath their enemy. Height advantage can also be gained by riding a horse, although engaging an enemy with a horse that is unequipped with barding could prove fatal to the animal.&lt;br /&gt;
&lt;br /&gt;
'''Movement:''' Most likely players will be moving frequently when engaged in one on one combat. They will be seeking height advantage, and attempting to get behind the other player. Moving increases your chance to be hit, so this too must be considered while fighting.&lt;br /&gt;
&lt;br /&gt;
'''Flanking Bonus (for being behind players):''' If you are behind a player, you have a greatly increased chance to hit. If it is possible, it is advised to be behind your enemy as much as possible. This is sometimes too difficult to do however, and can be considered an opportunity more than a tactic. &lt;br /&gt;
&lt;br /&gt;
'''Pets:''' Having a pet in combat (usually a troll or crocodile) will give you what is known as 'gank bonus'. This greatly increases your chance to hit, and the chance of your pet hitting. &lt;br /&gt;
&lt;br /&gt;
'''Aiming:''' Aiming for any spot besides the torso decreases your chance to hit the player, however the torso is also the most resistant of all body parts. While you may land more hits, they will each do considerably less damage than hits to anywhere else on the body. When chasing someone down, people generally aim for the feet/calves, which will cause the greatest slow down in movement speed. If the player is not wearing a helm, the head is often aimed for, as a single powerful shot may kill them if it hits their unprotected face. When no obvious weak spots are present, players will normally aim for whatever piece of armor they think is weakest. &lt;br /&gt;
&lt;br /&gt;
'''Focusing:''' Each level of focus grants a +1 bonus to CR. This is the equivalent of 5 levels of fight skill in PvP. In one on one combat, it is highly recommended that you focus, in order to gain the upper hand in the fight. If one player gets to high focus, whoever gets the first hit in will often be the victor, as the they will immediately be in a position of power. Focusing takes four seconds, and the player is more vulnerable during this time. If you out focus your enemy, it is arguable that the disadvantage is made up for by the levels of focus already gained.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107724</id>
		<title>PvP (Combat)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107724"/>
		<updated>2018-07-04T01:02:54Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Weapon Enchants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PvP, or player versus player combat, is a feature of Wurm where two or more players are pitted against each other in combat. PvP also extended to kingdom wide disputes, and the conquest of land and building of structures throughout the world of Wurm. Currently, the [[Epic cluster|Epic]] and [[Server types|Chaos]] servers are Wurm's PvP servers, while the rest of the Freedom servers are PvE (player versus environment.)&lt;br /&gt;
&lt;br /&gt;
On the Epic servers, players enjoy the benefits of both 2x skillgain and &amp;quot;the curve,&amp;quot; which increases skill effectiveness. Together, both of the benefits make Epic PvP have more fast-paced combat. Chaos on the other hand is the oldest map in Wurm, and the start of war there dates back to 2007. PvP is much more slow paced across a larger map and requires years of work to truly succeed on the server. Chaos is also still connected directly to the Freedom cluster (meaning that you can transfer items and skills,) whereas Epic is on a separate cluster that does not allow skill or item transfer. Both PvP servers offer separate experiences.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Wurm there are three kingdoms which actively participate in player versus player combat. These are Mol-Rehan, Jenn-Kellon, and The Horde of the Summoned. While all kingdoms are considered to be at war, the lore of Wurm suggest that members of the White Light religions should be at odds with the those of the Black Lighter religions more frequently. Throughout the history of Wurm there has been several alliances created between the different kingdoms, mainly between Mol-Rehan / Jenn-Kellon and Horde of the Summoned. Although members of different kingdoms are naturally aggressive towards each other, players are not forced to enter combat with each other, and different kingdoms can work in unison if the individual members choose to do so. PvP can happen within kingdoms as well, as there are no rules against, or mechanics preventing, combat between members of the same kingdom. On Wild there are no restrictions to PvP. The only downside to attacking members of your own kingdom is the procuring of a bed reputation, which will most likely be crippling in the long run. Wurm's PvP acts like all combat, and relies on both player stats, and player ability. Different conditions will change your likeliness to succeed in PvP, including how powerful your in game character is, and how well you execute plans and work as a team. Communication in Wurm PvP is vital, and in organized PvP, it is strongly advised that players have some means of quickly relaying information to each other. Above all, tactics and know how are the diving factors in PvP, and substantial odds can be outweighed with the proper gear, preparation, and teamwork.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PvP Related Skills ==&lt;br /&gt;
&lt;br /&gt;
Many factors can be considered when one enter PvP in Wurm. All combat skills are used while PvPing, and these including your shield skill, weapon skill, fight skill, fighting stance skill, bow skill, archery skill, and player characteristics. Having higher in any of these can attribute to your success, however it is generally advised to be trained in at least one shield skill, weapon skill, and fighting stance of your choice. Overall fight skill is considered to be the most important skill in PvP, as it adds greatly to your overall combat rating. Having higher fight skill will allow the player to hit more, but so will having greater weapon and fighting sub skills. Having a higher shield skill is important to block both blows in up close pvp, and arrows for long ranged. Fighting stances are another choice the player must make. Currently, they can choose between Defensive, Aggressive, and Normal fighting modes, which all have their specific advantages and disadvantages. In long ranged combat, both bow and archery skill are considered important. Most frequently players use Long Bows, although Medium and Short Bows are considered to have their tactical advantages and lower ranges. &lt;br /&gt;
&lt;br /&gt;
Beyond skills the other major character attribute that effects PvP are the player characteristics. Body Strength, Body Stamina, Body Control, Mind Speed, Soul Strength, and Soul Depth all have some effect on PvP. Having higher body strength will allow you to hit harder, while having higher body stamina will increase your stamina. The over all body skill increases a player's &amp;quot;toughness&amp;quot;, and therefor is also considered important, although it levels on its own with your other skills. Body control is believed to increase the players chance dodge and perform critical strikes. While the effects of Mind Speed are not entirely documented, it is considered to make focusing easier, and perhaps increase chance to hit, aim, and perform special moves. Soul Strength and Soul Depth factor into spell resistance and ability to cast spells. For priest, having a high Soul Depth and Soul Strength means the ability to cast stronger spells, while for normal players it will improve their resistance to said spells, as well as to the effects of the Orb of Doom. Because of characteristics important roll in PvP, crafters who decide to fight have a notable advantage in combat, assuming they train their skills to certain standards.&lt;br /&gt;
&lt;br /&gt;
== Player Death ==&lt;br /&gt;
&lt;br /&gt;
If you die in PvP you do not lose skills as you usually would. Instead, you take a .25 hit to your fight skill, as well as a small loss in body strength. If a resurrection stone is not active, or the player is not a 70+ faith Magranon priest, all items are dropped on death, and can be picked up by the opposing faction and looted. PvP can be very high risk, because losing all of your items, including valuable scale and drake, is a possibility. Players also lose their affinity on death, and it is transferred to whoever got the last hit. If you kill a player on PvP, or are apart of a kill, you can gain a few possible things. All kills on players with above 10~ fight skill will give fight skill gains. A seventy fight skill player will give roughly .25 at 70 fs. This scales as you or the enemy gains or loses in fight skill. If you get the last hit on an enemy, you will also receive their affinity. There is no limit to the number of affinities a player can have, and all players receive one upon start up, and if they lose their last one, another after a set period of time. Finally, upon killing a player or dying, a player gains or loses rank. All players start with 1000 rank, and give progressively less as they died. Contrarily, if a player with very high rank dies to one with a very low rank, the amount lost from the player is increased greatly. While you may find yourself gaining only one rank from a group kill, when you die you may lose twenty or more, as your rank has been spread across all of the players that killed you. Likewise, killing an opponent in solo combat will increase the amount of rank you gain, as there are no other players to spread the rank to. The same can be applied to fight skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
The current most common armour in PvP is a set of plate armor with enchants of either AosP or Web Armor, but because of the most recent combat changes this may or may not effect what armour is used in PvP. Other armors are used less frequently, sometimes do to rarity, and sometimes because they are not useful in combat. Below is a list of armors, their frequency of use in PvP, and their individual advantages and disadvantages. &lt;br /&gt;
&lt;br /&gt;
'''Cloth:''' Never used in PvP. It is considered too weak for combat, and is rarely even considered for PvE. &lt;br /&gt;
&lt;br /&gt;
'''Leather:''' Leather is usually replaced by the more superior Studded Leather Armor. &lt;br /&gt;
&lt;br /&gt;
'''Studded:''' Studded armor is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.  &lt;br /&gt;
&lt;br /&gt;
'''Chain:''' It is easy to make, and its supplies are in abundance in the land of Wurm. It provided a decent amount of armor while not being too restricting to speed. The glance rate is higher than that of studded, and being hit results in lighter wounds.&lt;br /&gt;
&lt;br /&gt;
'''Plate:''' Plate armor is extremely cumbersome to the player. While it does slow the player down immensely, it has an extremely high glance rate, and damage done the player is greatly reduced. The weight of an entire plate set is over 20kgs, and as such, decreases the overall amount a player can hold.&lt;br /&gt;
&lt;br /&gt;
'''Drake:''' It is made from the hides of dragon hatchlings. Its glance rate is considered to be higher than that of chain, and it has a considerably higher dodge rate. The entire drake set decreases a players movement only slightly more than the great helm alone. While your chances of dying are reduced in drake, the loss is much greater than if one were to lose chain. Drake is expensive when compared the other armor sets, and cannot be as easily replaced. &lt;br /&gt;
&lt;br /&gt;
'''Scale:''' Scale is the strongest armor available to players. It offers nearly no movement penalty, and has an extremely high (higher than plate) glance rate. The dodge rate is greater than that of drake, and weighs only slightly more than the drake set. Scale is very rare, and only a few players are seen PvPing in it. Wearing scale gives the player a substantial advantage in PvP.&lt;br /&gt;
&lt;br /&gt;
Armor, especially the higher tier armors, are often enchanted with AOSP or Web Armor to give an additional advantage to the player. AOSP returns a portion of the damage done to the player, and, just as vitally, adds the hurting status to the enemy. Web armor greatly reduced the movement speed of a player, and allows the person who was hit to retreat or call in their allies to go in for the kill. What enchant one gets on their armor is a matter of preference, although it is easier for BL to get Web Armor, and WL to get AOSP.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Like armor, weapons are also a matter of preference in PvP. Some are very rarely used, while others are much more common. It is rare to see duel wielding in PvP.&lt;br /&gt;
&lt;br /&gt;
'''Short Sword:''' The short sword is rarely seen in PvP. It is does low amounts of damage, but has a high swing rate and is very accurate. It is one handed, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Longsword:''' The longsword is one of the more commonly seen weapons in PvP. It has a high parry rate, a four second swing timer, and is fairly accurate. It is considered to be the most standard of all weapons, and used to be one of the only ones used in combat. A longsword is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Two Handed Sword:''' The two handed sword is occasionally seen in PvP. It hits very hard, but is slower and less accurate than the longsword. It is two handed, and cannot be used with a shield. That being said it has a fair parry rate, and is considered to be the most defensive of the heavier weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Mauls:''' Small mauls do slightly less damage than long swords, but hit faster and are more accurate. They also benefit from a higher parry rate. A small maul is a one handed weapon, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Medium Mauls:''' Medium mauls deal much more damage than long swords, parry marginally less, and are about the same in terms of accuracy. A medium maul is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Large Mauls:''' Large mauls are extremely powerful, and can cause massive damage upon hit. They are not frequently seen in PvP, but some into occasional use. They parry less than two handed swords, but deal considerable damage. They are two handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Axes:''' Rarely used. Low/Medium damage. Low swing timer. One handed. Has a debuff of -2 CR when used.&lt;br /&gt;
&lt;br /&gt;
'''Medium Axes:''' Medium/High damage. Average swing timer. One handed. Has smaller chance to parry than both swords and mauls. &lt;br /&gt;
&lt;br /&gt;
'''Huge Axes:''' Very high damage. High swing timer. Two handed. Very frequently used in PvP as it is the most hard hitting weapon in the game and an excellent choice if you are not targeted. &lt;br /&gt;
&lt;br /&gt;
'''Polearms:''' Rarely used. A hard hitting weapon but not frequently used in PvP besides to take down your opponents horses in which it excels but Huge axes are often preferred since they have more use.&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchants ==&lt;br /&gt;
&lt;br /&gt;
A high caliber PvP weapon will have around three to four, high power enchants, although they can be quite difficult to obtain. Here are the most commonly used:&lt;br /&gt;
&lt;br /&gt;
'''Humans Demise:''' Increased chance to hit against humanoids (players). Most frequently found on PvP weapons. Has no cast power, just passive effect.&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ages/Blessings of the Dark:''' Recent changes have made high power cast of this less necessary. Having over 50 will assure maximum swing timer. Blessing of the Dark also gives increase to weapon skill gained, although this itself is not necessary for PvP. &lt;br /&gt;
&lt;br /&gt;
'''Flaming Aura:''' Deals an additional wound to players equal to (power/3)% of the hit. (99/3 = 33%) (30 damage gives +10 damage burn wound). &lt;br /&gt;
&lt;br /&gt;
'''Frost Brand:''' The Vynora equivalent of Flaming Aura.&lt;br /&gt;
&lt;br /&gt;
'''Rotting Touch:''' Causes infection wounds that get worse over time, and need special care to be healed. Higher power generates increasingly dire wounds. Instead of adding more wounds Rotten Touch increases the damage of for example the cut done by a sword.&lt;br /&gt;
&lt;br /&gt;
'''Life Transfer:''' Used many time in PvP. Does no extra damage, but heals the player when they strike another player or creature. The quantity of wounds being healed depends on damage done.&lt;br /&gt;
&lt;br /&gt;
'''Venom:''' Causes poison wounds that can only be healed with farmer's salves. Ignoring these wounds can result in instant death.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Tactics are the core of PvP. Different sides will develop their own tactics, and individual players will develop their own fighting styles and preferences. Decision making is a key part of PvP, and weighs heavily on the success of the players involved. There are a few things that are commonly agreed upon, such as taking height advantage, and focusing in one x one encounters. Different parts of the body are often aimed at to cripple or impair the enemy, and opponents are singled out based on their strength and current position in combat. PvP is often a group effort, and so organized tactics are often developed. Below is a list of things that are often considered in one on one combat. &lt;br /&gt;
&lt;br /&gt;
'''Height Advantage:''' Being a significant distance above the player gives you height advantage. This adds to your combat rating, and thus increases your chance to hit and your general effectiveness in combat. Falling into a pit can be deadly, as a player must climb out with the enemy on them, while suffering from decreased combat rating do to moving, poor footing, and being beneath their enemy. Height advantage can also be gained by riding a horse, although engaging an enemy with a horse that is unequipped with barding could prove fatal to the animal.&lt;br /&gt;
&lt;br /&gt;
'''Movement:''' Most likely players will be moving frequently when engaged in one on one combat. They will be seeking height advantage, and attempting to get behind the other player. Moving increases your chance to be hit, so this too must be considered while fighting.&lt;br /&gt;
&lt;br /&gt;
'''Flanking Bonus (for being behind players):''' If you are behind a player, you have a greatly increased chance to hit. If it is possible, it is advised to be behind your enemy as much as possible. This is sometimes too difficult to do however, and can be considered an opportunity more than a tactic. &lt;br /&gt;
&lt;br /&gt;
'''Pets:''' Having a pet in combat (usually a troll or crocodile) will give you what is known as 'gank bonus'. This greatly increases your chance to hit, and the chance of your pet hitting. &lt;br /&gt;
&lt;br /&gt;
'''Aiming:''' Aiming for any spot besides the torso decreases your chance to hit the player, however the torso is also the most resistant of all body parts. While you may land more hits, they will each do considerably less damage than hits to anywhere else on the body. When chasing someone down, people generally aim for the feet/calves, which will cause the greatest slow down in movement speed. If the player is not wearing a great helm, the head is often aimed for, as a single powerful shot may kill them if it hits their unprotected face. When no obvious weak spots are present, players will normally aim for whatever piece of armor they think is weakest. &lt;br /&gt;
&lt;br /&gt;
'''Focusing:''' Each level of focus grants a +1 bonus to CR. This is the equivalent of 5 levels of fight skill in PvP. In one on one combat, it is highly recommended that you focus, in order to gain the upper hand in the fight. If one player gets to high focus, whoever gets the first hit in will often be the victor, as the they will immediately be in a position of power. Focusing takes four seconds, and the player is more vulnerable during this time. If you out focus your enemy, it is arguable that the disadvantage is made up for by the levels of focus already gained.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107723</id>
		<title>PvP (Combat)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107723"/>
		<updated>2018-07-04T00:59:53Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PvP, or player versus player combat, is a feature of Wurm where two or more players are pitted against each other in combat. PvP also extended to kingdom wide disputes, and the conquest of land and building of structures throughout the world of Wurm. Currently, the [[Epic cluster|Epic]] and [[Server types|Chaos]] servers are Wurm's PvP servers, while the rest of the Freedom servers are PvE (player versus environment.)&lt;br /&gt;
&lt;br /&gt;
On the Epic servers, players enjoy the benefits of both 2x skillgain and &amp;quot;the curve,&amp;quot; which increases skill effectiveness. Together, both of the benefits make Epic PvP have more fast-paced combat. Chaos on the other hand is the oldest map in Wurm, and the start of war there dates back to 2007. PvP is much more slow paced across a larger map and requires years of work to truly succeed on the server. Chaos is also still connected directly to the Freedom cluster (meaning that you can transfer items and skills,) whereas Epic is on a separate cluster that does not allow skill or item transfer. Both PvP servers offer separate experiences.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Wurm there are three kingdoms which actively participate in player versus player combat. These are Mol-Rehan, Jenn-Kellon, and The Horde of the Summoned. While all kingdoms are considered to be at war, the lore of Wurm suggest that members of the White Light religions should be at odds with the those of the Black Lighter religions more frequently. Throughout the history of Wurm there has been several alliances created between the different kingdoms, mainly between Mol-Rehan / Jenn-Kellon and Horde of the Summoned. Although members of different kingdoms are naturally aggressive towards each other, players are not forced to enter combat with each other, and different kingdoms can work in unison if the individual members choose to do so. PvP can happen within kingdoms as well, as there are no rules against, or mechanics preventing, combat between members of the same kingdom. On Wild there are no restrictions to PvP. The only downside to attacking members of your own kingdom is the procuring of a bed reputation, which will most likely be crippling in the long run. Wurm's PvP acts like all combat, and relies on both player stats, and player ability. Different conditions will change your likeliness to succeed in PvP, including how powerful your in game character is, and how well you execute plans and work as a team. Communication in Wurm PvP is vital, and in organized PvP, it is strongly advised that players have some means of quickly relaying information to each other. Above all, tactics and know how are the diving factors in PvP, and substantial odds can be outweighed with the proper gear, preparation, and teamwork.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PvP Related Skills ==&lt;br /&gt;
&lt;br /&gt;
Many factors can be considered when one enter PvP in Wurm. All combat skills are used while PvPing, and these including your shield skill, weapon skill, fight skill, fighting stance skill, bow skill, archery skill, and player characteristics. Having higher in any of these can attribute to your success, however it is generally advised to be trained in at least one shield skill, weapon skill, and fighting stance of your choice. Overall fight skill is considered to be the most important skill in PvP, as it adds greatly to your overall combat rating. Having higher fight skill will allow the player to hit more, but so will having greater weapon and fighting sub skills. Having a higher shield skill is important to block both blows in up close pvp, and arrows for long ranged. Fighting stances are another choice the player must make. Currently, they can choose between Defensive, Aggressive, and Normal fighting modes, which all have their specific advantages and disadvantages. In long ranged combat, both bow and archery skill are considered important. Most frequently players use Long Bows, although Medium and Short Bows are considered to have their tactical advantages and lower ranges. &lt;br /&gt;
&lt;br /&gt;
Beyond skills the other major character attribute that effects PvP are the player characteristics. Body Strength, Body Stamina, Body Control, Mind Speed, Soul Strength, and Soul Depth all have some effect on PvP. Having higher body strength will allow you to hit harder, while having higher body stamina will increase your stamina. The over all body skill increases a player's &amp;quot;toughness&amp;quot;, and therefor is also considered important, although it levels on its own with your other skills. Body control is believed to increase the players chance dodge and perform critical strikes. While the effects of Mind Speed are not entirely documented, it is considered to make focusing easier, and perhaps increase chance to hit, aim, and perform special moves. Soul Strength and Soul Depth factor into spell resistance and ability to cast spells. For priest, having a high Soul Depth and Soul Strength means the ability to cast stronger spells, while for normal players it will improve their resistance to said spells, as well as to the effects of the Orb of Doom. Because of characteristics important roll in PvP, crafters who decide to fight have a notable advantage in combat, assuming they train their skills to certain standards.&lt;br /&gt;
&lt;br /&gt;
== Player Death ==&lt;br /&gt;
&lt;br /&gt;
If you die in PvP you do not lose skills as you usually would. Instead, you take a .25 hit to your fight skill, as well as a small loss in body strength. If a resurrection stone is not active, or the player is not a 70+ faith Magranon priest, all items are dropped on death, and can be picked up by the opposing faction and looted. PvP can be very high risk, because losing all of your items, including valuable scale and drake, is a possibility. Players also lose their affinity on death, and it is transferred to whoever got the last hit. If you kill a player on PvP, or are apart of a kill, you can gain a few possible things. All kills on players with above 10~ fight skill will give fight skill gains. A seventy fight skill player will give roughly .25 at 70 fs. This scales as you or the enemy gains or loses in fight skill. If you get the last hit on an enemy, you will also receive their affinity. There is no limit to the number of affinities a player can have, and all players receive one upon start up, and if they lose their last one, another after a set period of time. Finally, upon killing a player or dying, a player gains or loses rank. All players start with 1000 rank, and give progressively less as they died. Contrarily, if a player with very high rank dies to one with a very low rank, the amount lost from the player is increased greatly. While you may find yourself gaining only one rank from a group kill, when you die you may lose twenty or more, as your rank has been spread across all of the players that killed you. Likewise, killing an opponent in solo combat will increase the amount of rank you gain, as there are no other players to spread the rank to. The same can be applied to fight skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
The current most common armour in PvP is a set of plate armor with enchants of either AosP or Web Armor, but because of the most recent combat changes this may or may not effect what armour is used in PvP. Other armors are used less frequently, sometimes do to rarity, and sometimes because they are not useful in combat. Below is a list of armors, their frequency of use in PvP, and their individual advantages and disadvantages. &lt;br /&gt;
&lt;br /&gt;
'''Cloth:''' Never used in PvP. It is considered too weak for combat, and is rarely even considered for PvE. &lt;br /&gt;
&lt;br /&gt;
'''Leather:''' Leather is usually replaced by the more superior Studded Leather Armor. &lt;br /&gt;
&lt;br /&gt;
'''Studded:''' Studded armor is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.  &lt;br /&gt;
&lt;br /&gt;
'''Chain:''' It is easy to make, and its supplies are in abundance in the land of Wurm. It provided a decent amount of armor while not being too restricting to speed. The glance rate is higher than that of studded, and being hit results in lighter wounds.&lt;br /&gt;
&lt;br /&gt;
'''Plate:''' Plate armor is extremely cumbersome to the player. While it does slow the player down immensely, it has an extremely high glance rate, and damage done the player is greatly reduced. The weight of an entire plate set is over 20kgs, and as such, decreases the overall amount a player can hold.&lt;br /&gt;
&lt;br /&gt;
'''Drake:''' It is made from the hides of dragon hatchlings. Its glance rate is considered to be higher than that of chain, and it has a considerably higher dodge rate. The entire drake set decreases a players movement only slightly more than the great helm alone. While your chances of dying are reduced in drake, the loss is much greater than if one were to lose chain. Drake is expensive when compared the other armor sets, and cannot be as easily replaced. &lt;br /&gt;
&lt;br /&gt;
'''Scale:''' Scale is the strongest armor available to players. It offers nearly no movement penalty, and has an extremely high (higher than plate) glance rate. The dodge rate is greater than that of drake, and weighs only slightly more than the drake set. Scale is very rare, and only a few players are seen PvPing in it. Wearing scale gives the player a substantial advantage in PvP.&lt;br /&gt;
&lt;br /&gt;
Armor, especially the higher tier armors, are often enchanted with AOSP or Web Armor to give an additional advantage to the player. AOSP returns a portion of the damage done to the player, and, just as vitally, adds the hurting status to the enemy. Web armor greatly reduced the movement speed of a player, and allows the person who was hit to retreat or call in their allies to go in for the kill. What enchant one gets on their armor is a matter of preference, although it is easier for BL to get Web Armor, and WL to get AOSP.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Like armor, weapons are also a matter of preference in PvP. Some are very rarely used, while others are much more common. It is rare to see duel wielding in PvP.&lt;br /&gt;
&lt;br /&gt;
'''Short Sword:''' The short sword is rarely seen in PvP. It is does low amounts of damage, but has a high swing rate and is very accurate. It is one handed, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Longsword:''' The longsword is one of the more commonly seen weapons in PvP. It has a high parry rate, a four second swing timer, and is fairly accurate. It is considered to be the most standard of all weapons, and used to be one of the only ones used in combat. A longsword is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Two Handed Sword:''' The two handed sword is occasionally seen in PvP. It hits very hard, but is slower and less accurate than the longsword. It is two handed, and cannot be used with a shield. That being said it has a fair parry rate, and is considered to be the most defensive of the heavier weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Mauls:''' Small mauls do slightly less damage than long swords, but hit faster and are more accurate. They also benefit from a higher parry rate. A small maul is a one handed weapon, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Medium Mauls:''' Medium mauls deal much more damage than long swords, parry marginally less, and are about the same in terms of accuracy. A medium maul is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Large Mauls:''' Large mauls are extremely powerful, and can cause massive damage upon hit. They are not frequently seen in PvP, but some into occasional use. They parry less than two handed swords, but deal considerable damage. They are two handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Axes:''' Rarely used. Low/Medium damage. Low swing timer. One handed. Has a debuff of -2 CR when used.&lt;br /&gt;
&lt;br /&gt;
'''Medium Axes:''' Medium/High damage. Average swing timer. One handed. Has smaller chance to parry than both swords and mauls. &lt;br /&gt;
&lt;br /&gt;
'''Huge Axes:''' Very high damage. High swing timer. Two handed. Very frequently used in PvP as it is the most hard hitting weapon in the game and an excellent choice if you are not targeted. &lt;br /&gt;
&lt;br /&gt;
'''Polearms:''' Rarely used. A hard hitting weapon but not frequently used in PvP besides to take down your opponents horses in which it excels but Huge axes are often preferred since they have more use.&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchants ==&lt;br /&gt;
&lt;br /&gt;
A high caliber PvP weapon will have around three to four, high power enchants, although they can be quite difficult to obtain. Here are the most commonly used:&lt;br /&gt;
&lt;br /&gt;
'''Humans Demise:''' Increased crit chance against humanoids (players). Most frequently found on PvP weapons. Has no cast power, just passive effect.&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ages/Blessings of the Dark:''' Recent changes have made high power cast of this less necessary. Having over 50 will assure maximum swing timer. Blessing of the Dark also gives increase to weapon skill gained, although this itself is not necessary for PvP. &lt;br /&gt;
&lt;br /&gt;
'''Flaming Aura:''' Deals an additional wound to players equal to (power/3)% of the hit. (99/3 = 33%) (30 damage gives +10 damage burn wound). &lt;br /&gt;
&lt;br /&gt;
'''Frost Brand:''' The Vynora equivalent of Flaming Aura.&lt;br /&gt;
&lt;br /&gt;
'''Rotting Touch:''' Causes infection wounds that get worse over time, and need special care to be healed. Higher power generates increasingly dire wounds. Instead of adding more wounds Rotten Touch increases the damage of for example the cut done by a sword.&lt;br /&gt;
&lt;br /&gt;
'''Life Transfer:''' Used many time in PvP. Does no extra damage, but heals the player when they strike another player or creature. The quantity of wounds being healed depends on damage done.&lt;br /&gt;
&lt;br /&gt;
'''Venom:''' Causes poison wounds that can only be healed with farmer's salves. Ignoring these wounds can result in instant death.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Tactics are the core of PvP. Different sides will develop their own tactics, and individual players will develop their own fighting styles and preferences. Decision making is a key part of PvP, and weighs heavily on the success of the players involved. There are a few things that are commonly agreed upon, such as taking height advantage, and focusing in one x one encounters. Different parts of the body are often aimed at to cripple or impair the enemy, and opponents are singled out based on their strength and current position in combat. PvP is often a group effort, and so organized tactics are often developed. Below is a list of things that are often considered in one on one combat. &lt;br /&gt;
&lt;br /&gt;
'''Height Advantage:''' Being a significant distance above the player gives you height advantage. This adds to your combat rating, and thus increases your chance to hit and your general effectiveness in combat. Falling into a pit can be deadly, as a player must climb out with the enemy on them, while suffering from decreased combat rating do to moving, poor footing, and being beneath their enemy. Height advantage can also be gained by riding a horse, although engaging an enemy with a horse that is unequipped with barding could prove fatal to the animal.&lt;br /&gt;
&lt;br /&gt;
'''Movement:''' Most likely players will be moving frequently when engaged in one on one combat. They will be seeking height advantage, and attempting to get behind the other player. Moving increases your chance to be hit, so this too must be considered while fighting.&lt;br /&gt;
&lt;br /&gt;
'''Flanking Bonus (for being behind players):''' If you are behind a player, you have a greatly increased chance to hit. If it is possible, it is advised to be behind your enemy as much as possible. This is sometimes too difficult to do however, and can be considered an opportunity more than a tactic. &lt;br /&gt;
&lt;br /&gt;
'''Pets:''' Having a pet in combat (usually a troll or crocodile) will give you what is known as 'gank bonus'. This greatly increases your chance to hit, and the chance of your pet hitting. &lt;br /&gt;
&lt;br /&gt;
'''Aiming:''' Aiming for any spot besides the torso decreases your chance to hit the player, however the torso is also the most resistant of all body parts. While you may land more hits, they will each do considerably less damage than hits to anywhere else on the body. When chasing someone down, people generally aim for the feet/calves, which will cause the greatest slow down in movement speed. If the player is not wearing a great helm, the head is often aimed for, as a single powerful shot may kill them if it hits their unprotected face. When no obvious weak spots are present, players will normally aim for whatever piece of armor they think is weakest. &lt;br /&gt;
&lt;br /&gt;
'''Focusing:''' Each level of focus grants a +1 bonus to CR. This is the equivalent of 5 levels of fight skill in PvP. In one on one combat, it is highly recommended that you focus, in order to gain the upper hand in the fight. If one player gets to high focus, whoever gets the first hit in will often be the victor, as the they will immediately be in a position of power. Focusing takes four seconds, and the player is more vulnerable during this time. If you out focus your enemy, it is arguable that the disadvantage is made up for by the levels of focus already gained.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107722</id>
		<title>PvP (Combat)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107722"/>
		<updated>2018-07-04T00:50:52Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PvP, or player versus player combat, is a feature of Wurm where two or more players are pitted against each other in combat. PvP also extended to kingdom wide disputes, and the conquest of land and building of structures throughout the world of Wurm. Currently, the [[Epic cluster|Epic]] and [[Server types|Chaos]] servers are Wurm's PvP servers, while the rest of the Freedom servers are PvE (player versus environment.)&lt;br /&gt;
&lt;br /&gt;
On the Epic servers, players enjoy the benefits of both 2x skillgain and &amp;quot;the curve,&amp;quot; which increases skill effectiveness. Together, both of the benefits make Epic PvP have more fast-paced combat. Chaos on the other hand is the oldest map in Wurm, and the start of war there dates back to 2007. PvP is much more slow paced across a larger map and requires years of work to truly succeed on the server. Chaos is also still connected directly to the Freedom cluster (meaning that you can transfer items and skills,) whereas Epic is on a separate cluster that does not allow skill or item transfer. Both PvP servers offer separate experiences.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Wurm there are three kingdoms which actively participate in player versus player combat. These are Mol-Rehan, Jenn-Kellon, and The Horde of the Summoned. While all kingdoms are considered to be at war, the lore of Wurm suggest that members of the White Light religions should be at odds with the those of the Black Lighter religions more frequently. Throughout the history of Wurm there has been several alliances created between the different kingdoms, mainly between Mol-Rehan / Jenn-Kellon and Horde of the Summoned. Although members of different kingdoms are naturally aggressive towards each other, players are not forced to enter combat with each other, and different kingdoms can work in unison if the individual members choose to do so. PvP can happen within kingdoms as well, as there are no rules against, or mechanics preventing, combat between members of the same kingdom. On Wild there are no restrictions to PvP. The only downside to attacking members of your own kingdom is the procuring of a bed reputation, which will most likely be crippling in the long run. Wurm's PvP acts like all combat, and relies on both player stats, and player ability. Different conditions will change your likeliness to succeed in PvP, including how powerful your in game character is, and how well you execute plans and work as a team. Communication in Wurm PvP is vital, and in organized PvP, it is strongly advised that players have some means of quickly relaying information to each other. Above all, tactics and know how are the diving factors in PvP, and substantial odds can be outweighed with the proper gear, preparation, and teamwork.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PvP Related Skills ==&lt;br /&gt;
&lt;br /&gt;
Many factors can be considered when one enter PvP in Wurm. All combat skills are used while PvPing, and these including your shield skill, weapon skill, fight skill, fighting stance skill, bow skill, archery skill, and player characteristics. Having higher in any of these can attribute to your success, however it is generally advised to be trained in at least one shield skill, weapon skill, and fighting stance of your choice. Overall fight skill is considered to be the most important skill in PvP, as it adds greatly to your overall combat rating. Having higher fight skill will allow the player to hit more, but so will having greater weapon and fighting sub skills. Having a higher shield skill is important to block both blows in up close pvp, and arrows for long ranged. Fighting stances are another choice the player must make. Currently, they can choose between Defensive, Aggressive, and Normal fighting modes, which all have their specific advantages and disadvantages. In long ranged combat, both bow and archery skill are considered important. Most frequently players use Long Bows, although Medium and Short Bows are considered to have their tactical advantages and lower ranges. &lt;br /&gt;
&lt;br /&gt;
Beyond skills the other major character attribute that effects PvP are the player characteristics. Body Strength, Body Stamina, Body Control, Mind Speed, Soul Strength, and Soul Depth all have some effect on PvP. Having higher body strength will allow you to hit harder, while having higher body stamina will increase your stamina. The over all body skill increases a player's &amp;quot;toughness&amp;quot;, and therefor is also considered important, although it levels on its own with your other skills. Body control is believed to increase the players chance dodge and perform critical strikes. While the effects of Mind Speed are not entirely documented, it is considered to make focusing easier, and perhaps increase chance to hit, aim, and perform special moves. Soul Strength and Soul Depth factor into spell resistance and ability to cast spells. For priest, having a high Soul Depth and Soul Strength means the ability to cast stronger spells, while for normal players it will improve their resistance to said spells, as well as to the effects of the Orb of Doom. Because of characteristics important roll in PvP, crafters who decide to fight have a notable advantage in combat, assuming they train their skills to certain standards.&lt;br /&gt;
&lt;br /&gt;
== Player Death ==&lt;br /&gt;
&lt;br /&gt;
If you die in PvP you do not lose skills as you usually would. Instead, you take a .25 hit to your fight skill, as well as a small loss in body strength. If a resurrection stone is not active, or the player is not a 70+ faith Magranon priest, all items are dropped on death, and can be picked up by the opposing faction and looted. PvP can be very high risk, because losing all of your items, including valuable scale and drake, is a possibility. Players also lose their affinity on death, and it is transferred to whoever got the last hit. If you kill a player on PvP, or are apart of a kill, you can gain a few possible things. All kills on players with above 10~ fight skill will give fight skill gains. A seventy fight skill player will give roughly .25 at 70 fs. This scales as you or the enemy gains or loses in fight skill. If you get the last hit on an enemy, you will also receive their affinity. There is no limit to the number of affinities a player can have, and all players receive one upon start up, and if they lose their last one, another after a set period of time. Finally, upon killing a player or dying, a player gains or loses rank. All players start with 1000 rank, and give progressively less as they died. Contrarily, if a player with very high rank dies to one with a very low rank, the amount lost from the player is increased greatly. While you may find yourself gaining only one rank from a group kill, when you die you may lose twenty or more, as your rank has been spread across all of the players that killed you. Likewise, killing an opponent in solo combat will increase the amount of rank you gain, as there are no other players to spread the rank to. The same can be applied to fight skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
The current most common armour in PvP is a set of plate armor with enchants of either AosP or Web Armor, but because of the most recent combat changes this may or may not effect what armour is used in PvP. Other armors are used less frequently, sometimes do to rarity, and sometimes because they are not useful in combat. Below is a list of armors, their frequency of use in PvP, and their individual advantages and disadvantages. &lt;br /&gt;
&lt;br /&gt;
'''Cloth:''' Never used in PvP. It is considered too weak for combat, and is rarely even considered for PvE. &lt;br /&gt;
&lt;br /&gt;
'''Leather:''' Leather is usually replaced by the more superior Studded Leather Armor. &lt;br /&gt;
&lt;br /&gt;
'''Studded:''' Studded armor is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.  &lt;br /&gt;
&lt;br /&gt;
'''Chain:''' It is easy to make, and its supplies are in abundance in the land of Wurm. It provided a decent amount of armor while not being too restricting to speed. The glance rate is higher than that of studded, and being hit results in lighter wounds.&lt;br /&gt;
&lt;br /&gt;
'''Plate:''' Plate armor is extremely cumbersome to the player. While it does slow the player down immensely, it has an extremely high glance rate, and damage done the player is greatly reduced. The weight of an entire plate set is over 20kgs, and as such, decreases the overall amount a player can hold.&lt;br /&gt;
&lt;br /&gt;
'''Drake:''' It is made from the hides of dragon hatchlings. Its glance rate is considered to be higher than that of chain, and it has a considerably higher dodge rate. The entire drake set decreases a players movement only slightly more than the great helm alone. While your chances of dying are reduced in drake, the loss is much greater than if one were to lose chain. Drake is expensive when compared the other armor sets, and cannot be as easily replaced. &lt;br /&gt;
&lt;br /&gt;
'''Scale:''' Scale is the strongest armor available to players. It offers nearly no movement penalty, and has an extremely high (higher than plate) glance rate. The dodge rate is greater than that of drake, and weighs only slightly more than the drake set. Scale is very rare, and only a few players are seen PvPing in it. Wearing scale gives the player a substantial advantage in PvP.&lt;br /&gt;
&lt;br /&gt;
Armor, especially the higher tier armors, are often enchanted with AOSP or Web Armor to give an additional advantage to the player. AOSP returns a portion of the damage done to the player, and, just as vitally, adds the hurting status to the enemy. Web armor greatly reduced the movement speed of a player, and allows the person who was hit to retreat or call in their allies to go in for the kill. What enchant one gets on their armor is a matter of preference, although it is easier for BL to get Web Armor, and WL to get AOSP.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Like armor, weapons are also a matter of preference in PvP. Some are very rarely used, while others are much more common. It is rare to see duel wielding in PvP.&lt;br /&gt;
&lt;br /&gt;
'''Short Sword:''' The short sword is rarely seen in PvP. It is does low amounts of damage, but has a high swing rate and is very accurate. It is one handed, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Longsword:''' The longsword is one of the more commonly seen weapons in PvP. It has a high parry rate, a four second swing timer, and is fairly accurate. It is considered to be the most standard of all weapons, and used to be one of the only ones used in combat. A longsword is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Two Handed Sword:''' The two handed sword is occasionally seen in PvP. It hits very hard, but is slower and less accurate than the longsword. It is two handed, and cannot be used with a shield. Because it has a fair parry rate, it is considered to be the moderate version of the heavier weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Mauls:''' Small mauls do slightly less damage than long swords, but hit faster and are more accurate. They also benefit from a higher parry rate. A small maul is a one handed weapon, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Medium Mauls:''' Medium mauls deal much more damage than long swords, parry marginally less, and are about the same in terms of accuracy. A medium maul is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Large Mauls:''' Large mauls are extremely powerful, and can cause massive damage upon hit. They are not frequently seen in PvP, but some into occasional use. They parry less than two handed swords, but deal considerable damage. They are two handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Axes:''' Rarely used. Low/Medium damage. Low swing timer. One handed. *Add to this&lt;br /&gt;
&lt;br /&gt;
'''Medium Axes:''' Rarely used. Medium/High damage. Average swing timer. One handed. *Add to this&lt;br /&gt;
&lt;br /&gt;
'''Huge Axes:''' Very high damage. High swing timer. Two handed. Very frequently used in PvP as it is the most hard hitting weapon in the game and an excellent choice if you are not targeted. &lt;br /&gt;
&lt;br /&gt;
'''Polearms:''' Rarely used. A hard hitting weapon but not frequently used in PvP besides to take down your opponents horses in which it excels but Huge axes are often preferred since they have more use.&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchants ==&lt;br /&gt;
&lt;br /&gt;
A high caliber PvP weapon will have around three to four, high power enchants, although they can be quite difficult to obtain. Here are the most commonly used:&lt;br /&gt;
&lt;br /&gt;
'''Humans Demise:''' Increased crit chance against humanoids (players). Most frequently found on PvP weapons. Has no cast power, just passive effect.&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ages/Blessings of the Dark:''' Recent changes have made high power cast of this less necessary. Having over 50 will assure maximum swing timer. Blessing of the Dark also gives increase to weapon skill gained, although this itself is not necessary for PvP. &lt;br /&gt;
&lt;br /&gt;
'''Flaming Aura:''' Deals an additional wound to players equal to (power/3)% of the hit. (99/3 = 33%) (30 damage gives +10 damage burn wound). &lt;br /&gt;
&lt;br /&gt;
'''Frost Brand:''' The Vynora equivalent of Flaming Aura.&lt;br /&gt;
&lt;br /&gt;
'''Rotting Touch:''' Causes infection wounds that get worse over time, and need special care to be healed. Higher power generates increasingly dire wounds. Instead of adding more wounds Rotten Touch increases the damage of for example the cut done by a sword.&lt;br /&gt;
&lt;br /&gt;
'''Life Transfer:''' Used many time in PvP. Does no extra damage, but heals the player when they strike another player or creature. The quantity of wounds being healed depends on damage done.&lt;br /&gt;
&lt;br /&gt;
'''Venom:''' Causes poison wounds that can only be healed with farmer's salves. Ignoring these wounds can result in instant death.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Tactics are the core of PvP. Different sides will develop their own tactics, and individual players will develop their own fighting styles and preferences. Decision making is a key part of PvP, and weighs heavily on the success of the players involved. There are a few things that are commonly agreed upon, such as taking height advantage, and focusing in one x one encounters. Different parts of the body are often aimed at to cripple or impair the enemy, and opponents are singled out based on their strength and current position in combat. PvP is often a group effort, and so organized tactics are often developed. Below is a list of things that are often considered in one on one combat. &lt;br /&gt;
&lt;br /&gt;
'''Height Advantage:''' Being a significant distance above the player gives you height advantage. This adds to your combat rating, and thus increases your chance to hit and your general effectiveness in combat. Falling into a pit can be deadly, as a player must climb out with the enemy on them, while suffering from decreased combat rating do to moving, poor footing, and being beneath their enemy. Height advantage can also be gained by riding a horse, although engaging an enemy with a horse that is unequipped with barding could prove fatal to the animal.&lt;br /&gt;
&lt;br /&gt;
'''Movement:''' Most likely players will be moving frequently when engaged in one on one combat. They will be seeking height advantage, and attempting to get behind the other player. Moving increases your chance to be hit, so this too must be considered while fighting.&lt;br /&gt;
&lt;br /&gt;
'''Flanking Bonus (for being behind players):''' If you are behind a player, you have a greatly increased chance to hit. If it is possible, it is advised to be behind your enemy as much as possible. This is sometimes too difficult to do however, and can be considered an opportunity more than a tactic. &lt;br /&gt;
&lt;br /&gt;
'''Pets:''' Having a pet in combat (usually a troll or crocodile) will give you what is known as 'gank bonus'. This greatly increases your chance to hit, and the chance of your pet hitting. &lt;br /&gt;
&lt;br /&gt;
'''Aiming:''' Aiming for any spot besides the torso decreases your chance to hit the player, however the torso is also the most resistant of all body parts. While you may land more hits, they will each do considerably less damage than hits to anywhere else on the body. When chasing someone down, people generally aim for the feet/calves, which will cause the greatest slow down in movement speed. If the player is not wearing a great helm, the head is often aimed for, as a single powerful shot may kill them if it hits their unprotected face. When no obvious weak spots are present, players will normally aim for whatever piece of armor they think is weakest. &lt;br /&gt;
&lt;br /&gt;
'''Focusing:''' Each level of focus grants a +1 bonus to CR. This is the equivalent of 5 levels of fight skill in PvP. In one on one combat, it is highly recommended that you focus, in order to gain the upper hand in the fight. If one player gets to high focus, whoever gets the first hit in will often be the victor, as the they will immediately be in a position of power. Focusing takes four seconds, and the player is more vulnerable during this time. If you out focus your enemy, it is arguable that the disadvantage is made up for by the levels of focus already gained.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107721</id>
		<title>PvP (Combat)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107721"/>
		<updated>2018-07-04T00:44:34Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PvP, or player versus player combat, is a feature of Wurm where two or more players are pitted against each other in combat. PvP also extended to kingdom wide disputes, and the conquest of land and building of structures throughout the world of Wurm. Currently, the [[Epic cluster|Epic]] and [[Server types|Chaos]] servers are Wurm's PvP servers, while the rest of the Freedom servers are PvE (player versus environment.)&lt;br /&gt;
&lt;br /&gt;
On the Epic servers, players enjoy the benefits of both 2x skillgain and &amp;quot;the curve,&amp;quot; which increases skill effectiveness. Together, both of the benefits make Epic PvP have more fast-paced combat. Chaos on the other hand is the oldest map in Wurm, and the start of war there dates back to 2007. PvP is much more slow paced across a larger map and requires years of work to truly succeed on the server. Chaos is also still connected directly to the Freedom cluster (meaning that you can transfer items and skills,) whereas Epic is on a separate cluster that does not allow skill or item transfer. Both PvP servers offer separate experiences.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Wurm there are three kingdoms which actively participate in player versus player combat. These are Mol-Rehan, Jenn-Kellon, and The Horde of the Summoned. While all kingdoms are considered to be at war, the lore of Wurm suggest that members of the White Light religions should be at odds with the those of the Black Lighter religions more frequently. Throughout the history of Wurm there has been several alliances created between the different kingdoms, mainly between Mol-Rehan / Jenn-Kellon and Horde of the Summoned. Although members of different kingdoms are naturally aggressive towards each other, players are not forced to enter combat with each other, and different kingdoms can work in unison if the individual members choose to do so. PvP can happen within kingdoms as well, as there are no rules against, or mechanics preventing, combat between members of the same kingdom. On Wild there are no restrictions to PvP. The only downside to attacking members of your own kingdom is the procuring of a bed reputation, which will most likely be crippling in the long run. Wurm's PvP acts like all combat, and relies on both player stats, and player ability. Different conditions will change your likeliness to succeed in PvP, including how powerful your in game character is, and how well you execute plans and work as a team. Communication in Wurm PvP is vital, and in organized PvP, it is strongly advised that players have some means of quickly relaying information to each other. Above all, tactics and know how are the diving factors in PvP, and substantial odds can be outweighed with the proper gear, preparation, and teamwork.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PvP Related Skills ==&lt;br /&gt;
&lt;br /&gt;
Many factors can be considered when one enter PvP in Wurm. All combat skills are used while PvPing, and these including your shield skill, weapon skill, fight skill, fighting stance skill, bow skill, archery skill, and player characteristics. Having higher in any of these can attribute to your success, however it is generally advised to be trained in at least one shield skill, weapon skill, and fighting stance of your choice. Overall fight skill is considered to be the most important skill in PvP, as it adds greatly to your overall combat rating. Having higher fight skill will allow the player to hit more, but so will having greater weapon and fighting sub skills. Having a higher shield skill is important to block both blows in up close pvp, and arrows for long ranged. Fighting stances are another choice the player must make. Currently, they can choose between Defensive, Aggressive, and Normal fighting modes, which all have their specific advantages and disadvantages. In long ranged combat, both bow and archery skill are considered important. Most frequently players use Long Bows, although Medium and Short Bows are considered to have their tactical advantages and lower ranges. &lt;br /&gt;
&lt;br /&gt;
Beyond skills the other major character attribute that effects PvP are the player characteristics. Body Strength, Body Stamina, Body Control, Mind Speed, Soul Strength, and Soul Depth all have some effect on PvP. Having higher body strength will allow you to hit harder, while having higher body stamina will increase your stamina. The over all body skill increases a player's &amp;quot;toughness&amp;quot;, and therefor is also considered important, although it levels on its own with your other skills. Body control is believed to increase the players chance dodge and perform critical strikes. While the effects of Mind Speed are not entirely documented, it is considered to make focusing easier, and perhaps increase chance to hit, aim, and perform special moves. Soul Strength and Soul Depth factor into spell resistance and ability to cast spells. For priest, having a high Soul Depth and Soul Strength means the ability to cast stronger spells, while for normal players it will improve their resistance to said spells, as well as to the effects of the Orb of Doom. Because of characteristics important roll in PvP, crafters who decide to fight have a notable advantage in combat, assuming they train their skills to certain standards.&lt;br /&gt;
&lt;br /&gt;
== Player Death ==&lt;br /&gt;
&lt;br /&gt;
If you die in PvP you do not lose skills as you usually would. Instead, you take a .25 hit to your fight skill, as well as a small loss in body strength. If a resurrection stone is not active, or the player is not a 70+ faith Magranon priest, all items are dropped on death, and can be picked up by the opposing faction and looted. PvP can be very high risk, because losing all of your items, including valuable scale and drake, is a possibility. Players also lose their affinity on death, and it is transferred to whoever got the last hit. If you kill a player on PvP, or are apart of a kill, you can gain a few possible things. All kills on players with above 10~ fight skill will give fight skill gains. A seventy fight skill player will give roughly .25 at 70 fs. This scales as you or the enemy gains or loses in fight skill. If you get the last hit on an enemy, you will also receive their affinity. There is no limit to the number of affinities a player can have, and all players receive one upon start up, and if they lose their last one, another after a set period of time. Finally, upon killing a player or dying, a player gains or loses rank. All players start with 1000 rank, and give progressively less as they died. Contrarily, if a player with very high rank dies to one with a very low rank, the amount lost from the player is increased greatly. While you may find yourself gaining only one rank from a group kill, when you die you may lose twenty or more, as your rank has been spread across all of the players that killed you. Likewise, killing an opponent in solo combat will increase the amount of rank you gain, as there are no other players to spread the rank to. The same can be applied to fight skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
The current most common armour in PvP is a set of plate armor with enchants of either AosP or Web Armor, but because of the most recent combat changes this may or may not effect what armour is used in PvP. Other armors are used less frequently, sometimes do to rarity, and sometimes because they are not useful in combat. Below is a list of armors, their frequency of use in PvP, and their individual advantages and disadvantages. &lt;br /&gt;
&lt;br /&gt;
'''Cloth:''' Never used in PvP. It is considered too weak for combat, and is rarely even considered for PvE. &lt;br /&gt;
&lt;br /&gt;
'''Leather:''' Leather is usually replaced by the more superior Studded Leather Armor. &lt;br /&gt;
&lt;br /&gt;
'''Studded:''' Studded armor is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.  &lt;br /&gt;
&lt;br /&gt;
'''Chain:''' It is easy to make, and its supplies are in abundance in the land of Wurm. It provided a decent amount of armor while not being too restricting to speed. The glance rate is higher than that of studded, and being hit results in lighter wounds.&lt;br /&gt;
&lt;br /&gt;
'''Plate:''' Plate armor is rarely seen in pvp, as it is extremely cumbersome to the player. The Great Helm is the only piece of plate armor that is frequently used, as it is the only piece of armor that protest the fact (other than rare and highly valued summer hats). It has been used in some scenarios to great effect. Its practicality in horse combat and deed defense has been speculated before, as, while it does slow the player down immensely, it has an extremely high glance rate, and damage done the player is greatly reduced. The weight of an entire plate set is over 20kgs, and as such, decreases the overall amount a player can hold.&lt;br /&gt;
&lt;br /&gt;
'''Drake:''' Drake is the second most widely used armor in PvP. It is rare, and made form the hides of dragons. Its glance rate is considered to be higher than that of chain, and it has a considerably higher dodge rate. The entire drake set decreases a players movement only slightly more than the great helm alone. While your chances of dying are reduced in drake, the loss is much greater than if one were to lose chain. Drake is somewhat expensive when compared the other armor sets, and cannot be as easily replaced. &lt;br /&gt;
&lt;br /&gt;
'''Scale:''' Scale is the stronger armor available to players. It offers nearly no movement penalty, and has an extremely high (higher than plate) glance rate. The dodge rate is greater than that of drake, and weighs only slightly more than the drake set. Scale is very rare, and only a few players are seen PvPing in it. Wearing scale gives the player a substantial advantage in PvP.&lt;br /&gt;
&lt;br /&gt;
Armor, especially the higher tier armors, are often enchanted with AOSP or Web Armor to give an additional advantage to the player. AOSP returns a portion of the damage done to the player, and, just as vitally, adds the hurting status to the enemy. Web armor greatly reduced the movement speed of a player, and allows the person who was hit to retreat or call in their allies to go in for the kill. What enchant one gets on their armor is a matter of preference, although it is easier for BL to get Web Armor, and WL to get AOSP.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Like armor, weapons are also a matter of preference in PvP. Some are very rarely used, while others are much more common. It is rare to see duel wielding in PvP.&lt;br /&gt;
&lt;br /&gt;
'''Short Sword:''' The short sword is rarely seen in PvP. It is does low amounts of damage, but has a high swing rate and is very accurate. It is one handed, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Longsword:''' The longsword is one of the more commonly seen weapons in PvP. It has a high parry rate, a four second swing timer, and is fairly accurate. It is considered to be the most standard of all weapons, and used to be one of the only ones used in combat. A longsword is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Two Handed Sword:''' The two handed sword is occasionally seen in PvP. It hits very hard, but is slower and less accurate than the longsword. It is two handed, and cannot be used with a shield. Because it has a fair parry rate, it is considered to be the moderate version of the heavier weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Mauls:''' Small mauls do slightly less damage than long swords, but hit faster and are more accurate. They also benefit from a higher parry rate. A small maul is a one handed weapon, and thus can be used with a shield.&lt;br /&gt;
&lt;br /&gt;
'''Medium Mauls:''' Medium mauls deal much more damage than long swords, parry marginally less, and are about the same in terms of accuracy. A medium maul is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
&lt;br /&gt;
'''Large Mauls:''' Large mauls are extremely powerful, and can cause massive damage upon hit. They are not frequently seen in PvP, but some into occasional use. They parry less than two handed swords, but deal considerable damage. They are two handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Small Axes:''' Rarely used. Low/Medium damage. Low swing timer. One handed. *Add to this&lt;br /&gt;
&lt;br /&gt;
'''Medium Axes:''' Rarely used. Medium/High damage. Average swing timer. One handed. *Add to this&lt;br /&gt;
&lt;br /&gt;
'''Huge Axes:''' Very high damage. High swing timer. Two handed. Very frequently used in PvP as it is the most hard hitting weapon in the game and an excellent choice if you are not targeted. &lt;br /&gt;
&lt;br /&gt;
'''Polearms:''' Rarely used. A hard hitting weapon but not frequently used in PvP besides to take down your opponents horses in which it excels but Huge axes are often preferred since they have more use.&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchants ==&lt;br /&gt;
&lt;br /&gt;
A high caliber PvP weapon will have around three to four, high power enchants, although they can be quite difficult to obtain. Here are the most commonly used:&lt;br /&gt;
&lt;br /&gt;
'''Humans Demise:''' Increased crit chance against humanoids (players). Most frequently found on PvP weapons. Has no cast power, just passive effect.&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ages/Blessings of the Dark:''' Recent changes have made high power cast of this less necessary. Having over 50 will assure maximum swing timer. Blessing of the Dark also gives increase to weapon skill gained, although this itself is not necessary for PvP. &lt;br /&gt;
&lt;br /&gt;
'''Flaming Aura:''' Deals an additional wound to players equal to (power/3)% of the hit. (99/3 = 33%) (30 damage gives +10 damage burn wound). &lt;br /&gt;
&lt;br /&gt;
'''Frost Brand:''' The Vynora equivalent of Flaming Aura.&lt;br /&gt;
&lt;br /&gt;
'''Rotting Touch:''' Causes infection wounds that get worse over time, and need special care to be healed. Higher power generates increasingly dire wounds. Instead of adding more wounds Rotten Touch increases the damage of for example the cut done by a sword.&lt;br /&gt;
&lt;br /&gt;
'''Life Transfer:''' Used many time in PvP. Does no extra damage, but heals the player when they strike another player or creature. The quantity of wounds being healed depends on damage done.&lt;br /&gt;
&lt;br /&gt;
'''Venom:''' Causes poison wounds that can only be healed with farmer's salves. Ignoring these wounds can result in instant death.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Tactics are the core of PvP. Different sides will develop their own tactics, and individual players will develop their own fighting styles and preferences. Decision making is a key part of PvP, and weighs heavily on the success of the players involved. There are a few things that are commonly agreed upon, such as taking height advantage, and focusing in one x one encounters. Different parts of the body are often aimed at to cripple or impair the enemy, and opponents are singled out based on their strength and current position in combat. PvP is often a group effort, and so organized tactics are often developed. Below is a list of things that are often considered in one on one combat. &lt;br /&gt;
&lt;br /&gt;
'''Height Advantage:''' Being a significant distance above the player gives you height advantage. This adds to your combat rating, and thus increases your chance to hit and your general effectiveness in combat. Falling into a pit can be deadly, as a player must climb out with the enemy on them, while suffering from decreased combat rating do to moving, poor footing, and being beneath their enemy. Height advantage can also be gained by riding a horse, although engaging an enemy with a horse that is unequipped with barding could prove fatal to the animal.&lt;br /&gt;
&lt;br /&gt;
'''Movement:''' Most likely players will be moving frequently when engaged in one on one combat. They will be seeking height advantage, and attempting to get behind the other player. Moving increases your chance to be hit, so this too must be considered while fighting.&lt;br /&gt;
&lt;br /&gt;
'''Flanking Bonus (for being behind players):''' If you are behind a player, you have a greatly increased chance to hit. If it is possible, it is advised to be behind your enemy as much as possible. This is sometimes too difficult to do however, and can be considered an opportunity more than a tactic. &lt;br /&gt;
&lt;br /&gt;
'''Pets:''' Having a pet in combat (usually a troll or crocodile) will give you what is known as 'gank bonus'. This greatly increases your chance to hit, and the chance of your pet hitting. &lt;br /&gt;
&lt;br /&gt;
'''Aiming:''' Aiming for any spot besides the torso decreases your chance to hit the player, however the torso is also the most resistant of all body parts. While you may land more hits, they will each do considerably less damage than hits to anywhere else on the body. When chasing someone down, people generally aim for the feet/calves, which will cause the greatest slow down in movement speed. If the player is not wearing a great helm, the head is often aimed for, as a single powerful shot may kill them if it hits their unprotected face. When no obvious weak spots are present, players will normally aim for whatever piece of armor they think is weakest. &lt;br /&gt;
&lt;br /&gt;
'''Focusing:''' Each level of focus grants a +1 bonus to CR. This is the equivalent of 5 levels of fight skill in PvP. In one on one combat, it is highly recommended that you focus, in order to gain the upper hand in the fight. If one player gets to high focus, whoever gets the first hit in will often be the victor, as the they will immediately be in a position of power. Focusing takes four seconds, and the player is more vulnerable during this time. If you out focus your enemy, it is arguable that the disadvantage is made up for by the levels of focus already gained.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107720</id>
		<title>PvP (Combat)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=PvP_(Combat)&amp;diff=107720"/>
		<updated>2018-07-04T00:43:20Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* PvP Related Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PvP, or player versus player combat, is a feature of Wurm where two or more players are pitted against each other in combat. PvP also extended to kingdom wide disputes, and the conquest of land and building of structures throughout the world of Wurm. Currently, the [[Epic cluster|Epic]] and [[Server types|Chaos]] servers are Wurm's PvP servers, while the rest of the Freedom servers are PvE (player versus environment.)&lt;br /&gt;
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On the Epic servers, players enjoy the benefits of both 2x skillgain and &amp;quot;the curve,&amp;quot; which increases skill effectiveness. Together, both of the benefits make Epic PvP have more fast-paced combat. Chaos on the other hand is the oldest map in Wurm, and the start of war there dates back to 2007. PvP is much more slow paced across a larger map and requires years of work to truly succeed on the server. Chaos is also still connected directly to the Freedom cluster (meaning that you can transfer items and skills,) whereas Epic is on a separate cluster that does not allow skill or item transfer. Both PvP servers offer separate experiences.&lt;br /&gt;
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== Overview ==&lt;br /&gt;
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In Wurm there are three kingdoms which actively participate in player versus player combat. These are Mol-Rehan, Jenn-Kellon, and The Horde of the Summoned. While all kingdoms are considered to be at war, the lore of Wurm suggest that members of the White Light religions should be at odds with the those of the Black Lighter religions more frequently. Throughout the history of Wurm there has been several alliances created between the different kingdoms, mainly between Mol-Rehan / Jenn-Kellon and Horde of the Summoned. Although members of different kingdoms are naturally aggressive towards each other, players are not forced to enter combat with each other, and different kingdoms can work in unison if the individual members choose to do so. PvP can happen within kingdoms as well, as there are no rules against, or mechanics preventing, combat between members of the same kingdom. On Wild there are no restrictions to PvP. The only downside to attacking members of your own kingdom is the procuring of a bed reputation, which will most likely be crippling in the long run. Wurm's PvP acts like all combat, and relies on both player stats, and player ability. Different conditions will change your likeliness to succeed in PvP, including how powerful your in game character is, and how well you execute plans and work as a team. Communication in Wurm PvP is vital, and in organized PvP, it is strongly advised that players have some means of quickly relaying information to each other. Above all, tactics and know how are the diving factors in PvP, and substantial odds can be outweighed with the proper gear, preparation, and teamwork.  &lt;br /&gt;
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== PvP Related Skills ==&lt;br /&gt;
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Many factors can be considered when one enter PvP in Wurm. All combat skills are used while PvPing, and these including your shield skill, weapon skill, fight skill, fighting stance skill, bow skill, archery skill, and player characteristics. Having higher in any of these can attribute to your success, however it is generally advised to be trained in at least one shield skill, weapon skill, and fighting stance of your choice. Overall fight skill is considered to be the most important skill in PvP, as it adds greatly to your overall combat rating. Having higher fight skill will allow the player to hit more, but so will having greater weapon and fighting sub skills. Having a higher shield skill is important to block both blows in up close pvp, and arrows for long ranged. Fighting stances are another choice the player must make. Currently, they can choose between Defensive, Aggressive, and Normal fighting modes, which all have their specific advantages and disadvantages. In long ranged combat, both bow and archery skill are considered important. Most frequently players use Long Bows, although Medium and Short Bows are considered to have their tactical advantages and lower ranges. &lt;br /&gt;
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Beyond skills the other major character attribute that effects PvP are the player characteristics. Body Strength, Body Stamina, Body Control, Mind Speed, Soul Strength, and Soul Depth all have some effect on PvP. Having higher body strength will allow you to hit harder, while having higher body stamina will increase your stamina. The over all body skill increases a player's &amp;quot;toughness&amp;quot;, and therefor is also considered important, although it levels on its own with your other skills. Body control is believed to increase the players chance dodge and perform critical strikes. While the effects of Mind Speed are not entirely documented, it is considered to make focusing easier, and perhaps increase chance to hit, aim, and perform special moves. Soul Strength and Soul Depth factor into spell resistance and ability to cast spells. For priest, having a high Soul Depth and Soul Strength means the ability to cast stronger spells, while for normal players it will improve their resistance to said spells, as well as to the effects of the Orb of Doom. Because of characteristics important roll in PvP, crafters who decide to fight have a notable advantage in combat, assuming they train their skills to certain standards.&lt;br /&gt;
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== Player Death ==&lt;br /&gt;
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If you die in PvP you do not lose skills as you usually would. Instead, you take a .25 hit to your fight skill, as well as a small loss in body strength. If a resurrection stone is not active, or the player is not a 70+ faith Magranon priest, all items are dropped on death, and can be picked up by the opposing faction and looted. PvP can be very high risk, because losing all of your items, including valuable scale and drake, is a possibility. Players also lose their affinity on death, and it is transferred to whoever got the last hit. If you kill a player on PvP, or are apart of a kill, you can gain a few possible things. All kills on players with above 10~ fight skill will give fight skill gains. A seventy fight skill player will give roughly .25 at 70 fs. This scales as you or the enemy gains or loses in fight skill. If you get the last hit on an enemy, you will also receive their affinity. There is no limit to the number of affinities a player can have, and all players receive one upon start up, and if they lose their last one, another after a set period of time. Finally, upon killing a player or dying, a player gains or loses rank. All players start with 1000 rank, and give progressively less as they died. Contrarily, if a player with very high rank dies to one with a very low rank, the amount lost from the player is increased greatly. While you may find yourself gaining only one rank from a group kill, when you die you may lose twenty or more, as your rank has been spread across all of the players that killed you. Likewise, killing an opponent in solo combat will increase the amount of rank you gain, as there are no other players to spread the rank to. The same can be applied to fight skill. &lt;br /&gt;
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== Armor ==&lt;br /&gt;
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The current most common armour in PvP is a set of plate armor with enchants of either AosP or Web Armor, but because of the most recent combat changes this may or may not effect what armour is used in PvP. Other armors are used less frequently, sometimes do to rarity, and sometimes because they are not useful in combat. Below is a list of armors, their frequency of use in PvP, and their individual advantages and disadvantages. &lt;br /&gt;
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'''Cloth:''' Never used in PvP. It is considered too weak for combat, and is rarely even considered for PvE. &lt;br /&gt;
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'''Leather:''' Leather is usually replaced by the more superior Studded Leather Armor. &lt;br /&gt;
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'''Studded:''' Studded armor is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.  &lt;br /&gt;
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'''Chain:''' Chain armor is the most frequently used in PvP. It is easy to make, and its supplies are in abundance in the land of Wurm. It provided a decent amount of armor while not being too restricting to speed. The glance rate is higher than that of studded, and being hit results in lighter wounds.&lt;br /&gt;
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'''Plate:''' Plate armor is rarely seen in pvp, as it is extremely cumbersome to the player. The Great Helm is the only piece of plate armor that is frequently used, as it is the only piece of armor that protest the fact (other than rare and highly valued summer hats). It has been used in some scenarios to great effect. Its practicality in horse combat and deed defense has been speculated before, as, while it does slow the player down immensely, it has an extremely high glance rate, and damage done the player is greatly reduced. The weight of an entire plate set is over 20kgs, and as such, decreases the overall amount a player can hold.&lt;br /&gt;
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'''Drake:''' Drake is the second most widely used armor in PvP. It is rare, and made form the hides of dragons. Its glance rate is considered to be higher than that of chain, and it has a considerably higher dodge rate. The entire drake set decreases a players movement only slightly more than the great helm alone. While your chances of dying are reduced in drake, the loss is much greater than if one were to lose chain. Drake is somewhat expensive when compared the other armor sets, and cannot be as easily replaced. &lt;br /&gt;
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'''Scale:''' Scale is the stronger armor available to players. It offers nearly no movement penalty, and has an extremely high (higher than plate) glance rate. The dodge rate is greater than that of drake, and weighs only slightly more than the drake set. Scale is very rare, and only a few players are seen PvPing in it. Wearing scale gives the player a substantial advantage in PvP.&lt;br /&gt;
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Armor, especially the higher tier armors, are often enchanted with AOSP or Web Armor to give an additional advantage to the player. AOSP returns a portion of the damage done to the player, and, just as vitally, adds the hurting status to the enemy. Web armor greatly reduced the movement speed of a player, and allows the person who was hit to retreat or call in their allies to go in for the kill. What enchant one gets on their armor is a matter of preference, although it is easier for BL to get Web Armor, and WL to get AOSP.&lt;br /&gt;
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== Weapons ==&lt;br /&gt;
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Like armor, weapons are also a matter of preference in PvP. Some are very rarely used, while others are much more common. It is rare to see duel wielding in PvP.&lt;br /&gt;
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'''Short Sword:''' The short sword is rarely seen in PvP. It is does low amounts of damage, but has a high swing rate and is very accurate. It is one handed, and thus can be used with a shield.&lt;br /&gt;
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'''Longsword:''' The longsword is one of the more commonly seen weapons in PvP. It has a high parry rate, a four second swing timer, and is fairly accurate. It is considered to be the most standard of all weapons, and used to be one of the only ones used in combat. A longsword is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
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'''Two Handed Sword:''' The two handed sword is occasionally seen in PvP. It hits very hard, but is slower and less accurate than the longsword. It is two handed, and cannot be used with a shield. Because it has a fair parry rate, it is considered to be the moderate version of the heavier weapons.&lt;br /&gt;
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'''Small Mauls:''' Small mauls do slightly less damage than long swords, but hit faster and are more accurate. They also benefit from a higher parry rate. A small maul is a one handed weapon, and thus can be used with a shield.&lt;br /&gt;
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'''Medium Mauls:''' Medium mauls deal much more damage than long swords, parry marginally less, and are about the same in terms of accuracy. A medium maul is a one handed weapon, and thus can be used with a shield. &lt;br /&gt;
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'''Large Mauls:''' Large mauls are extremely powerful, and can cause massive damage upon hit. They are not frequently seen in PvP, but some into occasional use. They parry less than two handed swords, but deal considerable damage. They are two handed weapons.&lt;br /&gt;
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'''Small Axes:''' Rarely used. Low/Medium damage. Low swing timer. One handed. *Add to this&lt;br /&gt;
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'''Medium Axes:''' Rarely used. Medium/High damage. Average swing timer. One handed. *Add to this&lt;br /&gt;
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'''Huge Axes:''' Very high damage. High swing timer. Two handed. Very frequently used in PvP as it is the most hard hitting weapon in the game and an excellent choice if you are not targeted. &lt;br /&gt;
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'''Polearms:''' Rarely used. A hard hitting weapon but not frequently used in PvP besides to take down your opponents horses in which it excels but Huge axes are often preferred since they have more use.&lt;br /&gt;
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== Weapon Enchants ==&lt;br /&gt;
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A high caliber PvP weapon will have around three to four, high power enchants, although they can be quite difficult to obtain. Here are the most commonly used:&lt;br /&gt;
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'''Humans Demise:''' Increased crit chance against humanoids (players). Most frequently found on PvP weapons. Has no cast power, just passive effect.&lt;br /&gt;
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'''Wind of Ages/Blessings of the Dark:''' Recent changes have made high power cast of this less necessary. Having over 50 will assure maximum swing timer. Blessing of the Dark also gives increase to weapon skill gained, although this itself is not necessary for PvP. &lt;br /&gt;
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'''Flaming Aura:''' Deals an additional wound to players equal to (power/3)% of the hit. (99/3 = 33%) (30 damage gives +10 damage burn wound). &lt;br /&gt;
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'''Frost Brand:''' The Vynora equivalent of Flaming Aura.&lt;br /&gt;
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'''Rotting Touch:''' Causes infection wounds that get worse over time, and need special care to be healed. Higher power generates increasingly dire wounds. Instead of adding more wounds Rotten Touch increases the damage of for example the cut done by a sword.&lt;br /&gt;
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'''Life Transfer:''' Used many time in PvP. Does no extra damage, but heals the player when they strike another player or creature. The quantity of wounds being healed depends on damage done.&lt;br /&gt;
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'''Venom:''' Causes poison wounds that can only be healed with farmer's salves. Ignoring these wounds can result in instant death.&lt;br /&gt;
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== Tactics ==&lt;br /&gt;
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Tactics are the core of PvP. Different sides will develop their own tactics, and individual players will develop their own fighting styles and preferences. Decision making is a key part of PvP, and weighs heavily on the success of the players involved. There are a few things that are commonly agreed upon, such as taking height advantage, and focusing in one x one encounters. Different parts of the body are often aimed at to cripple or impair the enemy, and opponents are singled out based on their strength and current position in combat. PvP is often a group effort, and so organized tactics are often developed. Below is a list of things that are often considered in one on one combat. &lt;br /&gt;
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'''Height Advantage:''' Being a significant distance above the player gives you height advantage. This adds to your combat rating, and thus increases your chance to hit and your general effectiveness in combat. Falling into a pit can be deadly, as a player must climb out with the enemy on them, while suffering from decreased combat rating do to moving, poor footing, and being beneath their enemy. Height advantage can also be gained by riding a horse, although engaging an enemy with a horse that is unequipped with barding could prove fatal to the animal.&lt;br /&gt;
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'''Movement:''' Most likely players will be moving frequently when engaged in one on one combat. They will be seeking height advantage, and attempting to get behind the other player. Moving increases your chance to be hit, so this too must be considered while fighting.&lt;br /&gt;
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'''Flanking Bonus (for being behind players):''' If you are behind a player, you have a greatly increased chance to hit. If it is possible, it is advised to be behind your enemy as much as possible. This is sometimes too difficult to do however, and can be considered an opportunity more than a tactic. &lt;br /&gt;
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'''Pets:''' Having a pet in combat (usually a troll or crocodile) will give you what is known as 'gank bonus'. This greatly increases your chance to hit, and the chance of your pet hitting. &lt;br /&gt;
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'''Aiming:''' Aiming for any spot besides the torso decreases your chance to hit the player, however the torso is also the most resistant of all body parts. While you may land more hits, they will each do considerably less damage than hits to anywhere else on the body. When chasing someone down, people generally aim for the feet/calves, which will cause the greatest slow down in movement speed. If the player is not wearing a great helm, the head is often aimed for, as a single powerful shot may kill them if it hits their unprotected face. When no obvious weak spots are present, players will normally aim for whatever piece of armor they think is weakest. &lt;br /&gt;
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'''Focusing:''' Each level of focus grants a +1 bonus to CR. This is the equivalent of 5 levels of fight skill in PvP. In one on one combat, it is highly recommended that you focus, in order to gain the upper hand in the fight. If one player gets to high focus, whoever gets the first hit in will often be the victor, as the they will immediately be in a position of power. Focusing takes four seconds, and the player is more vulnerable during this time. If you out focus your enemy, it is arguable that the disadvantage is made up for by the levels of focus already gained.&lt;br /&gt;
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[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=107719</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=107719"/>
		<updated>2018-07-04T00:36:27Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Miscellaneous fighting rules/tips */&lt;/p&gt;
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&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
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== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and players. &lt;br /&gt;
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==Targeting==&lt;br /&gt;
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{{:Target}}&lt;br /&gt;
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==Wounds==&lt;br /&gt;
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{{:Wounds}}&lt;br /&gt;
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== Skills ==&lt;br /&gt;
The height of the main fighting skill helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
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The best way to train fight skill is by fighting opponents that are near your CR. That way, the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
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Fighting skill gain against non-player creatures is slowed down at 70 skill.&lt;br /&gt;
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=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&lt;br /&gt;
::* [[Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[Stuns|stun]]. Beware that this might take the attention of the enemy to the person doing the shield bashing.&lt;br /&gt;
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=== Weapon skills ===&lt;br /&gt;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
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Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer and chance to parry.&lt;br /&gt;
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An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
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== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
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== Stances ==&lt;br /&gt;
While in combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind logic]]. Aiming for the feet or legs may also slow your opponent, etc.&lt;br /&gt;
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Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.&lt;br /&gt;
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In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.&lt;br /&gt;
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While in autofight (button in the event window), the game will choose stances for you. However, at low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
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You can bind stances to keys - see [[Client Key Bindings]].&lt;br /&gt;
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== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves, most of which involve stunning the opponent or draining his stamina. &lt;br /&gt;
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Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
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Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
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You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
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Also see: [[Special moves]]&lt;br /&gt;
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== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:* Primary weapon should be equipped in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
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:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes rarely parry, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&lt;br /&gt;
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=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct advantage and disadvantage.''' &lt;br /&gt;
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:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. Cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor.&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from metals, at the largest expense of mobility. Steel plate armour has base damage reduction equal to that of [[:Category:Drake hide armour|drake hide armour]]. Adamantine Plate has damage reduction equal to [[:Category:dragon scale armour|Dragon scale armour]]. Glimmersteel and Seryll Plate has the highest base damage reduction in game. While Plate can be made from other metals they all have less damage reduction than Steel Plate.&lt;br /&gt;
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=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Made from the hide of [[dragon]] hatchlings, its protection rating is similar to plate. Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a dragon (any color), this [[plate armour smithing]] based armour suffers only a very small movement penalty. However, this armour damages faster than any other in combat.&lt;br /&gt;
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=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped. There is no difference between wielding a wooden or metal shield. Shields used to affect swing timers, but this is no longer the case.&lt;br /&gt;
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:* [[Large shield]] - Greatest base percentage to block.&lt;br /&gt;
:* [[Small shield]] - Lower base percentage to block, but much lighter.&lt;br /&gt;
:* [[Medium shield]] - Middle ground between large and small.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be equipped on your arm, not your hand.'''''&lt;br /&gt;
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== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. [[Archery]], [[Shields]], [[leatherworking]], [[smithing]], [[tailoring]], [[carpentry]] and subskills of these such as [[fletching]] offer good skill gains. Some weapon skills also offer Body Control gains.&lt;br /&gt;
:* [[Mind speed]] - The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special move or perhaps change stance.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit, and for taking less damage when hit. Good methods to gain Body Strength include [[mining]], [[smithing]], [[digging]], [[woodcutting]], [[farming]], [[butchering]], and masonry [[masonry]], and their subskills. [[Papyrusmaking]], [[coal-making]], and some weapon skills also increase Body Strength.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[woodcutting]], [[milling]], [[digging]], and [[mining]]. However, on freedom it is raised by [[woodcutting]], [[Milling]], [[digging]], and [[mining]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* When you get hit, you will start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you even if you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If you're outnumbered, face your strongest opponent. If you outnumber them, surround them.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. This is ignored if moving while using [[defensive fighting]]. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows, parries, and blows for zero damage.&lt;br /&gt;
:* Standing above an opponent improves your chance to hit and reduces the capacity of them to target your upper components. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight/Amazon at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Category:Plate_armour&amp;diff=107718</id>
		<title>Category:Plate armour</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Category:Plate_armour&amp;diff=107718"/>
		<updated>2018-07-04T00:23:18Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / [[:Category:Armour|Armour]] / [[{{PAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[Armour]] for your [[Item:body|body]], so you won't get [[wound|injured]] as severely when [[combat rating|being hit]] in [[combat]]. Plate armour can be made from all metals but will have higher damage reduction if made out of [[steel]], [[seryll]], [[glimmersteel]], and [[adamantine]]. Plate armour is the strongest armour, but also the heaviest with larger [[walking]] speed penalties.&lt;br /&gt;
&lt;br /&gt;
A full set weighs 20.50 kg, it reduces your [[walking]] speed to about 10.89 km/h on [[road]]s. It has a high rate of making blows glance off your armour, but receives more blunt damage from [[maul]]s.&lt;br /&gt;
&lt;br /&gt;
Like [[drake hide armour]], plate armour made from [[steel]] has a damage reduction of 70 % at 100 [[quality]]. Plate armour made from [[adamantine]] provides a damage reduction of 75 %. [[Glimmersteel]] and [[seryll]] plate armours have an 80 % damage reduction.&lt;br /&gt;
&lt;br /&gt;
== Creation Material Requirements ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=200 | Item&lt;br /&gt;
! width=100 | Weight&lt;br /&gt;
|-&lt;br /&gt;
|[[Breast plate]] || 5.72 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate leggings]] || 4.62 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate vambrace]] || 2.42 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate sabaton]] || 1.87 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate gauntlet]] || 0.88 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Great helm]] || 1.87 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Basinet helm]] || 1.78 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Open helm]] || 1.21 kg&lt;br /&gt;
|-&lt;br /&gt;
|'''Full Set''' (No helm) || 20.68 kg&lt;br /&gt;
|-&lt;br /&gt;
|'''Full Set''' ([[Great helm]]) || 22.55 kg&lt;br /&gt;
|-&lt;br /&gt;
|'''Full Set''' ([[Basinet helm]]) || 22.46 kg&lt;br /&gt;
|-&lt;br /&gt;
|'''Full Set''' ([[Open helm]]) || 21.89 kg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damage Reduction ==&lt;br /&gt;
See [[armour]] for calculation details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=100 | Quality&lt;br /&gt;
! width=75 | Steel&lt;br /&gt;
! width=75 | Adamantine&lt;br /&gt;
! width=75 | Glimmersteel&lt;br /&gt;
! width=75 | Seryll&lt;br /&gt;
|-&lt;br /&gt;
|10 || 17.35% || 18.30% || 19.25% || 19.25%&lt;br /&gt;
|-&lt;br /&gt;
|20 || 28.40% || 30.20% || 32.00% || 32.00%&lt;br /&gt;
|-&lt;br /&gt;
|30 || 38.15% || 40.70% || 43.25% || 43.25%&lt;br /&gt;
|-&lt;br /&gt;
|40 || 46.60% || 49.80% || 53.00% || 53.00%&lt;br /&gt;
|-&lt;br /&gt;
|50 || 53.75% || 57.50% || 61.25% || 61.25%&lt;br /&gt;
|-&lt;br /&gt;
|60 || 59.60% || 63.80% || 68.00% || 68.00%&lt;br /&gt;
|-&lt;br /&gt;
|70 || 64.15% || 68.70% || 73.25% || 73.25%&lt;br /&gt;
|-&lt;br /&gt;
|80 || 67.40% || 72.20% || 77.00% || 77.00%&lt;br /&gt;
|-&lt;br /&gt;
|90 || 69.35% || 74.30% || 79.25% || 79.25%&lt;br /&gt;
|-&lt;br /&gt;
|100 || 70.00% || 75.00% || 80.00% || 80.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Steel plate set with steel great helm.jpg | Full steel plate set with steel [[great helm]].&lt;br /&gt;
File:Steel plate set with steel basinet helm.jpg | Full steel plate with steel [[basinet helm]].&lt;br /&gt;
File:Steel plate set with steel open helmet.jpg | Full steel plate with steel [[open helmet]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plate armour by metal type===&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:Armormetals-plate-iron-open.jpg|Iron plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-iron-great.jpg|Iron plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-iron-basinet.jpg|Iron plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-steel-open.jpg|Steel plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-steel-great.jpg|Steel plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-steel-basinet.jpg|Steel plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-brass-open.jpg|Brass plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-brass-great.jpg|Brass plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-brass-basinet.jpg|Brass plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-bronze-open.jpg|Bronze plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-bronze-great.jpg|Bronze plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-bronze-basinet.jpg|Bronze plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-copper-open.jpg|Copper plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-copper-great.jpg|Copper plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-copper-basinet.jpg|Copper plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-lead-open.jpg|Lead plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-lead-great.jpg|Lead plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-lead-basinet.jpg|Lead plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-tin-open.jpg|Tin plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-tin-great.jpg|Tin plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-tin-basinet.jpg|Tin plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-zinc-open.jpg|Zinc plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-zinc-great.jpg|Zinc plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-zinc-basinet.jpg|Zinc plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-gold-open.jpg|Gold plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-gold-great.jpg|Gold plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-gold-basinet.jpg|Gold plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-silver-open.jpg|Silver plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-silver-great.jpg|Silver plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-silver-basinet.jpg|Silver plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-adamantine-open.jpg|Adamantine plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-adamantine-great.jpg|Adamantine plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-adamantine-basinet.jpg|Adamantine plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-glimmersteel-open.jpg|Glimmersteel plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-glimmersteel-great.jpg|Glimmersteel plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-glimmersteel-basinet.jpg|Glimmersteel plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-seryll-open.jpg|Seryll plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-seryll-great.jpg|Seryll plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-seryll-basinet.jpg|Seryll plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
* [[Fighting]]&lt;br /&gt;
* [[Hats]]&lt;br /&gt;
* [[:Category:Steel products|Steel products]]&lt;br /&gt;
* [[:Category:Adamantine products|Adamantine products]]&lt;br /&gt;
* [[:Category:Glimmersteel products|Glimmersteel products]]&lt;br /&gt;
* [[:Category:Seryll products|Seryll products]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Armour]]&lt;br /&gt;
[[Category:Armour smithing items]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=107717</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=107717"/>
		<updated>2018-07-04T00:19:59Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Armour types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and players. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your CR. That way, the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fighting skill gain against non-player creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&lt;br /&gt;
::* [[Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[Stuns|stun]]. Beware that this might take the attention of the enemy to the person doing the shield bashing.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
&lt;br /&gt;
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer and chance to parry.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind logic]]. Aiming for the feet or legs may also slow your opponent, etc.&lt;br /&gt;
&lt;br /&gt;
Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.&lt;br /&gt;
&lt;br /&gt;
In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.&lt;br /&gt;
&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. However, at low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys - see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves, most of which involve stunning the opponent or draining his stamina. &lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:* Primary weapon should be equipped in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes rarely parry, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. Cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor.&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from metals, at the largest expense of mobility. Steel plate armour has base damage reduction equal to that of [[:Category:Drake hide armour|drake hide armour]]. Adamantine Plate has damage reduction equal to [[:Category:dragon scale armour|Dragon scale armour]]. Glimmersteel and Seryll Plate has the highest base damage reduction in game. While Plate can be made from other metals they all have less damage reduction than Steel Plate.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Made from the hide of [[dragon]] hatchlings, its protection rating is similar to plate. Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a dragon (any color), this [[plate armour smithing]] based armour suffers only a very small movement penalty. However, this armour damages faster than any other in combat.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped. There is no difference between wielding a wooden or metal shield. Shields used to affect swing timers, but this is no longer the case.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]] - Greatest base percentage to block.&lt;br /&gt;
:* [[Small shield]] - Lower base percentage to block, but much lighter.&lt;br /&gt;
:* [[Medium shield]] - Middle ground between large and small.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be equipped on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. [[Archery]], [[Shields]], [[leatherworking]], [[smithing]], [[tailoring]], [[carpentry]] and subskills of these such as [[fletching]] offer good skill gains. Some weapon skills also offer Body Control gains.&lt;br /&gt;
:* [[Mind speed]] - The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special move or perhaps change stance.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit, and for taking less damage when hit. Good methods to gain Body Strength include [[mining]], [[smithing]], [[digging]], [[woodcutting]], [[farming]], [[butchering]], and masonry [[masonry]], and their subskills. [[Papyrusmaking]], [[coal-making]], and some weapon skills also increase Body Strength.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[woodcutting]], [[milling]], [[digging]], and [[mining]]. However, on freedom it is raised by [[woodcutting]], [[Milling]], [[digging]], and [[mining]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If you're outnumbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. This is reduced by using [[defensive fighting]]. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows, parries, and blows for zero damage.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight/Amazon at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=107716</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=107716"/>
		<updated>2018-07-04T00:12:51Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Armour types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and players. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your CR. That way, the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fighting skill gain against non-player creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&lt;br /&gt;
::* [[Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[Stuns|stun]]. Beware that this might take the attention of the enemy to the person doing the shield bashing.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
&lt;br /&gt;
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer and chance to parry.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind logic]]. Aiming for the feet or legs may also slow your opponent, etc.&lt;br /&gt;
&lt;br /&gt;
Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.&lt;br /&gt;
&lt;br /&gt;
In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.&lt;br /&gt;
&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. However, at low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys - see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves, most of which involve stunning the opponent or draining his stamina. &lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:* Primary weapon should be equipped in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes rarely parry, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. Cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor.&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from metals, at the largest expense of mobility. Steel plate armour has a damage reduction factor equal to that of [[:Category:Drake hide armour|drake hide armour]]. Adamantine Plate has damage reduction equal to [[:Category:dragon scale armour|Dragon scale armour]]. Glimmersteel and Seryll Plate has the highest base damage reduction in game. While Plate can be made from other metals they all have less damage reduction than Steel Plate.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Made from the hide of [[dragon]] hatchlings, its protection rating is similar to plate. Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a dragon (any color), this [[plate armour smithing]] based armour suffers only a very small movement penalty. However, this armour damages faster than any other in combat.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped. There is no difference between wielding a wooden or metal shield. Shields used to affect swing timers, but this is no longer the case.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]] - Greatest base percentage to block.&lt;br /&gt;
:* [[Small shield]] - Lower base percentage to block, but much lighter.&lt;br /&gt;
:* [[Medium shield]] - Middle ground between large and small.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be equipped on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. [[Archery]], [[Shields]], [[leatherworking]], [[smithing]], [[tailoring]], [[carpentry]] and subskills of these such as [[fletching]] offer good skill gains. Some weapon skills also offer Body Control gains.&lt;br /&gt;
:* [[Mind speed]] - The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special move or perhaps change stance.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit, and for taking less damage when hit. Good methods to gain Body Strength include [[mining]], [[smithing]], [[digging]], [[woodcutting]], [[farming]], [[butchering]], and masonry [[masonry]], and their subskills. [[Papyrusmaking]], [[coal-making]], and some weapon skills also increase Body Strength.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[woodcutting]], [[milling]], [[digging]], and [[mining]]. However, on freedom it is raised by [[woodcutting]], [[Milling]], [[digging]], and [[mining]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If you're outnumbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. This is reduced by using [[defensive fighting]]. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows, parries, and blows for zero damage.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight/Amazon at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Category:Plate_armour&amp;diff=107715</id>
		<title>Category:Plate armour</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Category:Plate_armour&amp;diff=107715"/>
		<updated>2018-07-04T00:01:55Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / [[:Category:Armour|Armour]] / [[{{PAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[Armour]] for your [[Item:body|body]], so you won't get [[wound|injured]] as severely when [[combat rating|being hit]] in [[combat]]. Plate armour can be made from all metals but will have higher damage reduction if made out of [[steel]], [[seryll]], [[glimmersteel]], and [[adamantine]]. Plate armour is one of the strongest armours, but also the heaviest with larger [[walking]] speed penalties.&lt;br /&gt;
&lt;br /&gt;
A full set weighs 20.50 kg, it reduces your [[walking]] speed to about 10.89 km/h on [[road]]s. It has a high rate of making blows glance off your armour, but receives more blunt damage from [[maul]]s.&lt;br /&gt;
&lt;br /&gt;
Like [[drake hide armour]], plate armour made from [[steel]] has a damage reduction of 70 % at 100 [[quality]]. Plate armour made from [[adamantine]] provides a damage reduction of 75 %. [[Glimmersteel]] and [[seryll]] plate armours have an 80 % damage reduction.&lt;br /&gt;
&lt;br /&gt;
== Creation Material Requirements ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=200 | Item&lt;br /&gt;
! width=100 | Weight&lt;br /&gt;
|-&lt;br /&gt;
|[[Breast plate]] || 5.72 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate leggings]] || 4.62 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate vambrace]] || 2.42 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate sabaton]] || 1.87 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate gauntlet]] || 0.88 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Great helm]] || 1.87 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Basinet helm]] || 1.78 kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Open helm]] || 1.21 kg&lt;br /&gt;
|-&lt;br /&gt;
|'''Full Set''' (No helm) || 20.68 kg&lt;br /&gt;
|-&lt;br /&gt;
|'''Full Set''' ([[Great helm]]) || 22.55 kg&lt;br /&gt;
|-&lt;br /&gt;
|'''Full Set''' ([[Basinet helm]]) || 22.46 kg&lt;br /&gt;
|-&lt;br /&gt;
|'''Full Set''' ([[Open helm]]) || 21.89 kg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damage Reduction ==&lt;br /&gt;
See [[armour]] for calculation details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=100 | Quality&lt;br /&gt;
! width=75 | Steel&lt;br /&gt;
! width=75 | Adamantine&lt;br /&gt;
! width=75 | Glimmersteel&lt;br /&gt;
! width=75 | Seryll&lt;br /&gt;
|-&lt;br /&gt;
|10 || 17.35% || 18.30% || 19.25% || 19.25%&lt;br /&gt;
|-&lt;br /&gt;
|20 || 28.40% || 30.20% || 32.00% || 32.00%&lt;br /&gt;
|-&lt;br /&gt;
|30 || 38.15% || 40.70% || 43.25% || 43.25%&lt;br /&gt;
|-&lt;br /&gt;
|40 || 46.60% || 49.80% || 53.00% || 53.00%&lt;br /&gt;
|-&lt;br /&gt;
|50 || 53.75% || 57.50% || 61.25% || 61.25%&lt;br /&gt;
|-&lt;br /&gt;
|60 || 59.60% || 63.80% || 68.00% || 68.00%&lt;br /&gt;
|-&lt;br /&gt;
|70 || 64.15% || 68.70% || 73.25% || 73.25%&lt;br /&gt;
|-&lt;br /&gt;
|80 || 67.40% || 72.20% || 77.00% || 77.00%&lt;br /&gt;
|-&lt;br /&gt;
|90 || 69.35% || 74.30% || 79.25% || 79.25%&lt;br /&gt;
|-&lt;br /&gt;
|100 || 70.00% || 75.00% || 80.00% || 80.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Steel plate set with steel great helm.jpg | Full steel plate set with steel [[great helm]].&lt;br /&gt;
File:Steel plate set with steel basinet helm.jpg | Full steel plate with steel [[basinet helm]].&lt;br /&gt;
File:Steel plate set with steel open helmet.jpg | Full steel plate with steel [[open helmet]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plate armour by metal type===&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:Armormetals-plate-iron-open.jpg|Iron plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-iron-great.jpg|Iron plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-iron-basinet.jpg|Iron plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-steel-open.jpg|Steel plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-steel-great.jpg|Steel plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-steel-basinet.jpg|Steel plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-brass-open.jpg|Brass plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-brass-great.jpg|Brass plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-brass-basinet.jpg|Brass plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-bronze-open.jpg|Bronze plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-bronze-great.jpg|Bronze plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-bronze-basinet.jpg|Bronze plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-copper-open.jpg|Copper plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-copper-great.jpg|Copper plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-copper-basinet.jpg|Copper plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-lead-open.jpg|Lead plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-lead-great.jpg|Lead plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-lead-basinet.jpg|Lead plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-tin-open.jpg|Tin plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-tin-great.jpg|Tin plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-tin-basinet.jpg|Tin plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-zinc-open.jpg|Zinc plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-zinc-great.jpg|Zinc plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-zinc-basinet.jpg|Zinc plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-gold-open.jpg|Gold plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-gold-great.jpg|Gold plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-gold-basinet.jpg|Gold plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-silver-open.jpg|Silver plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-silver-great.jpg|Silver plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-silver-basinet.jpg|Silver plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-adamantine-open.jpg|Adamantine plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-adamantine-great.jpg|Adamantine plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-adamantine-basinet.jpg|Adamantine plate armour with basinet helm&lt;br /&gt;
File:Armormetals-plate-glimmersteel-open.jpg|Glimmersteel plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-glimmersteel-great.jpg|Glimmersteel plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-glimmersteel-basinet.jpg|Glimmersteel plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Armormetals-plate-seryll-open.jpg|Seryll plate armour with open helm&lt;br /&gt;
File:Armormetals-plate-seryll-great.jpg|Seryll plate armour with great helm&lt;br /&gt;
File:Armormetals-plate-seryll-basinet.jpg|Seryll plate armour with basinet helm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
* [[Fighting]]&lt;br /&gt;
* [[Hats]]&lt;br /&gt;
* [[:Category:Steel products|Steel products]]&lt;br /&gt;
* [[:Category:Adamantine products|Adamantine products]]&lt;br /&gt;
* [[:Category:Glimmersteel products|Glimmersteel products]]&lt;br /&gt;
* [[:Category:Seryll products|Seryll products]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Armour]]&lt;br /&gt;
[[Category:Armour smithing items]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=107714</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=107714"/>
		<updated>2018-07-03T23:56:49Z</updated>

		<summary type="html">&lt;p&gt;Armyskin: /* Armour types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and players. &lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
&lt;br /&gt;
{{:Target}}&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill helps determine your [[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your CR. That way, the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|&amp;lt;font color=green&amp;gt;Greenish&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;raging&amp;lt;/font&amp;gt;, &amp;lt;font color=red&amp;gt;angry&amp;lt;/font&amp;gt;, and CHAMPION]] creatures are a very effective way to train fighting.&lt;br /&gt;
&lt;br /&gt;
Fighting skill gain against non-player creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.&lt;br /&gt;
::* [[Aggressive fighting]] - Reduced defense, but increased offense. Damage is enhanced. Two-handed weapons swing faster.&lt;br /&gt;
::* [[Defensive fighting]] - Reduced offense, but increased defense. Moving CR penalties are reduced. Parry and dodge rate is increased.&lt;br /&gt;
::* [[Normal Fighting]] - Defenses and offenses are weapons' defaults, scaled with skills and body stats.&lt;br /&gt;
::* [[Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[Stuns|stun]]. Beware that this might take the attention of the enemy to the person doing the shield bashing.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
Weapon skill affects the following:&lt;br /&gt;
:* Damage dealt&lt;br /&gt;
:* Swing timer&lt;br /&gt;
:* Stance availability and/or chance&lt;br /&gt;
:* Chance to parry&lt;br /&gt;
:* [[Special move|Special moves]] available&lt;br /&gt;
&lt;br /&gt;
Swing timer is decreased by 1% for every 10 skill levels. Weapon [[QL]] also affects everything listed except swing timer and chance to parry.&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the body may have different effects. For example, aiming for the head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind logic]]. Aiming for the feet or legs may also slow your opponent, etc.&lt;br /&gt;
&lt;br /&gt;
Aiming at different body parts also affects your chances of aiming at others. For example, if you aim for the right parts, then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be performed when aiming at certain body parts.&lt;br /&gt;
&lt;br /&gt;
In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he must choose one or the other. Defensive stances are the last of the bunch to become available to the player - usually around 48-50 weapon skill.&lt;br /&gt;
&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. However, at low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys - see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves, most of which involve stunning the opponent or draining his stamina. &lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:* Primary weapon should be equipped in the right hand, as the left hand will attack less often. Left hand also does not parry at all.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have a high parry rate and do medium damage.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes rarely parry, but deal the highest amount of base damage.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal maul damage. Mauls have a medium parry rate and do medium-high damage.&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers minimal protection with high mobility. Cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Leather armour provides light defenses with medium-high mobility. Walking speed and evasion penalties are minimal.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Studded leather armour provides a moderate amount of base defense with similar penalties as leather armour.  Studded leather armour represents a good common ground between speed and defense. Studded leather armour has a mild evasion penalty. &lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor.&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armour provides the largest defense bonus of any armour crafted from non-unique components, at the largest expense of mobility. Steel plate armour specifically has a high damage reduction factor equal to that of [[:Category:Drake hide armour|drake hide armour]]. Iron plate and other common metals slightly less than this.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Made from the hide of [[dragon]] hatchlings, its protection rating is similar to plate. Drake hide armor has a small penalty to walking speed and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scale is the best armour available. Made out of the scales of a dragon (any color), this [[plate armour smithing]] based armour suffers only a very small movement penalty. However, this armour damages faster than any other in combat.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped. There is no difference between wielding a wooden or metal shield. Shields used to affect swing timers, but this is no longer the case.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]] - Greatest base percentage to block.&lt;br /&gt;
:* [[Small shield]] - Lower base percentage to block, but much lighter.&lt;br /&gt;
:* [[Medium shield]] - Middle ground between large and small.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be equipped on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with accuracy, dodging, and [[stealthing]]. [[Archery]], [[Shields]], [[leatherworking]], [[smithing]], [[tailoring]], [[carpentry]] and subskills of these such as [[fletching]] offer good skill gains. Some weapon skills also offer Body Control gains.&lt;br /&gt;
:* [[Mind speed]] - The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special move or perhaps change stance.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit, and for taking less damage when hit. Good methods to gain Body Strength include [[mining]], [[smithing]], [[digging]], [[woodcutting]], [[farming]], [[butchering]], and masonry [[masonry]], and their subskills. [[Papyrusmaking]], [[coal-making]], and some weapon skills also increase Body Strength.&lt;br /&gt;
:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks very well. Raised by [[woodcutting]], [[milling]], [[digging]], and [[mining]]. However, on freedom it is raised by [[woodcutting]], [[Milling]], [[digging]], and [[mining]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower (30s duration).&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If you're outnumbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. This is reduced by using [[defensive fighting]]. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows, parries, and blows for zero damage.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight reduces your capacity to defend incoming damage and will often make escape impossible.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Throw]]ing&lt;br /&gt;
&lt;br /&gt;
== Damage messages and Strength of attacks==&lt;br /&gt;
When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:&lt;br /&gt;
&lt;br /&gt;
You '''&amp;lt;Type of Damage&amp;gt;''' adolescent starving wolf '''&amp;lt;Strength of your Blow&amp;gt;''' and '''&amp;lt;Result&amp;gt;''' it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Type of Damage''''' is the kind of damage dealt by the currently equipped weapon, For example: '''''piercing''''' or '''''mauling'''''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Strength of your Blow''''' is how hard the hit itself is. &lt;br /&gt;
The scale is:&lt;br /&gt;
&lt;br /&gt;
1. Very Lightly&lt;br /&gt;
&lt;br /&gt;
2. Lightly&lt;br /&gt;
&lt;br /&gt;
3. Pretty Hard&lt;br /&gt;
&lt;br /&gt;
4. Hard&lt;br /&gt;
&lt;br /&gt;
5. Very Hard&lt;br /&gt;
&lt;br /&gt;
6. Extremely Hard&lt;br /&gt;
&lt;br /&gt;
7. Deadly Hard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''''Result''''' is the severity of the resulting wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[PvP (Combat)]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Soldier at 50 skill&lt;br /&gt;
* Mercenary at 70 skill&lt;br /&gt;
* Knight/Amazon at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Fighting]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Armyskin</name></author>
		
	</entry>
</feed>