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	<id>https://www.wurmpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Azated</id>
	<title>Wurmpedia - User contributions [en]</title>
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	<updated>2026-06-04T05:48:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Azated&amp;diff=71014</id>
		<title>User:Azated</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User:Azated&amp;diff=71014"/>
		<updated>2012-04-12T17:32:14Z</updated>

		<summary type="html">&lt;p&gt;Azated: Created page with 'Mayor of The Twelfth Bay.  Owner of cats.  Defeater of boredom.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mayor of [[The Twelfth Bay]].&lt;br /&gt;
&lt;br /&gt;
Owner of cats.&lt;br /&gt;
&lt;br /&gt;
Defeater of boredom.&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Praying&amp;diff=71013</id>
		<title>Talk:Praying</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Praying&amp;diff=71013"/>
		<updated>2012-04-12T17:30:30Z</updated>

		<summary type="html">&lt;p&gt;Azated: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Possible bug ==&lt;br /&gt;
&lt;br /&gt;
After praying at a stone altar of vynora and trying to sleep in a bed on-deed, I got a 4 minute long timer. I'm not sure if this has been examined before, but I just thought I'd post a note here.&lt;br /&gt;
&lt;br /&gt;
--[[User:Azated|Azated]] 17:30, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A post that rolf made:&lt;br /&gt;
:Ah okay now I see the issue here. I had to test some to understand what was going on.&lt;br /&gt;
&lt;br /&gt;
:Yes, the higher faith you have, the longer it takes to reach maximum favor.&lt;br /&gt;
:The top points of favor cost more and more time to regain.&lt;br /&gt;
&lt;br /&gt;
:So at 70 faith, if you want to stay on 70 favor all the time you will spend a lot of time praying after every small spell you cast.&lt;br /&gt;
&lt;br /&gt;
:You will however always regain the lower favor points faster the higher faith you have. The :better you are at praying, and the better the quality level of the altar will always increase :the speed as well.&lt;br /&gt;
&lt;br /&gt;
:So, basically: The most time-economic thing to do is to only have as much favor as you need to cast the current spell you are trying to cast. If you want to go fully prepared into battle you may want to spend time charching your favor to full though.&lt;br /&gt;
&lt;br /&gt;
- At the moment you only get half the favor compared to when doing nothing.&lt;br /&gt;
I guess this is a bug... at least I hope it is. [[User:Tekari|Tekari]] 09:03, 24 August 2011 (UTC)Tekari&lt;br /&gt;
&lt;br /&gt;
Anyone know what the max quality of gem you will receive for praying is? I was under the impression you would only get under 10ql, but recently I was given a 27ql gem from praying. [[User:Polan|Polan]] 18:11, 13 May 2010 (UTC)Polan&lt;br /&gt;
&lt;br /&gt;
=====Concerning point at which you get gems===== &lt;br /&gt;
@Ago : I'm quite reasonably certain that my priest received gems before he had 50 faith and that it happened right around 35 prayer. Another priest I prayed with is below that level in prayer and faith so I cannot tell with all certainty. I will look through my logs and try to verify it somewhat, untill then I will not edit your post. --[[User:Thirn|Thirn]] 05:09, 27 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a priest with rather low praying skill. She's not even at 35 prayer yet but has been getting gems for a very long time now, the switch was around the time of getting 50 faith. The last mushroom was received on 2010-07-16, 50 faith was reached on 2010-07-19. Unfortunatly the log does not say what Fo put in her pocket but I usually dropped the mushrooms as soon as I got them. Additionally the logs showed some vesseling action on 2010-07-24, just after receiving some items from Fo which is an indicator I may have got gems back then. --[[User:Ago|Ago]] 13:10, 27 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Alright, at this point my logs are inconclusive as well, although they point toward my finding I'm an not 100% certain. I will try to get the other priest (which is around 42 faith) to 35 prayer though and see what happens. Could we - for time being - agree to edit out the part about getting gems? --[[User:Thirn|Thirn]] 02:15, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sure. But I can definitly say it's not 35 prayer that gives gems. Neither of my two priests has 35 prayer but both get gems for a long time. --[[User:Ago|Ago]] 12:31, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I guess we'll have to wait and see :) You know, chance is we're ''both right'' - you start getting gems when you reach '''35''' prayer '''or 50''' faith, whichever comes first. I'd suggest putting something like that in the main article... or wait for me to get the prayer up.  --[[User:Thirn|Thirn]] 22:13, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've made my main a Vyn priest for a few days and trained praying. He just hit 35 prayer and 42 faith and still got mushrooms. I'll depriest soon but will continue to pray. Maybe i'll get gems at some point. --[[User:Ago|Ago]] 14:42, 6 December 2011 (UTC) &lt;br /&gt;
&lt;br /&gt;
[[User:Avonthorn|Avonthorn]] noted the change around 38-39 faith. --[[User:Ago|Ago]] 16:43, 6 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had 50 faith and around 33-ish praying. I believe the 50 faith is the important number. [[User:Joedobo|Joedobo]] 23:27, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
50 faith is where you start getting gems and stop getting mushrooms. Not one mushroom since 50 faith (80+ now, been getting gems instead of mushrooms since 50) and praying skill seems irrelevant. [[User:Aeris|Aeris]] 23:42, 16 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[User:DopeymcDope|DopeyMcDope]]: I've noticed that around 35-45 favour (dunno how useful this info is..) i've seemed to get gems whilst praying... but when i've got full favour (62faith) i don't seem to get anything at all... 19:08 30 Aug 2011 (UTC) - With furhter testing (100 prayer actions per test), the rewards relate to the amount of favour you have, although it does not affect the quality of the reward. dmd&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Updates on favor/Gems=====&lt;br /&gt;
&lt;br /&gt;
My town is currently looking into Favor vs. QL of items you get.&amp;lt;br/&amp;gt;&lt;br /&gt;
and would like you guys to note if you find a trend&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Upon further stats (taken over +- 2 weeks from 3 priest), We have found that favor does NOT affect ql of items , but frequency seems slightly higher.&lt;br /&gt;
&lt;br /&gt;
--[[User:Axeblade|Axeblade]] 17:00, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=====Prayer skill vs. timers===== &lt;br /&gt;
&lt;br /&gt;
Max timer is 30 &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
30s at 2 skill&amp;lt;br/&amp;gt;&lt;br /&gt;
27.5s at +-21 skill&amp;lt;br/&amp;gt;&lt;br /&gt;
25.5s at 37.63 skill on a Gold alter (Sincor)&amp;lt;br/&amp;gt;&lt;br /&gt;
26.4s at 28.54 Skill on same altar as Sincor (Doomgar)&amp;lt;br/&amp;gt;&lt;br /&gt;
25.7s at +-38 Skill (Ghenghis)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[18:45:23] &amp;lt;Sincor&amp;gt; Check Times. [18:44:14] You start to pray at the altar of Vynora. [18:44:14] Biskits starts to pray at the altar of Magranon.  [18:44:38] You finish your prayer to Vynora.&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:45:27] &amp;lt;Sincor&amp;gt; [18:44:42] Biskits finishes his prayer to Magranon.&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:45:43] &amp;lt;Sincor&amp;gt; Started the same but fished diffrent...&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:45:57] &amp;lt;Khasar&amp;gt; prayer skill affects timer&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:46:27] &amp;lt;Sincor&amp;gt; O Ok , thats good to know. I though it was always same timer&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:47:18] &amp;lt;Sincor&amp;gt; Will update the wiki to include that fact&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:47:31] &amp;lt;Ghenghis&amp;gt; at least its what i was told :p&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:47:36] &amp;lt;Ghenghis&amp;gt; ill double check quick&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:48:06] &amp;lt;Ghenghis&amp;gt; yup&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:48:35] &amp;lt;Ghenghis&amp;gt; 25.7 at 25 skill. 27.5 at 21 skill&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:48:46] &amp;lt;Ghenghis&amp;gt; *25.7 at 35skill&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:48:59] &amp;lt;Ghenghis&amp;gt; *38skill &amp;gt;.&amp;lt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:49:31] &amp;lt;Sincor&amp;gt; Cool ty for info&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Praying&amp;diff=71012</id>
		<title>Talk:Praying</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Praying&amp;diff=71012"/>
		<updated>2012-04-12T17:29:50Z</updated>

		<summary type="html">&lt;p&gt;Azated: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Possible bug ==&lt;br /&gt;
&lt;br /&gt;
After praying at a stone altar of vynora and trying to sleep in a bed on-deed, I got a 4 minute long timer. I'm not sure if this has been examined before, but I just thought I'd post a note here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A post that rolf made:&lt;br /&gt;
:Ah okay now I see the issue here. I had to test some to understand what was going on.&lt;br /&gt;
&lt;br /&gt;
:Yes, the higher faith you have, the longer it takes to reach maximum favor.&lt;br /&gt;
:The top points of favor cost more and more time to regain.&lt;br /&gt;
&lt;br /&gt;
:So at 70 faith, if you want to stay on 70 favor all the time you will spend a lot of time praying after every small spell you cast.&lt;br /&gt;
&lt;br /&gt;
:You will however always regain the lower favor points faster the higher faith you have. The :better you are at praying, and the better the quality level of the altar will always increase :the speed as well.&lt;br /&gt;
&lt;br /&gt;
:So, basically: The most time-economic thing to do is to only have as much favor as you need to cast the current spell you are trying to cast. If you want to go fully prepared into battle you may want to spend time charching your favor to full though.&lt;br /&gt;
&lt;br /&gt;
- At the moment you only get half the favor compared to when doing nothing.&lt;br /&gt;
I guess this is a bug... at least I hope it is. [[User:Tekari|Tekari]] 09:03, 24 August 2011 (UTC)Tekari&lt;br /&gt;
&lt;br /&gt;
Anyone know what the max quality of gem you will receive for praying is? I was under the impression you would only get under 10ql, but recently I was given a 27ql gem from praying. [[User:Polan|Polan]] 18:11, 13 May 2010 (UTC)Polan&lt;br /&gt;
&lt;br /&gt;
=====Concerning point at which you get gems===== &lt;br /&gt;
@Ago : I'm quite reasonably certain that my priest received gems before he had 50 faith and that it happened right around 35 prayer. Another priest I prayed with is below that level in prayer and faith so I cannot tell with all certainty. I will look through my logs and try to verify it somewhat, untill then I will not edit your post. --[[User:Thirn|Thirn]] 05:09, 27 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a priest with rather low praying skill. She's not even at 35 prayer yet but has been getting gems for a very long time now, the switch was around the time of getting 50 faith. The last mushroom was received on 2010-07-16, 50 faith was reached on 2010-07-19. Unfortunatly the log does not say what Fo put in her pocket but I usually dropped the mushrooms as soon as I got them. Additionally the logs showed some vesseling action on 2010-07-24, just after receiving some items from Fo which is an indicator I may have got gems back then. --[[User:Ago|Ago]] 13:10, 27 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Alright, at this point my logs are inconclusive as well, although they point toward my finding I'm an not 100% certain. I will try to get the other priest (which is around 42 faith) to 35 prayer though and see what happens. Could we - for time being - agree to edit out the part about getting gems? --[[User:Thirn|Thirn]] 02:15, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sure. But I can definitly say it's not 35 prayer that gives gems. Neither of my two priests has 35 prayer but both get gems for a long time. --[[User:Ago|Ago]] 12:31, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I guess we'll have to wait and see :) You know, chance is we're ''both right'' - you start getting gems when you reach '''35''' prayer '''or 50''' faith, whichever comes first. I'd suggest putting something like that in the main article... or wait for me to get the prayer up.  --[[User:Thirn|Thirn]] 22:13, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've made my main a Vyn priest for a few days and trained praying. He just hit 35 prayer and 42 faith and still got mushrooms. I'll depriest soon but will continue to pray. Maybe i'll get gems at some point. --[[User:Ago|Ago]] 14:42, 6 December 2011 (UTC) &lt;br /&gt;
&lt;br /&gt;
[[User:Avonthorn|Avonthorn]] noted the change around 38-39 faith. --[[User:Ago|Ago]] 16:43, 6 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had 50 faith and around 33-ish praying. I believe the 50 faith is the important number. [[User:Joedobo|Joedobo]] 23:27, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
50 faith is where you start getting gems and stop getting mushrooms. Not one mushroom since 50 faith (80+ now, been getting gems instead of mushrooms since 50) and praying skill seems irrelevant. [[User:Aeris|Aeris]] 23:42, 16 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[User:DopeymcDope|DopeyMcDope]]: I've noticed that around 35-45 favour (dunno how useful this info is..) i've seemed to get gems whilst praying... but when i've got full favour (62faith) i don't seem to get anything at all... 19:08 30 Aug 2011 (UTC) - With furhter testing (100 prayer actions per test), the rewards relate to the amount of favour you have, although it does not affect the quality of the reward. dmd&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Updates on favor/Gems=====&lt;br /&gt;
&lt;br /&gt;
My town is currently looking into Favor vs. QL of items you get.&amp;lt;br/&amp;gt;&lt;br /&gt;
and would like you guys to note if you find a trend&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Upon further stats (taken over +- 2 weeks from 3 priest), We have found that favor does NOT affect ql of items , but frequency seems slightly higher.&lt;br /&gt;
&lt;br /&gt;
--[[User:Axeblade|Axeblade]] 17:00, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=====Prayer skill vs. timers===== &lt;br /&gt;
&lt;br /&gt;
Max timer is 30 &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
30s at 2 skill&amp;lt;br/&amp;gt;&lt;br /&gt;
27.5s at +-21 skill&amp;lt;br/&amp;gt;&lt;br /&gt;
25.5s at 37.63 skill on a Gold alter (Sincor)&amp;lt;br/&amp;gt;&lt;br /&gt;
26.4s at 28.54 Skill on same altar as Sincor (Doomgar)&amp;lt;br/&amp;gt;&lt;br /&gt;
25.7s at +-38 Skill (Ghenghis)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[18:45:23] &amp;lt;Sincor&amp;gt; Check Times. [18:44:14] You start to pray at the altar of Vynora. [18:44:14] Biskits starts to pray at the altar of Magranon.  [18:44:38] You finish your prayer to Vynora.&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:45:27] &amp;lt;Sincor&amp;gt; [18:44:42] Biskits finishes his prayer to Magranon.&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:45:43] &amp;lt;Sincor&amp;gt; Started the same but fished diffrent...&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:45:57] &amp;lt;Khasar&amp;gt; prayer skill affects timer&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:46:27] &amp;lt;Sincor&amp;gt; O Ok , thats good to know. I though it was always same timer&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:47:18] &amp;lt;Sincor&amp;gt; Will update the wiki to include that fact&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:47:31] &amp;lt;Ghenghis&amp;gt; at least its what i was told :p&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:47:36] &amp;lt;Ghenghis&amp;gt; ill double check quick&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:48:06] &amp;lt;Ghenghis&amp;gt; yup&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:48:35] &amp;lt;Ghenghis&amp;gt; 25.7 at 25 skill. 27.5 at 21 skill&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:48:46] &amp;lt;Ghenghis&amp;gt; *25.7 at 35skill&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:48:59] &amp;lt;Ghenghis&amp;gt; *38skill &amp;gt;.&amp;lt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[18:49:31] &amp;lt;Sincor&amp;gt; Cool ty for info&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wurm_Server_Release_Notes_2012&amp;diff=70994</id>
		<title>Wurm Server Release Notes 2012</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wurm_Server_Release_Notes_2012&amp;diff=70994"/>
		<updated>2012-04-12T08:33:02Z</updated>

		<summary type="html">&lt;p&gt;Azated: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{update-header}}&lt;br /&gt;
&lt;br /&gt;
== 120306 Mainly item damage tweaks ==&lt;br /&gt;
*Area spells no longer work underwater&lt;br /&gt;
*Tree harvesting should deal less item damage.&lt;br /&gt;
*Mixing different fruit juices will remove their unique property instead of increasing one of the juice types&lt;br /&gt;
*Fish rod damage was tweaked&lt;br /&gt;
*Liquid creation should use better ratios&lt;br /&gt;
*A bug was fixed with spell buffs that didn't time out&lt;br /&gt;
*Those traders that were producing steel items will start to produce normal items once they run out. It was just decorative but it's a bug.&lt;br /&gt;
&lt;br /&gt;
== 120404 Horses save positions more often ==&lt;br /&gt;
*Horses should now save their position approximately every 10th tile so crashes should not have the same impact.&lt;br /&gt;
*Fishing spots will change with seasons. Your fishing spots have probably moved due to this. Bigger fish will be harder to catch but should on the other hand yeild higher quality levels.&lt;br /&gt;
*Repairing no longer leaves damage when complete.&lt;br /&gt;
*Client colors were modified. Dye still shows colors. Rarity is shown in color and wound coloring is back.&lt;br /&gt;
&lt;br /&gt;
== 120403 Colors showing in inventory ==&lt;br /&gt;
*Colors are now showing on inventory items - thank you Budda!&lt;br /&gt;
*Voice chat binaries were updated, so you may receive a firewall or antivirus warning message but it is safe to install. It works well by the way and we suggest you form a team in your village to try it out.&lt;br /&gt;
&lt;br /&gt;
== 120402 Fixing some metallurgy, liquid mixing etc ==&lt;br /&gt;
*Numbers were off for metallurgy and some liquids such as fruit juice, which is dealt with&lt;br /&gt;
*Fungus trap was useless and can now be cast outside of mycelium and Libila influence like the Ice and Fire pillar counterparts&lt;br /&gt;
&lt;br /&gt;
== 120401 Lag reduction ==&lt;br /&gt;
*Some of the lag that the recent changes introduces should be gone after this update&lt;br /&gt;
*The bug where materials sometimes weren't used when building was fixed&lt;br /&gt;
*Creation of lye and other liquids should use proper amounts now&lt;br /&gt;
*We don't have any April's fools joke this year. Honestly. This isn't a joke at all, seriously. Haha April's fool!&lt;br /&gt;
*Ok that was really cheap but things are hectic!&lt;br /&gt;
&lt;br /&gt;
== 120331 Upwards retweaking ==&lt;br /&gt;
*Prices for ropes and locks are back up at what it was before due to the wemp requirements&lt;br /&gt;
*The powerful animal loyalty was unnerfed a bit&lt;br /&gt;
*Keys will not take damage when failing to create moulds&lt;br /&gt;
*The convert bug was fixed&lt;br /&gt;
*Zombies will no longer instadie&lt;br /&gt;
&lt;br /&gt;
== 120329 Wonderful Time(r)s! ==&lt;br /&gt;
*Faster timers for most actions!&lt;br /&gt;
*Timers now run on tenths of seconds, giving more precise effects of quality, skill and enchantments. This includes fighting.&lt;br /&gt;
*Less item loss on failure!&lt;br /&gt;
*Priests receive alignment modification for actions just as non-priests now&lt;br /&gt;
*Dispel now has range 24&lt;br /&gt;
*Mounts and carts may be used in shallow water. Less land bridges - more fords!&lt;br /&gt;
*Mounts and carts may be used in steeper terrain. Less obstruction!&lt;br /&gt;
*Older creatures may spawn now - more challenge!&lt;br /&gt;
*Items have rarity! You may now occasionally succeed in creating a [[rare item|rare]], supreme or even fantastic item. These tools are faster, weapons do more damage, and armour protects a bit better. This may also happen as you improve or polish items and rare items may turn into even rarer items. Constructing new items using rare materials may turn the unfinished item into a rare item. Rare guard towers spawn more guards, for instance. More functionality will be added over time.&lt;br /&gt;
*Known bugs: Metallurgy needs some more debugging. Chain armour creation erroneously uses up the chain on failure. Fields show the wrong textures.&lt;br /&gt;
&lt;br /&gt;
== 120315 Scrap bugfix ==&lt;br /&gt;
*Since last update, low ql lumps are supposed to appear instead of metal scraps in order to improve creation. In certain instances these lumps would not appear, which has now been fixed.&lt;br /&gt;
&lt;br /&gt;
== 120314 Amsterdam meeting update ==&lt;br /&gt;
Inspired by the discussions at the Amsterdam Wurm meeting this weekend we've managed to implement a few of the quick improvements mentioned:&lt;br /&gt;
&lt;br /&gt;
*Only uniques break cave walls now&lt;br /&gt;
*You now get low ql lumps instead of the annoying scrap metal&lt;br /&gt;
*Construction options should now display both ways when selecting an item&lt;br /&gt;
*The max number of concurrent attackers were doubled for uniques&lt;br /&gt;
*Creature spawn points got a kick in the hind&lt;br /&gt;
*NOTE: Ridden creatures will be attacked more often&lt;br /&gt;
*The decay for butchered body parts was increased&lt;br /&gt;
*You should now be able to be passenger through palisade doors&lt;br /&gt;
*Empty bulk containers are now possible to pick up&lt;br /&gt;
 &lt;br /&gt;
== 120306 Archery skillgain modified ==&lt;br /&gt;
*In an effort to make archers hunt creatures and real players instead of alt characters, archery skillgain is now more uniform for all attacks except when there is very little damage dealt, when you are deemed macroing or attacking newbie alts. Skillgain speed may need tweaking.&lt;br /&gt;
*Shieldbashing also gives more skill when damage is dealt.&lt;br /&gt;
*Kingdom rulers may no longer become champions.&lt;br /&gt;
&lt;br /&gt;
== 120302 More lockpicking tweaks ==&lt;br /&gt;
*The base chance is still based on lock quality but a bit higher. The chance increase with skill and be maxed at 100 lockpicking skill. Chances increase more the higher skill you get. Expect to start becoming somewhat able at skill 30. The container or wall ql may halve or double the chance. Lockpick quality increases chance more than before. Gates are easier to pick. Large boats are harder to pick.&lt;br /&gt;
*Thievery skillgain was increased.&lt;br /&gt;
*The HOTS skillgain bonus for thievery skills was removed since everyone runs the same risk nowadays.&lt;br /&gt;
 &lt;br /&gt;
== 120301 Changes to thievery and support case handling ==&lt;br /&gt;
*Lockpicking and stealing skillgain now is on timers. Every ten minutes you may gain the skill.&lt;br /&gt;
*We are still tweaking the system at the moment. It is pretty nerfed when it comes to skillgains and success rates especially for doors. &lt;br /&gt;
*Lock ql now sets a base chance for lockpicking difficulty where a lock of ql 99 gives you 1% base chance and a ql 19 lock gives 40%. This is then modified by the skill so that someone with skill 50 has 20% chance to pick a ql 19 lock and 0.5% to pick a ql 99 lock. The container or wall ql modifies this as well, and the difference in lockpick quality increases or decreases the overall chance by multiplying difference/3 %.&lt;br /&gt;
*Stealing is harder closer to deed center and in the vicinity of guards. The 5 tiles closest to the token can be considered extremely safe. The difficulty of stealing things is based on the quality level of the item you steal, so in order to start gaining skill you should steal low quality items.&lt;br /&gt;
*Stealing and lockpicking only works on PvP servers.&lt;br /&gt;
*Compasses are now affected by WoA&lt;br /&gt;
*There's now a difference between CA and CM. CM's may mute and /support calls now go to the CMs who may elevate them to the GM's in case they can't help out.&lt;br /&gt;
*Since stealing skillgain was tweaked using a new system everyone on the epic servers had their stealing skill multiplied down to 20%.&lt;br /&gt;
&lt;br /&gt;
== 120228 Reputation tweaks ==&lt;br /&gt;
*Reputation hits for attacking and killing have been tweaked since it caused reversed grief. This applies to PvP servers where you can attack eachother. You now take 20 rep hit when killing same kingdom (unless within deed perimeter, or duelling etc) so you can deal with griefers a few times. On the other hand it should be fairly slow business hunting newbies for griefers. If you attack someone out of the blue you get stamped as Hunted for half an hour which means anyone can kill you without penalty. This stays over respawn. The only &amp;quot;supported solution&amp;quot; on PvP servers is to get a deed for any land you claim otherwise the game considers it free-for-all. On non-homeservers (Elevation) there is no penalty at all.&lt;br /&gt;
*Magranon now has the spell locate artifact&lt;br /&gt;
*Some people on Elevation found an exploitish situation where they were gaining body control too fast. The skills involved were modified down to more sane levels.&lt;br /&gt;
&lt;br /&gt;
== 120217 Mount turn rate tweaked ==&lt;br /&gt;
*The turn rate for mounts were toned down and you automatically move forward slowly when pressing left or right (A or D)&lt;br /&gt;
*Login problems solved&lt;br /&gt;
*Improving arrows now takes half time&lt;br /&gt;
*More typed creatures should spawn around dens&lt;br /&gt;
 &lt;br /&gt;
== 120215 Movement changes ==&lt;br /&gt;
*The bug with doors that appeared in the latest update was resolved&lt;br /&gt;
*Boat speeds were tweaked and should work better with more passengers&lt;br /&gt;
*Mounted movement backwards is now done at 1/3 speed. Turning was made faster.&lt;br /&gt;
*Improved speed hack detection and prevention&lt;br /&gt;
*A bug where Web Armour slowed down creatures too long was fixed&lt;br /&gt;
*Fixed a bug with names disappearing out of local&lt;br /&gt;
*The HOTA was fixed&lt;br /&gt;
*Model size multiplicator for items (visual change only) now has a max value of 5&lt;br /&gt;
*Shield bashing now toggles the icon properly&lt;br /&gt;
*Armour while worn will make Oakshell inactive on that bodypart&lt;br /&gt;
&lt;br /&gt;
== 120210 Lockpicking ==&lt;br /&gt;
*Lockpicking has been turned into a normal grindable skill which you can practice at home. Previously it gave a bonus when the game considered it to be dangerous but those situations were always avoidable. Two players on Epic have had their skills trimmed to 30 since they gained it in an overly easy way that wasn't reported.&lt;br /&gt;
&lt;br /&gt;
== 120201 Stamina regain while swimming bugfix ==&lt;br /&gt;
*You now properly regain stamina offline gradually up to max after 6 hours.&lt;br /&gt;
*You should now receive a message in green when someone from your own kingdom attacks you and you are able to attack the player back without a reputation hit.&lt;br /&gt;
&lt;br /&gt;
== 120131 A few Tuesday bugfixes ==&lt;br /&gt;
*Polearm damage bonus was increased to 2.5 versus mounted. Spears also do this damage versus mounts.&lt;br /&gt;
*Disbanding now properly modifies alliances&lt;br /&gt;
*Kingdom tower ritual missions should now only spawn on enemy home servers and non-home servers (Elevation) properly.&lt;br /&gt;
*Enemy presense should now trigger for enemy alliances&lt;br /&gt;
*A bug with epic portals allowing you to travel back to your start epic server should have been fixed.&lt;br /&gt;
&lt;br /&gt;
== 120127 Voice chat confusion ==&lt;br /&gt;
*Funny, the proximity voice chat we're advertising experiences some account confusion so the chat clients don't manage to log on to the system. The error is on our side but we probably can't fix it during the weekend so you'll have to wait until next week. Three cheers!&lt;br /&gt;
&lt;br /&gt;
== 120126 New Client! ==&lt;br /&gt;
===Client update - version 3.1!===&lt;br /&gt;
*Voice chat enabled. Try out the automatic proximity chat!&lt;br /&gt;
*New 3D model format supported with things like bones, skinning, mesh replacement and forward kinetics. This will enable us to add new and improved models and animations.&lt;br /&gt;
*Most players should experience better overall performance. You can tweak animation settings in the options panel.&lt;br /&gt;
*Lots of small bug fixes and improvements like this item selection fix: Hovering over items with the mouse should select them properly now around the edges.&lt;br /&gt;
*Support for ingame seasons. Not yet implemented.&lt;br /&gt;
*And of course Gui improvements!&lt;br /&gt;
===Server changes:===&lt;br /&gt;
*The Link option should work on tree and farm tiles now.&lt;br /&gt;
*Stealing certain items usable only on ground that didn't work before should now work.&lt;br /&gt;
*Led creatures now receive a combat rating penalty&lt;br /&gt;
*Opponents on mounts no longer need to be moving in order to receive double damage from polearms when the attacker is on foot&lt;br /&gt;
*The reputation system for attacking players from the same kingdom on PvP servers received several improvements:&lt;br /&gt;
**There was a reputation hit for killing outlaw allies. Fixed.&lt;br /&gt;
**You may now kill anyone inside your perimeter without reputation hit.&lt;br /&gt;
**You now only receive a reputation hit when a wall of a non-deeded structure from the same kingdom is destroyed instead of previously when attacking it.&lt;br /&gt;
**You will receive a small reputation hit when you first attack someone where it is not allowed. If you are attacked in such a manner you should receive no penalty for slaying the person. The effect stays until you die or until there is a restart.&lt;br /&gt;
**Slaying or attacking someone in PvP zones, duelling areas, and during duels should give no reputation hits.&lt;br /&gt;
*A note: Armour made from glimmersteel or adamantine give better protection. Attack speed of weapons made from glimmersteel is often higher and damage dealt from adamantine. Decay and damage taken by items made from those materials should be a lot less. You can find them in terraforming events on Epic or by winning HotA tournaments.&lt;br /&gt;
*The statues won in Hunts of the Ancients should now be plantable like signs.&lt;br /&gt;
*The Affliction server (HOTS home) is now free to play.&lt;br /&gt;
*You should now be able to spawn on all permanent villages on a home server.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== 120125 The Hunter's Lodge ==&lt;br /&gt;
&lt;br /&gt;
*A new settlement has been founded on the west border of the HotA zone on Chaos in order to facilitate joining the Hunt of the Ancients. &amp;quot;Hunter's Lodge&amp;quot; is the new default spawnpoint on the server even if spawning at The Landing still should be possible. New players arriving on Chaos will spawn at Hunter's Lodge.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== 120120 Damage properly applied in PvP zones ==&lt;br /&gt;
*The increased damage on walls and fences as well as the Mine Door restriction is now properly restricted to PvP zones.&lt;br /&gt;
*The Village settting should be saved now when creating such settlement roles.&lt;br /&gt;
*The HotA pillar distribution was skewed and too easy. Next hunt they will be more properly distributed in the zone.&lt;br /&gt;
&lt;br /&gt;
== 120119 Boat kicking and tweak to PvP zones ==&lt;br /&gt;
*The Village setting for new village specific roles isn't saved unless you change to another village then back to the one you want to apply the role for. Or create with the wrong Village and set it to the proper Village afterwards. The bug is fixed next update.&lt;br /&gt;
*Boats should stop before the border now instead of kicking you when you are not allowed to to leave the server in the boat.&lt;br /&gt;
*Fences and walls now take 10 times damage off deed in PvP zones. No mine doors can be built in PvP zones.&lt;br /&gt;
&lt;br /&gt;
== 120118 Hunt zones created ==&lt;br /&gt;
*On the Chaos and on the Elevation servers, special Hunt zones have been created. A short description is on http://www.wurmonline.com/blog. Enjoy!&lt;br /&gt;
&lt;br /&gt;
== 120118 Duelling rings and inventory merges ==&lt;br /&gt;
*You should now gain fight skill if you slay premium players with skill 20+ of an opposing alliance&lt;br /&gt;
*Duelling rings were added close to the start cities on the Epic servers for removing unwanted kingdom rulers of the non-custom kingdoms&lt;br /&gt;
*Boats on PvP servers no longer have the village or friend restriction when changing servers&lt;br /&gt;
*Because of possible duplicates causing one copy to be automatically deleted, inventories will no longer merge when travelling to or from Chaos like they used to after it joined the freedom cluster&lt;br /&gt;
&lt;br /&gt;
== 120117 New Alliance System ==&lt;br /&gt;
*The new alliance system is now active and old alliances had to be removed. You have to form new alliances by meeting up with diplomats from other settlements. In the new alliances, there is one settlement that is the 'capital'. The Mayor from the capital may oust your settlement from the alliance and declare wars on other alliances on PvP Servers. Alliance war have to be accepted in order to not give reputation hits for kills.&lt;br /&gt;
*You may create special village roles for different villages in order to control other members of the alliance.&lt;br /&gt;
*Killing someone from the same kingdom outside PvP Areas will give a reputation hit unless you are at war. Killing someone from the same alliance or village within the PvP zone will still give reputation hit.&lt;br /&gt;
*You should no longer become invulnerable when you lose link since linkdropping was abused. The auto invulnerability when you log on still remains.&lt;br /&gt;
*Players from warring alliances should be able to loot eachother.&lt;br /&gt;
*As a diplomat, you may still declare war on other single villages but it does not involve the alliance. The future of this feature is uncertain.&lt;br /&gt;
*In the freedom cluster, if you become outlaw you are now also kicked out of your village.&lt;br /&gt;
*There is also alliance chat. If it doesn't turn up automatically, you may have to type /all &amp;lt;text&amp;gt;.&lt;br /&gt;
 &lt;br /&gt;
== 120113 Voice chat being tampered with ==&lt;br /&gt;
*We are updating the voice chat binaries with a fix for unstable and it won't work during the weekend.&lt;br /&gt;
*Sacrificing Valrei items should work on all Epic servers.&lt;br /&gt;
*Epic creatures will no longer spawn in the Freedom cluster.&lt;br /&gt;
&lt;br /&gt;
== 120111 Upcoming changes to alliances ==&lt;br /&gt;
*Alliances will change in the near future so that a settlement may only belong to one alliance. There will be one town in charge of the alliance and its diplomats will be able to add or oust other settlements to the alliance. The town that invites another town to form an alliance becomes the alliance capital, but this can be changed later on. Diplomats of a settlement may make the settlement leave the alliance.&lt;br /&gt;
*This means that you will have to recreate your existing alliances when that update comes. Please take any steps necessary in order to prepare for a smooth transition to the new system.&lt;br /&gt;
*The reason that we change it is for clarity and things like alliance chat. The reason that we don't keep both system at the same time is that it would cause confusing bugridden code and alliance loops. Expect this new code early next week, but in case we run into some serious bug that must be fixed it may happen before the weekend.&lt;br /&gt;
&lt;br /&gt;
== 120109 Nogump nerf among other things ==&lt;br /&gt;
*The Sons of Nogump have been nerfed and an extra check for throwing through walls was added. Valrei creatures should no longer spawn inside houses or settlements.&lt;br /&gt;
*Lockpicking on pvp servers received a bug fix.&lt;br /&gt;
*You should now be able to send mail between the Chaos server and the other Freedom servers.&lt;br /&gt;
*Fix to fletching where heads were not consumed properly.&lt;br /&gt;
*Changing server with boat from Chaos should work better for villagers and friends&lt;br /&gt;
&lt;br /&gt;
== 120105 Non-prem priests bugfix and structure option ==&lt;br /&gt;
*You should no longer be thrown into structures by uniques during combat.&lt;br /&gt;
*There is now an option to allow your kingdom to enter structures (thanks Zcul for coding).&lt;br /&gt;
*Non-premium priests was was a favor linking loophole which should be plugged now.&lt;br /&gt;
&lt;br /&gt;
== 120102 2012 ==&lt;br /&gt;
*Happy New Year dear Wurmians! This year we'll see some real progress with graphics and lots of game improvements both in existing features and plans are to solve multi storey buildings and bridges as first projects. We also want to add a lot more construction options and hopefully we'll be able to look at things like rivers and seasons before this summer.&lt;br /&gt;
*Creatures summoned by the deities on Valrei like the Drakespirits will appear a lot less on non-Epic servers. They will send 1 where before they could send up to 15. Additionally, on Epic servers the toughness of the creatures summoned will be considered so fewer will spawn the tougher they are.&lt;br /&gt;
*Uniques may bash house walls with higher probability now.&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Silver_vein&amp;diff=70879</id>
		<title>Silver vein</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Silver_vein&amp;diff=70879"/>
		<updated>2012-04-07T05:49:45Z</updated>

		<summary type="html">&lt;p&gt;Azated: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / [[:Category:Cave tiles|Cave tiles]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{Vein|metaltype=silver}}&lt;br /&gt;
&lt;br /&gt;
Silver ore is a hard to mine ore and without a good [[pickaxe]] and enough [[mining]] skill, you will only get 1.0 [[quality]] ores. It is easier to mine then [[gold ore]] however. &lt;br /&gt;
&lt;br /&gt;
[[Silver lump|Silver]] is mostly used for [[jewelry]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capped ==&lt;br /&gt;
&lt;br /&gt;
Silver veins are capped at 50 quality on epic servers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Animal_husbandry&amp;diff=70842</id>
		<title>Talk:Animal husbandry</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Animal_husbandry&amp;diff=70842"/>
		<updated>2012-04-05T06:26:21Z</updated>

		<summary type="html">&lt;p&gt;Azated: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Out of date info ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much of the information in this page is out of date or incorrect. I have personally observed many traits far behind my animal husbandry skill level, and I can care for more animals than my skill should allow. --[[User:Azated|Azated]] 06:26, 5 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sparkling eyes ==&lt;br /&gt;
&lt;br /&gt;
[16:46:50] &amp;lt;Brashendeavors&amp;gt; if there is anyone with wiki editing priv, the animal husbandry trait &amp;quot;It has a certain spark in its eyes&amp;quot; if definitely unlocked at 41 AH&lt;br /&gt;
&lt;br /&gt;
Player had just got 41 AH and confirmed on 2 animals minimum, first time that indicator had shown up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Venerable animals do not breed as true.&amp;quot; (found in the notes section.)&lt;br /&gt;
&lt;br /&gt;
My Venerable Ebencloud is still breeding like a champ. Unsure if he has the spark trait due to low skill, but doubtful because I suspect he was born before said trait was put into the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Malaclypse&amp;gt;&lt;br /&gt;
I bred 2 venerable horses last night (all of my horses are now venerable).  One of the pair was a plain &amp;quot;Venerable Fat Horse&amp;quot;, so without any traits at all.&lt;br /&gt;
I have several horses with the spark trait, and they were born way before the changes and that trait was introduced, as I haven't bred much in a long time.&lt;br /&gt;
&lt;br /&gt;
:The note was added quite recently when Rolf made venerable and young animals unbreedable. Later he allowed venerables to breed again but the wiki was not updated. --[[User:Ago|Ago]] 11:15, 30 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Actually I added it after Gaeron mentioned that venerable animals do not breed as well, at least in passing traits. They still breed; however, its preferable with a younger animal. --[[User:Klaa|Klaa]] 09:04, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
The result of my venerable's breeding above, father has 2 good traits, mother has none, both are white. Foal was white and had 2 or 3 good traits and one bad one, which seems maybe slightly better than average from my experience. --[[User:Malaclypse|Malaclypse]] 21:34, 4 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
64 animal husbandry... was getting 1-2 good traits (occasionally 3-4) on foals from venerables until I killed them all and used just younger ones. Working fine now --[[User:Klaa|Klaa]] 22:56, 5 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Certain Spark in its eyes=&lt;br /&gt;
Confirmed that animals with this trait will die of old age. I removed &amp;quot;cared for status&amp;quot; on a ven horse and she was dead the next morning. Long discussion in kchat (partially on my part to disseminate finding) showed that still nobody can report breeding a foal with this trait. Speculate maybe it was an exclusion to the short lived &amp;quot;vens don't breed&amp;quot; rule? [[User:Othobrithol|Othobrithol]] 14:51, 3 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Prospecting&amp;diff=70832</id>
		<title>Prospecting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Prospecting&amp;diff=70832"/>
		<updated>2012-04-04T07:50:38Z</updated>

		<summary type="html">&lt;p&gt;Azated: Changed vein quality from 20 to 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills|Skills]] / [[Prospecting]]&lt;br /&gt;
&lt;br /&gt;
'''Prospecting''' is a [[mining]] sub[[skill]] for locating [[ore vein]]s, [[flint]], and [[salt]] in [[rock tile|rock]]. To prospect, activate a [[pickaxe]], right-click a [[rock tile]], and select &amp;quot;Mining &amp;gt; Prospect&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Ore veins can't be searched for by means of prospecting when being inside a [[cave]]; the player has to be on the surface. Surface prospecting of flint and salt is only for the single tile prospected; nearby flint/salt tiles can't be prospected.&lt;br /&gt;
* [[Gem]]s appear randomly during all mining, and cannot be prospected.&lt;br /&gt;
* All ores are slightly regional. Thus, if an ore vein is located, it is likely there will be other veins of the same ore type nearby.&lt;br /&gt;
* You can also use a [[tuning fork of metal detection]] to determine the exact quality and mining operations left on a vein.&lt;br /&gt;
* Currently a bug where after you transmute a rock tile into a vein, it still gives you the quality of the rock tile you transmuted. Not the proper quality, which is 99ql, or utmost.&lt;br /&gt;
&lt;br /&gt;
==Skill levels==&lt;br /&gt;
Anyone can detect veins within 3 tiles. At higher skill levels, additional abilities are unlocked:&lt;br /&gt;
&lt;br /&gt;
* 10: Estimate the [[quality]] of a vein or rock tile and detect flint&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* 40: Detect salt&lt;br /&gt;
* 60: Estimate the remaining amount of ore in a vein&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This does not apply to a player without premium time.''&lt;br /&gt;
&lt;br /&gt;
== Vein quality ==&lt;br /&gt;
Rock tiles and ore veins have a maximum quality level.&lt;br /&gt;
&lt;br /&gt;
When prospecting inside a cave, both &amp;quot;poor&amp;quot; and &amp;quot;acceptable&amp;quot; are displayed as &amp;quot;pretty bad&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Poor: 20-29&lt;br /&gt;
* Acceptable: 30-39&lt;br /&gt;
* Normal: 40-59&lt;br /&gt;
* Good: 60-79&lt;br /&gt;
* Very good: 80-94&lt;br /&gt;
* Utmost: 94-99&lt;br /&gt;
&lt;br /&gt;
== Vein depletion ==&lt;br /&gt;
If your prospecting skill is over 60, prospecting an ore vein will give you an estimate of how much ore is left there.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Only a few weeks mining remain here&amp;quot; ''(more than 5000)''&lt;br /&gt;
* &amp;quot;The ore is starting to deplete&amp;quot; ''(between 3000 and 5000)''&lt;br /&gt;
* &amp;quot;You should start to prospect for another vein of this ore&amp;quot; ''(between 1000 and 3000)''&lt;br /&gt;
* &amp;quot;The ore will run out soon&amp;quot; ''(between 100 and 1000)''&lt;br /&gt;
* &amp;quot;The ore will run out any hour&amp;quot; ''(1-100)''&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
===Prospecting guide (large rock face)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   |   |   |   |   |&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   |   |   |   |   |&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   |   |   |   |   |&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   | o |   |   |   |&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   |   |   |   |   |&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   |   |   |   |   |&lt;br /&gt;
+---+---+---+---+---+---+---+---+ &lt;br /&gt;
|   |   |   | 3 | 2 | 1 |&amp;lt;--| X |&lt;br /&gt;
+---+---+---+---+---+---+---+---+&lt;br /&gt;
&lt;br /&gt;
X = no prospect of that ore&lt;br /&gt;
&amp;lt;-- = last tile you did get a prospect&lt;br /&gt;
3 = I recommend you start mining here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Realize that the world is two-dimensional. All the rock and ore tiles are pillars, they are not cubes. You can ignore the height of mountains when prospecting. Only North/South/West/East matter.&lt;br /&gt;
&lt;br /&gt;
When you prospect on the surface, you can detect ore in an area of 7x7 area around you. That's 3 tiles in all directions from the tile you are prospecting. Prospecting inside a cave is not done to find ores, but to tell specific details about the tile you are prospecting.&lt;br /&gt;
&lt;br /&gt;
When you prospect e.g. iron ore on the surface, that means that somewhere within a range of 3 tiles around you (including the tiles behind you) an iron vein is located. You then try to find the tiles where you can no longer prospect the ore. You need to find one North or South edge, and one East or West edge.&lt;br /&gt;
&lt;br /&gt;
Then count 3 tiles from both those edges and the tile you end up with is the ore vein.&lt;br /&gt;
&lt;br /&gt;
You cannot mine the vein tile directly from the surface. If you try to mine the vein tile from the surface, you will get the message &amp;lt;b&amp;gt;You fail to produce anything, the rock is stone hard&amp;lt;/b&amp;gt;, or &amp;lt;b&amp;gt;You cannot keep mining here, the rock is unusually hard&amp;lt;/b&amp;gt; (only when you were supposed to get a stone shard, otherwise you'll get &amp;lt;b&amp;gt;You chip away at the rock&amp;lt;/b&amp;gt; as usual). You will have to start tunneling in the tile next to vein.  &lt;br /&gt;
&lt;br /&gt;
Sometimes grass, dirt or other tile types hinder the prospecting. Try to find a large rockface to ease prospecting.&lt;br /&gt;
&lt;br /&gt;
Or you can try this program out as well: http://discon.googlepages.com/prospector.html&lt;br /&gt;
&lt;br /&gt;
===[[User:Uzetaab|Uzetaab]]'s Guide===&lt;br /&gt;
Alternative for if you do not have a large rock face to prospect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   |   |   |   |   |&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
| X | X | X | X | X | X | X |&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   | X |   |   |   | 3&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   | X |   |   |   | 2&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
| X | X | X | X | X | X |X  | 1&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
|   |   |   | o |   |   |   |&lt;br /&gt;
+---+---+---+---+---+---+---+&lt;br /&gt;
  3   2   1 | # | 1   2   3&lt;br /&gt;
            +---+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will have to reveal all the tiles in a 7x7 area to find the vein.&lt;br /&gt;
&lt;br /&gt;
* ‘O’ the tile you prospected&lt;br /&gt;
* ‘X’ tiles that need to be mined out&lt;br /&gt;
* ‘#’ you&lt;br /&gt;
&lt;br /&gt;
Note that I left 2 rows of tiles unmined between mined rows. This increases your chances of finding a 2nd vein that is beyond the reach of prospect. As you expand your mine, this pattern should be continued and expanded to reveal all the tiles in your mine's area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;--[[User:Uzetaab|Uzetaab]] 15:10, February 19, 2006 (CST)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kiro's guide ===&lt;br /&gt;
* [[Kiro%27s_mining_guide|Kiro's mining guide]]&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Player-made tools to help find veins.&lt;br /&gt;
&lt;br /&gt;
* [http://discon.googlepages.com/prospector.html Prospector]&lt;br /&gt;
* [http://www.pivari.com/grid-maker.html Grid Maker]&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
* 50 = Prospector&lt;br /&gt;
* 70 = Geologist&lt;br /&gt;
* 90 = Goldsniffer&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
* [[Tuning fork of metal detection]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/P]]&lt;br /&gt;
[[Category:Mining]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Valrei_item&amp;diff=70829</id>
		<title>Valrei item</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Valrei_item&amp;diff=70829"/>
		<updated>2012-04-04T05:52:08Z</updated>

		<summary type="html">&lt;p&gt;Azated: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A weird item belonging on Valrei.''&lt;br /&gt;
&lt;br /&gt;
These items have a randomly generated name, and are butchered from creatures spawned on the [[Server_types|Epic servers]] by one of the [[gods]] as part of a [[Scenarios|scenario]].&lt;br /&gt;
&lt;br /&gt;
The use of these items is currently unknown, but it may be used to somehow interact or access [[Valrei]], domain of the gods. These decay fast and can be lit like a candle.&lt;br /&gt;
&lt;br /&gt;
*Beautiful Spirit&lt;br /&gt;
*Charming Feather&lt;br /&gt;
*Charming Opal&lt;br /&gt;
*Charming totem&lt;br /&gt;
*Golden Strand&lt;br /&gt;
*Powerful quill&lt;br /&gt;
*Powerful Corpse&lt;br /&gt;
*Powerful Opal&lt;br /&gt;
*Shadow totem&lt;br /&gt;
*Shiny Jewel&lt;br /&gt;
*Silvery Circlet&lt;br /&gt;
*Wild diamond&lt;br /&gt;
*Wild opal&lt;br /&gt;
*Shadow Feather&lt;br /&gt;
*Fire Totem&lt;br /&gt;
These items are only different by their name, which seems to be a random combination out of a pool of names.&lt;br /&gt;
&lt;br /&gt;
==Butchered from==&lt;br /&gt;
*Sol Demon (Test server)&lt;br /&gt;
*[[Spawn of Uttacha]]&lt;br /&gt;
*Libila Avatar&lt;br /&gt;
&lt;br /&gt;
[[Category: Babel/V]]&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:The_Twelfth_Bay&amp;diff=70586</id>
		<title>Settlement:The Twelfth Bay</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:The_Twelfth_Bay&amp;diff=70586"/>
		<updated>2012-03-31T22:51:59Z</updated>

		<summary type="html">&lt;p&gt;Azated: Created page with '{{settlement |The Twelfth Bay |motto=Losing is FUN. |type=v |size=9 |mayor=Azated |population=25 |allies= N/A |enemies= N/A}}   == Introduction ==   ''The Twelf…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{settlement&lt;br /&gt;
|The Twelfth Bay&lt;br /&gt;
|motto=Losing is FUN.&lt;br /&gt;
|type=v&lt;br /&gt;
|size=9&lt;br /&gt;
|mayor=[[player:Azated|Azated]]&lt;br /&gt;
|population=25&lt;br /&gt;
|allies= N/A&lt;br /&gt;
|enemies= N/A}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Twelfth Bay'' is a 19x19 village on the Serenity Server of the Epic Cluster. Founded by Azated, the group originates from the Bay12 forum where he invited players of the infamously brutal Dwarf Fortress (or DF) to join him in a DF oriented wurm village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
'''The beginning'''&lt;br /&gt;
&lt;br /&gt;
After several days of contemplating where and how to begin, several members of the Bay12 forums contacted [[Kuzym]] and arranged for a temporary base of operations to the west of [[Strongbox]] on the Serenity server. Here, they would build several rowboats, level their skills slightly, become involved in a minor dispute with the members of [Lightshore], and eventually move to their new home in the southeastern section of the world.&lt;br /&gt;
&lt;br /&gt;
'''Tesengs Mountain'''&lt;br /&gt;
&lt;br /&gt;
Once arriving at their new home, they began work on a terraced settlement on the side of a mountainside. Several days into construction, Teseng, the deed owner of a nearby clearing, logged on. A short argument ensued on who would stay and who would go. After a day of discussion, it was decided that the members of Bay12 would leave.&lt;br /&gt;
&lt;br /&gt;
'''The crater settlement'''&lt;br /&gt;
&lt;br /&gt;
Azated searched high and low for a new home for his followers, when he discovered a small crater in the mountains. He invited everyone to see it, and work began immediately. Again, a short argument began with the occupants of the surrounding area, and it was eventually settled. Bay12 had found their new home.&lt;br /&gt;
&lt;br /&gt;
Less than a week later, The Twelfth Bay was founded!&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Forge&amp;diff=66400</id>
		<title>Forge</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Forge&amp;diff=66400"/>
		<updated>2011-08-05T15:22:59Z</updated>

		<summary type="html">&lt;p&gt;Azated: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Forge&lt;br /&gt;
|active=[[stone brick]]&lt;br /&gt;
|passive=[[clay]] (2.00 kg)&lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=*10 [[stone brick]]s&lt;br /&gt;
*10 x 2.00 kg [[clay]]&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}'''&lt;br /&gt;
|skill=masonry&lt;br /&gt;
|improve=masonry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A forge made from stone bricks and clay, intended for smelting and smithing.''&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
Activate the [[stone brick]], right-click the [[clay]], and select ''Create &amp;gt; Containers &amp;gt; forge''. The unfinished forge will drop in front of you on the ground. Right-click it with either another clay or stone brick activated, and choose ''Continue building''.&lt;br /&gt;
&lt;br /&gt;
:* The first lump of clay you use when starting the forge will be completely consumed, no matter how big it is.&lt;br /&gt;
:* Subsequent clay can be taken from a single big lump piece by piece. However, the lump will become progressively more damaged if you fail attaching it.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
To improve a forge's [[quality]], right-click and examine it, and in the [[event window]] you will see what you need. Either:&lt;br /&gt;
&lt;br /&gt;
* Activate a [[stone chisel]] from your inventory, right-click the forge and select '''Chip'''; or&lt;br /&gt;
* Activate a [[rock shards]] from your inventory, right-click the forge and select '''Improve'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burn time ==&lt;br /&gt;
&lt;br /&gt;
The quality level of a forge affects both how long it stays lit for and how long it takes to heat up items.&lt;br /&gt;
:''Example'': A 40 QL forge will take a couple minutes to get iron lumps glowing, although it depends on the quality of the lumps also.&lt;br /&gt;
:It will last for about 40 minutes before it needs refueling. A 70 QL forge burns for 115 minutes. '''*Due to updates, this information is incorrect*'''&lt;br /&gt;
&lt;br /&gt;
A 74 quality forge will burn for roughly 2 hours 40 minutes with 20kg of woodscraps. It will burn for between 30 and 40 minutes with only the initial lighting and no additional fuel.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
*Smelting [[:Category:Ores | metal ore]] into lumps&lt;br /&gt;
*Heating up items&lt;br /&gt;
*Hardening items like [[pottery]] or [[key mould]]s&lt;br /&gt;
*[[Cooking]]. - ''Note'': With lower cooking skill, it is better to use a [[stone oven]] for cooking, because it adds less difficulty in [[meal]]s. In contrast, those with high cooking skill might prefer the increased skill gain of cooking with a forge.&lt;br /&gt;
&lt;br /&gt;
To light up a forge, put a [[kindling]] in your inventory, activate a [[steel and flint]], right-click the forge and select ''Light''.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Only 20 kg of [[fuel]] is needed at a time, any more is unnecessary. QL of fuel does not seem to affect burning time.&lt;br /&gt;
* Put items in [[cauldron]]s or [[backpack]]s inside the forge to allow it to hold more items.&lt;br /&gt;
* A forge will hold 7 cauldrons.&lt;br /&gt;
* A forge will hold at most 28 ore.&lt;br /&gt;
* Metal scraps will cool much faster than usual in an unlit forge, regardless of the forge QL.&lt;br /&gt;
* Items that can be [[Fuel|burned]] like [[rags]], [[tar]] or wooden items will take damage in forges once they are almost searing hot. If the item can be repaired, it will lose QL but show no damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Containers]]&lt;br /&gt;
[[Category:Fire sources]]&lt;br /&gt;
[[Category:Light sources]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Forge&amp;diff=66399</id>
		<title>Forge</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Forge&amp;diff=66399"/>
		<updated>2011-08-05T15:21:41Z</updated>

		<summary type="html">&lt;p&gt;Azated: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Forge&lt;br /&gt;
|active=[[stone brick]]&lt;br /&gt;
|passive=[[clay]] (2.00 kg)&lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=*10 [[stone brick]]s&lt;br /&gt;
*10 x 2.00 kg [[clay]]&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}'''&lt;br /&gt;
|skill=masonry&lt;br /&gt;
|improve=masonry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A forge made from stone bricks and clay, intended for smelting and smithing.''&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
Activate the [[stone brick]], right-click the [[clay]], and select ''Create &amp;gt; Containers &amp;gt; forge''. The unfinished forge will drop in front of you on the ground. Right-click it with either another clay or stone brick activated, and choose ''Continue building''.&lt;br /&gt;
&lt;br /&gt;
:* The first lump of clay you use when starting the forge will be completely consumed, no matter how big it is.&lt;br /&gt;
:* Subsequent clay can be taken from a single big lump piece by piece. However, the lump will become progressively more damaged if you fail attaching it.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
To improve a forge's [[quality]], right-click and examine it, and in the [[event window]] you will see what you need. Either:&lt;br /&gt;
&lt;br /&gt;
* Activate a [[stone chisel]] from your inventory, right-click the forge and select '''Chip'''; or&lt;br /&gt;
* Activate a [[rock shards]] from your inventory, right-click the forge and select '''Improve'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burn time ==&lt;br /&gt;
&lt;br /&gt;
The quality level of a forge affects both how long it stays lit for and how long it takes to heat up items.&lt;br /&gt;
:''Example'': A 40 QL forge will take a couple minutes to get iron lumps glowing, although it depends on the quality of the lumps also.&lt;br /&gt;
:It will last for about 40 minutes before it needs refueling. A 70 QL forge burns for 115 minutes.&lt;br /&gt;
&lt;br /&gt;
A 74 quality forge will burn for roughly 2 hours 40 minutes with 20kg of woodscraps. It will burn for between 30 and 40 minutes with only the initial lighting and no additional fuel.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
*Smelting [[:Category:Ores | metal ore]] into lumps&lt;br /&gt;
*Heating up items&lt;br /&gt;
*Hardening items like [[pottery]] or [[key mould]]s&lt;br /&gt;
*[[Cooking]]. - ''Note'': With lower cooking skill, it is better to use a [[stone oven]] for cooking, because it adds less difficulty in [[meal]]s. In contrast, those with high cooking skill might prefer the increased skill gain of cooking with a forge.&lt;br /&gt;
&lt;br /&gt;
To light up a forge, put a [[kindling]] in your inventory, activate a [[steel and flint]], right-click the forge and select ''Light''.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Only 20 kg of [[fuel]] is needed at a time, any more is unnecessary. QL of fuel does not seem to affect burning time.&lt;br /&gt;
* Put items in [[cauldron]]s or [[backpack]]s inside the forge to allow it to hold more items.&lt;br /&gt;
* A forge will hold 7 cauldrons.&lt;br /&gt;
* A forge will hold at most 28 ore.&lt;br /&gt;
* Metal scraps will cool much faster than usual in an unlit forge, regardless of the forge QL.&lt;br /&gt;
* Items that can be [[Fuel|burned]] like [[rags]], [[tar]] or wooden items will take damage in forges once they are almost searing hot. If the item can be repaired, it will lose QL but show no damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Containers]]&lt;br /&gt;
[[Category:Fire sources]]&lt;br /&gt;
[[Category:Light sources]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Azated</name></author>
		
	</entry>
</feed>