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	<id>https://www.wurmpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Claies</id>
	<title>Wurmpedia - User contributions [en]</title>
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	<updated>2026-06-04T09:23:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Dye&amp;diff=87947</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Dye&amp;diff=87947"/>
		<updated>2014-08-17T19:33:31Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Alchemy]] / [[Natural substances]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description==&lt;br /&gt;
''Dye, used to colour clothing and items with.''&lt;br /&gt;
&lt;br /&gt;
'''Dye''' is made from various [[item]]s and [[water]] and is used to paint items and [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
* '''Black''' - [[Tannin]] and [[iron lump]] (difficulty 40, hardest dye to make)&lt;br /&gt;
* &amp;lt;font color=blue&amp;gt;Blue&amp;lt;/font&amp;gt; - [[Woad]]&lt;br /&gt;
* &amp;lt;font color=green&amp;gt;Green&amp;lt;/font&amp;gt; - [[Copper lump]] (minimum .8 kg)&lt;br /&gt;
* &amp;lt;font color=red&amp;gt;Red&amp;lt;/font&amp;gt; -  [[Cave bug]] or [[scorpion]] [[cochineal]]&lt;br /&gt;
* &amp;lt;span style=background-color:grey;color:white&amp;gt;White&amp;lt;/span&amp;gt; - [[Zinc lump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: The more difficult colors can not be made until after having made some of the easier colors or [[healing cover]]s to gain [[natural substances]] skill. Start with &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;, or maybe &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt;.''&lt;br /&gt;
== Tools required ==&lt;br /&gt;
* Any [[container]] that can hold [[liquid]], like [[pottery jar]] or [[small bucket]]&lt;br /&gt;
&lt;br /&gt;
== Items required ==&lt;br /&gt;
* Water&lt;br /&gt;
* Cochineal&lt;br /&gt;
* Copper lump&lt;br /&gt;
* Tannin and iron lump&lt;br /&gt;
* Woad&lt;br /&gt;
* Zinc lump&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
# Put appropriate item in [[inventory]].&lt;br /&gt;
# Put water in container.&lt;br /&gt;
# [[Activate]] item.&lt;br /&gt;
# Right-click on water in container and select ''Create &amp;gt; Miscellaneous &amp;gt; &amp;lt;color&amp;gt; dye''. You might want to put the water container in the inventory before creating the dye.&lt;br /&gt;
&lt;br /&gt;
=== Ratio ===&lt;br /&gt;
* &amp;lt;span style=background-color:lightgrey;color:black&amp;gt;Black&amp;lt;/span&amp;gt; - at least 1kg of water per [[acorn]]. Produces 1kg of [[tannin]] per acorn. 1kg of tannin per 1kg of [[iron lump]]. Larger amounts of tannin and iron produce larger amounts of dye.&lt;br /&gt;
* &amp;lt;font color=blue&amp;gt;Blue&amp;lt;/font&amp;gt; - at least 1kg of water per [[woad]]. Produces 1kg of dye per woad.&lt;br /&gt;
* &amp;lt;font color=green&amp;gt;Green&amp;lt;/font&amp;gt; - 1kg of water per 1kg of [[copper lump]]. Larger amounts of water and copper produce larger amounts of dye.&lt;br /&gt;
* &amp;lt;font color=red&amp;gt;Red&amp;lt;/font&amp;gt; - at least 1kg of water per [[cochineal]]. Produces 1kg of dye per cochineal.&lt;br /&gt;
* &amp;lt;span style=background-color:black;color:white&amp;gt;White&amp;lt;/span&amp;gt; - 1kg of water per 1kg of [[zinc lump]]. Larger amounts of water and zinc produce larger amounts of dye.&lt;br /&gt;
&lt;br /&gt;
When using more water or tannin than metal the amount of metal determines the amount of dye produced. Sometimes a water to metal ratio that's not exactly 1:1 will only use the same amount of water as metal and leave some water in the container. You will get the message that ''Not all the dye would fit'' and the dye is lost. Therefore it is advised to use an exact 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Since combining dye results in small loss of quality it is advised to create dye from one larger piece of metal instead of many 1kg pieces.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* The dye color shows up as the color of the word &amp;quot;Dye&amp;quot;.&lt;br /&gt;
* Resulting dye will have three color values: &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;, &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;, and &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt;.&lt;br /&gt;
* &amp;lt;font color=red&amp;gt;R&amp;lt;/font&amp;gt;=255 &amp;lt;font color=green&amp;gt;G&amp;lt;/font&amp;gt;=255 &amp;lt;font color=blue&amp;gt;B&amp;lt;/font&amp;gt;=255 is pure &amp;lt;span style=background:black;color:white&amp;gt;white&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Dye may be combined and the values will average out (although they will be about 2 points closer to &amp;lt;font color=grey&amp;gt;grey&amp;lt;/font&amp;gt; across the board).&lt;br /&gt;
* The higher the quality is, the brighter and less &amp;lt;font color=grey&amp;gt;grey&amp;lt;/font&amp;gt; the color will be.&lt;br /&gt;
* Dye's RGB values can be changed using the base material. &lt;br /&gt;
** Higher ql base material hightens RGB values &lt;br /&gt;
** To change the &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt; value use a [[cochineal]]&lt;br /&gt;
** To change the &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt; value use a [[copper lump]]&lt;br /&gt;
** To change the &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; value use [[woad]]&lt;br /&gt;
** Cannot improve all values with [[zinc lump]] (white)&lt;br /&gt;
* The amount of water used does not seem to affect creation chance or resulting QL or RGB value.&lt;br /&gt;
* Dye and water cannot be mixed to make a paler dye.&lt;br /&gt;
* When making dye with metal lumps, there is no need to [[heat]] them up first.&lt;br /&gt;
* The [[quality]] of the cochineal does not affect the success chance when creating &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt; dye.&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt; dye the mass of the copper lump is decreased by 0.1.&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt; dye the quality of the [[cochineal]] is reduced by 0.5 quantity of water is reduced by 0.1.&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; the [[woad]] is reduced in quality by 0.5&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=black&amp;gt;black&amp;lt;/font&amp;gt; dye the weight of the iron lump is decreased by 0.1 and the volume of tannin is decreased by 0.1&lt;br /&gt;
* To get rid of unwanted dye, just right-click and select ''Pour'' &amp;gt; ''On ground'' - don't worry, it won't leave a stain.&lt;br /&gt;
* Black dye has little effect on a light source (No black light) and only dims the light a little. And it doesn`t dim light sources around it.&lt;br /&gt;
** Testing reveals ''An excellent black dye (R=12 B=12 G=13) on a 45ql lantern light looks the same as a 40ql no dye lantern and  a little dimmer than a 43ql white dyed lantern.''&lt;br /&gt;
* A 2.5ql rare copper lump produced a 3.5ql dye&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
# Activate dye.&lt;br /&gt;
# Right-click on item and select 'Paint'.&lt;br /&gt;
&lt;br /&gt;
Paintable items include: building walls, chests, barrels, buckets, signs, carts, catapults, pottery, lanterns, statues, and boats.&lt;br /&gt;
&lt;br /&gt;
The amount of dye used depends on the item being painted:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding = &amp;quot;5&amp;quot; cellspacing = &amp;quot;0&amp;quot; class=sortable&lt;br /&gt;
! Object&lt;br /&gt;
! Amount, kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Armchair]]&lt;br /&gt;
|  0.14&lt;br /&gt;
|-&lt;br /&gt;
|[[Banner]]&lt;br /&gt;
|  0.041&lt;br /&gt;
|-&lt;br /&gt;
|[[Bed]]&lt;br /&gt;
|  5.76&lt;br /&gt;
|-&lt;br /&gt;
|[[Bucket]]&lt;br /&gt;
|  0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Catapult]]&lt;br /&gt;
|  43.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Chair]]&lt;br /&gt;
|  0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheese drill]]&lt;br /&gt;
|  0.09&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloth hood]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[Great helm]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[House (general)|House wall]]&lt;br /&gt;
|  1.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Huge oil barrel]]&lt;br /&gt;
|  18.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Huge tub]]&lt;br /&gt;
|  18.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Lamp]]&lt;br /&gt;
|  0.06&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern]]&lt;br /&gt;
|  0.015&lt;br /&gt;
|-&lt;br /&gt;
|[[Large barrel]]&lt;br /&gt;
|  2.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Large cart]]&lt;br /&gt;
|  26.65&lt;br /&gt;
|-&lt;br /&gt;
|[[Large crate]]&lt;br /&gt;
|  15.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Large chest]]&lt;br /&gt;
|  2.40&lt;br /&gt;
|-&lt;br /&gt;
|[[Metal torch]]&lt;br /&gt;
|  0.02&lt;br /&gt;
|-&lt;br /&gt;
|[[Open helm]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[Pointing sign]]&lt;br /&gt;
|  0.01&lt;br /&gt;
|-|-&lt;br /&gt;
|[[Pottery flask]]&lt;br /&gt;
|  0.002&lt;br /&gt;
|-&lt;br /&gt;
|[[Pottery bowl]]&lt;br /&gt;
|  0.072&lt;br /&gt;
|-&lt;br /&gt;
|[[Pottery jar]]&lt;br /&gt;
|  0.016&lt;br /&gt;
|-&lt;br /&gt;
|[[Round table]]&lt;br /&gt;
|  0.29&lt;br /&gt;
|-&lt;br /&gt;
|[[Rowing boat]]&lt;br /&gt;
|  6.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Soft cap]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[Satchel]]&lt;br /&gt;
|  0.14&lt;br /&gt;
|-&lt;br /&gt;
|[[Large metal shield]]&lt;br /&gt;
|  0.128&lt;br /&gt;
|-&lt;br /&gt;
|[[Small wooden shield]]&lt;br /&gt;
|  0.006&lt;br /&gt;
|-&lt;br /&gt;
|[[Shop sign]]&lt;br /&gt;
|  0.01&lt;br /&gt;
|-&lt;br /&gt;
|[[Small barrel]]&lt;br /&gt;
|  0.36&lt;br /&gt;
|-&lt;br /&gt;
|[[Small cart]]&lt;br /&gt;
|  6.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Small crate]]&lt;br /&gt;
|  8.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Small chest]]&lt;br /&gt;
|  0.36&lt;br /&gt;
|-&lt;br /&gt;
|[[Small raft]]&lt;br /&gt;
|  6.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Small sailing boat]]&lt;br /&gt;
|  5.40&lt;br /&gt;
|-&lt;br /&gt;
|[[Small sign]]&lt;br /&gt;
|  0.01&lt;br /&gt;
|-&lt;br /&gt;
|[[Small wine barrel]]&lt;br /&gt;
|  0.36&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman]]&lt;br /&gt;
|  1.71&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit castle]]&lt;br /&gt;
|  2.00&lt;br /&gt;
|-&lt;br /&gt;
|[[statue|Statues]]&lt;br /&gt;
|  0.16 to 3.33&lt;br /&gt;
|-&lt;br /&gt;
|[[Statuette]]&lt;br /&gt;
|  0.002&lt;br /&gt;
|-&lt;br /&gt;
|[[Toolbelt]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following items are thought to be paintable, but we do not generally have large enough containers to hold the dye required. (Fountain Containers have been used for boats. (no longer creatable))&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding = &amp;quot;5&amp;quot; cellspacing = &amp;quot;0&amp;quot; class=sortable&lt;br /&gt;
! Object&lt;br /&gt;
! Amount, kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Caravel]]&lt;br /&gt;
|630&lt;br /&gt;
|-&lt;br /&gt;
|[[Knarr]]&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|[[Cog]]&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|[[Corbita]]&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|[[Colossus]]&lt;br /&gt;
|66.67&lt;br /&gt;
|-&lt;br /&gt;
|[[Bulk storage bin]]&lt;br /&gt;
|  128.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Food storage bin]]&lt;br /&gt;
|  128.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Trash heap]]&lt;br /&gt;
|  128.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
To remove dye from a painted object, use a [[metal brush]] on it.&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
&lt;br /&gt;
Example of Dyed items.&lt;br /&gt;
&lt;br /&gt;
[[File:Dyed.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Zinc products]]&lt;br /&gt;
[[Category:Copper products]]&lt;br /&gt;
[[Category:Liquids]]&lt;br /&gt;
[[Category:Natural substances items]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Dye&amp;diff=84349</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Dye&amp;diff=84349"/>
		<updated>2014-02-22T18:16:43Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Alchemy]] / [[Natural substances]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description==&lt;br /&gt;
''Dye, used to colour clothing and items with.''&lt;br /&gt;
&lt;br /&gt;
'''Dye''' is made from various [[item]]s and [[water]] and is used to paint items and [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
* '''Black''' - [[Tannin]] and [[iron lump]] (difficulty 40, hardest dye to make)&lt;br /&gt;
* &amp;lt;font color=blue&amp;gt;Blue&amp;lt;/font&amp;gt; - [[Woad]]&lt;br /&gt;
* &amp;lt;font color=green&amp;gt;Green&amp;lt;/font&amp;gt; - [[Copper lump]] (minimum .8 kg)&lt;br /&gt;
* &amp;lt;font color=red&amp;gt;Red&amp;lt;/font&amp;gt; -  [[Cave bug]] or [[scorpion]] [[cochineal]]&lt;br /&gt;
* &amp;lt;span style=background-color:grey;color:white&amp;gt;White&amp;lt;/span&amp;gt; - [[Zinc lump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: The more difficult colors can not be made until after having made some of the easier colors or [[healing cover]]s to gain [[natural substances]] skill. Start with &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;, or maybe &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt;.''&lt;br /&gt;
== Tools required ==&lt;br /&gt;
* Any [[container]] that can hold [[liquid]], like [[pottery jar]] or [[small bucket]]&lt;br /&gt;
&lt;br /&gt;
== Items required ==&lt;br /&gt;
* Water&lt;br /&gt;
* Cochineal&lt;br /&gt;
* Copper lump&lt;br /&gt;
* Tannin and iron lump&lt;br /&gt;
* Woad&lt;br /&gt;
* Zinc lump&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
# Put appropriate item in [[inventory]].&lt;br /&gt;
# Put water in container.&lt;br /&gt;
# [[Activate]] item.&lt;br /&gt;
# Right-click on water in container and select ''Create &amp;gt; Miscellaneous &amp;gt; &amp;lt;color&amp;gt; dye''. You might want to put the water container in the inventory before creating the dye.&lt;br /&gt;
&lt;br /&gt;
=== Ratio ===&lt;br /&gt;
* &amp;lt;span style=background-color:lightgrey;color:black&amp;gt;Black&amp;lt;/span&amp;gt; - at least 1kg of water per [[acorn]]. Produces 1kg of [[tannin]] per acorn. 1kg of tannin per 1kg of [[iron lump]]. Larger amounts of tannin and iron produce larger amounts of dye.&lt;br /&gt;
* &amp;lt;font color=blue&amp;gt;Blue&amp;lt;/font&amp;gt; - at least 1kg of water per [[woad]]. Produces 1kg of dye per woad.&lt;br /&gt;
* &amp;lt;font color=green&amp;gt;Green&amp;lt;/font&amp;gt; - 1kg of water per 1kg of [[copper lump]]. Larger amounts of water and copper produce larger amounts of dye.&lt;br /&gt;
* &amp;lt;font color=red&amp;gt;Red&amp;lt;/font&amp;gt; - at least 1kg of water per [[cochineal]]. Produces 1kg of dye per cochineal.&lt;br /&gt;
* &amp;lt;span style=background-color:black;color:white&amp;gt;White&amp;lt;/span&amp;gt; - 1kg of water per 1kg of [[zinc lump]]. Larger amounts of water and zinc produce larger amounts of dye.&lt;br /&gt;
&lt;br /&gt;
When using more water or tannin than metal the amount of metal determines the amount of dye produced. Sometimes a water to metal ratio that's not exactly 1:1 will only use the same amount of water as metal and leave some water in the container. You will get the message that ''Not all the dye would fit'' and the dye is lost. Therefore it is advised to use an exact 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Since combining dye results in small loss of quality it is advised to create dye from one larger piece of metal instead of many 1kg pieces.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* The dye color shows up as the color of the word &amp;quot;Dye&amp;quot;.&lt;br /&gt;
* Resulting dye will have three color values: &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;, &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;, and &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt;.&lt;br /&gt;
* &amp;lt;font color=red&amp;gt;R&amp;lt;/font&amp;gt;=255 &amp;lt;font color=green&amp;gt;G&amp;lt;/font&amp;gt;=255 &amp;lt;font color=blue&amp;gt;B&amp;lt;/font&amp;gt;=255 is pure &amp;lt;span style=background:black;color:white&amp;gt;white&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Dye may be combined and the values will average out (although they will be about 2 points closer to &amp;lt;font color=grey&amp;gt;grey&amp;lt;/font&amp;gt; across the board).&lt;br /&gt;
* The higher the quality is, the brighter and less &amp;lt;font color=grey&amp;gt;grey&amp;lt;/font&amp;gt; the color will be.&lt;br /&gt;
* Dye's RGB values can be changed using the base material.&lt;br /&gt;
** Lower ql base material lowers RGB values &lt;br /&gt;
** Higher ql base material hightens RGB values &lt;br /&gt;
** To change the &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt; value use a [[cochineal]]&lt;br /&gt;
** To change the &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt; value use a [[copper lump]]&lt;br /&gt;
** To change the &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; value use [[woad]]&lt;br /&gt;
** Cannot imp all values with [[zinc lump]] (white)&lt;br /&gt;
* The amount of water used does not seem to affect creation chance or resulting QL or RGB value.&lt;br /&gt;
* Dye and water cannot be mixed to make a paler dye.&lt;br /&gt;
* When making dye with metal lumps, there is no need to [[heat]] them up first.&lt;br /&gt;
* The [[quality]] of the cochineal does not affect the success chance when creating &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt; dye.&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt; dye the mass of the copper lump is decreased by 0.1.&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt; dye the quality of the [[cochineal]] is reduced by 0.5 quantity of water is reduced by 0.1.&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; the [[woad]] is &amp;lt;s&amp;gt;destroyed&amp;lt;/s&amp;gt; reduced in quality by 0.5&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=black&amp;gt;black&amp;lt;/font&amp;gt; dye the weight of the iron lump is decreased by 0.1 and the volume of tannin is decreased by 0.1&lt;br /&gt;
* To get rid of unwanted dye, just right-click and select ''Pour'' - don't worry, it won't leave a stain.&lt;br /&gt;
* Black dye has little effect on a light source (No black light) and only dims the light a little. And it doesn`t dim light sources around it.&lt;br /&gt;
** Testing reveals ''An excellent black dye (R=12 B=12 G=13) on a 45ql lantern light looks the same as a 40ql no dye lantern and  a little dimmer than a 43ql white dyed lantern.''&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
# Activate dye.&lt;br /&gt;
# Right-click on item and select 'Paint'.&lt;br /&gt;
&lt;br /&gt;
Paintable items include: building walls, chests, barrels, buckets, signs, carts, catapults, pottery, lanterns, statues, and boats.&lt;br /&gt;
&lt;br /&gt;
The amount of dye used depends on the item being painted:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding = &amp;quot;5&amp;quot; cellspacing = &amp;quot;0&amp;quot; class=sortable&lt;br /&gt;
! Object&lt;br /&gt;
! Amount, kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Armchair]]&lt;br /&gt;
|  0.14&lt;br /&gt;
|-&lt;br /&gt;
|[[Banner]]&lt;br /&gt;
|  0.041&lt;br /&gt;
|-&lt;br /&gt;
|[[Bed]]&lt;br /&gt;
|  5.76&lt;br /&gt;
|-&lt;br /&gt;
|[[Bucket]]&lt;br /&gt;
|  0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Catapult]]&lt;br /&gt;
|  43.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Chair]]&lt;br /&gt;
|  0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheese drill]]&lt;br /&gt;
|  0.09&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloth hood]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[Great helm]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[House (general)|House wall]]&lt;br /&gt;
|  1.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Huge oil barrel]]&lt;br /&gt;
|  18.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Huge tub]]&lt;br /&gt;
|  18.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Lamp]]&lt;br /&gt;
|  0.06&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern]]&lt;br /&gt;
|  0.015&lt;br /&gt;
|-&lt;br /&gt;
|[[Large barrel]]&lt;br /&gt;
|  2.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Large cart]]&lt;br /&gt;
|  26.65&lt;br /&gt;
|-&lt;br /&gt;
|[[Large crate]]&lt;br /&gt;
|  15.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Large chest]]&lt;br /&gt;
|  2.40&lt;br /&gt;
|-&lt;br /&gt;
|[[Metal torch]]&lt;br /&gt;
|  0.02&lt;br /&gt;
|-&lt;br /&gt;
|[[Open helm]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[Pottery flask]]&lt;br /&gt;
|  0.002&lt;br /&gt;
|-&lt;br /&gt;
|[[Pottery bowl]]&lt;br /&gt;
|  0.072&lt;br /&gt;
|-&lt;br /&gt;
|[[Pottery jar]]&lt;br /&gt;
|  0.016&lt;br /&gt;
|-&lt;br /&gt;
|[[Round table]]&lt;br /&gt;
|  0.29&lt;br /&gt;
|-&lt;br /&gt;
|[[Rowing boat]]&lt;br /&gt;
|  6.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Soft cap]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[Satchel]]&lt;br /&gt;
|  0.14&lt;br /&gt;
|-&lt;br /&gt;
|[[Large metal shield]]&lt;br /&gt;
|  0.128&lt;br /&gt;
|-&lt;br /&gt;
|[[Small wooden shield]]&lt;br /&gt;
|  0.006&lt;br /&gt;
|-&lt;br /&gt;
|[[Shop sign]]&lt;br /&gt;
|  0.01&lt;br /&gt;
|-&lt;br /&gt;
|[[Small barrel]]&lt;br /&gt;
|  0.36&lt;br /&gt;
|-&lt;br /&gt;
|[[Small cart]]&lt;br /&gt;
|  6.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Small crate]]&lt;br /&gt;
|  8.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Small chest]]&lt;br /&gt;
|  0.36&lt;br /&gt;
|-&lt;br /&gt;
|[[Small raft]]&lt;br /&gt;
|  6.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Small sailing boat]]&lt;br /&gt;
|  5.40&lt;br /&gt;
|-&lt;br /&gt;
|[[Small sign]]&lt;br /&gt;
|  0.01&lt;br /&gt;
|-&lt;br /&gt;
|[[Small wine barrel]]&lt;br /&gt;
|  0.36&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman]]&lt;br /&gt;
|  1.71&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit castle]]&lt;br /&gt;
|  2.00&lt;br /&gt;
|-&lt;br /&gt;
|[[statue|Statues]]&lt;br /&gt;
|  0.16 to 3.33&lt;br /&gt;
|-&lt;br /&gt;
|[[Statuette]]&lt;br /&gt;
|  0.002&lt;br /&gt;
|-&lt;br /&gt;
|[[Toolbelt]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following items are thought to be paintable, but we do not generally have large enough containers to hold the dye required. (Fountain Containers have been used for boats. (no longer creatable))&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding = &amp;quot;5&amp;quot; cellspacing = &amp;quot;0&amp;quot; class=sortable&lt;br /&gt;
! Object&lt;br /&gt;
! Amount, kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Caravel]]&lt;br /&gt;
|630&lt;br /&gt;
|-&lt;br /&gt;
|[[Knarr]]&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|[[Cog]]&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|[[Corbita]]&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|[[Colossus]]&lt;br /&gt;
|66.67&lt;br /&gt;
|-&lt;br /&gt;
|[[Bulk storage bin]]&lt;br /&gt;
|  128.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Food storage bin]]&lt;br /&gt;
|  128.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Trash heap]]&lt;br /&gt;
|  128.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
To remove dye from a painted object, use a [[metal brush]] on it.&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
&lt;br /&gt;
Example of Dyed items.&lt;br /&gt;
&lt;br /&gt;
[[File:Dyed.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Zinc products]]&lt;br /&gt;
[[Category:Copper products]]&lt;br /&gt;
[[Category:Liquids]]&lt;br /&gt;
[[Category:Natural substances items]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Dye&amp;diff=84348</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Dye&amp;diff=84348"/>
		<updated>2014-02-22T18:16:02Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Alchemy]] / [[Natural substances]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description==&lt;br /&gt;
''Dye, used to colour clothing and items with.''&lt;br /&gt;
&lt;br /&gt;
'''Dye''' is made from various [[item]]s and [[water]] and is used to paint items and [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
* '''Black''' - [[Tannin]] and [[iron lump]] (difficulty 40, hardest dye to make)&lt;br /&gt;
* &amp;lt;font color=blue&amp;gt;Blue&amp;lt;/font&amp;gt; - [[Woad]]&lt;br /&gt;
* &amp;lt;font color=green&amp;gt;Green&amp;lt;/font&amp;gt; - [[Copper lump]] (minimum .8 kg)&lt;br /&gt;
* &amp;lt;font color=red&amp;gt;Red&amp;lt;/font&amp;gt; -  [[Cave bug]] or [[scorpion]] [[cochineal]]&lt;br /&gt;
* &amp;lt;span style=background-color:grey;color:white&amp;gt;White&amp;lt;/span&amp;gt; - [[Zinc lump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: The more difficult colors can not be made until after having made some of the easier colors or [[healing cover]]s to gain [[natural substances]] skill. Start with &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;, or maybe &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt;.''&lt;br /&gt;
== Tools required ==&lt;br /&gt;
* Any [[container]] that can hold [[liquid]], like [[pottery jar]] or [[small bucket]]&lt;br /&gt;
&lt;br /&gt;
== Items required ==&lt;br /&gt;
* Water&lt;br /&gt;
* Cochineal&lt;br /&gt;
* Copper lump&lt;br /&gt;
* Tannin and iron lump&lt;br /&gt;
* Woad&lt;br /&gt;
* Zinc lump&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
# Put appropriate item in [[inventory]].&lt;br /&gt;
# Put water in container.&lt;br /&gt;
# [[Activate]] item.&lt;br /&gt;
# Right-click on water in container and select ''Create &amp;gt; Miscellaneous &amp;gt; &amp;lt;color&amp;gt; dye''. You might want to put the water container in the inventory before creating the dye.&lt;br /&gt;
&lt;br /&gt;
=== Ratio ===&lt;br /&gt;
* &amp;lt;span style=background-color:lightgrey;color:black&amp;gt;Black&amp;lt;/span&amp;gt; - at least 1kg of water per [[acorn]]. Produces 1kg of [[tannin]] per acorn. 1kg of tannin per 1kg of [[iron lump]]. Larger amounts of tannin and iron produce larger amounts of dye.&lt;br /&gt;
* &amp;lt;font color=blue&amp;gt;Blue&amp;lt;/font&amp;gt; - at least 1kg of water per [[woad]]. Produces 1kg of dye per woad.&lt;br /&gt;
* &amp;lt;font color=green&amp;gt;Green&amp;lt;/font&amp;gt; - 1kg of water per 1kg of [[copper lump]]. Larger amounts of water and copper produce larger amounts of dye.&lt;br /&gt;
* &amp;lt;font color=red&amp;gt;Red&amp;lt;/font&amp;gt; - at least 1kg of water per [[cochineal]]. Produces 1kg of dye per cochineal.&lt;br /&gt;
* &amp;lt;span style=background-color:black;color:white&amp;gt;White&amp;lt;/span&amp;gt; - 1kg of water per 1kg of [[zinc lump]]. Larger amounts of water and zinc produce larger amounts of dye.&lt;br /&gt;
&lt;br /&gt;
When using more water or tannin than metal the amount of metal determines the amount of dye produced. Sometimes a water to metal ratio that's not exactly 1:1 will only use the same amount of water as metal and leave some water in the container. You will get the message that ''Not all the dye would fit'' and the dye is lost. Therefore it is advised to use an exact 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Since combining dye results in small loss of quality it is advised to create dye from one larger piece of metal instead of many 1kg pieces.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* The dye color shows up as the color of the word &amp;quot;Dye&amp;quot;.&lt;br /&gt;
* Resulting dye will have three color values: &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;, &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;, and &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt;.&lt;br /&gt;
* &amp;lt;font color=red&amp;gt;R&amp;lt;/font&amp;gt;=255 &amp;lt;font color=green&amp;gt;G&amp;lt;/font&amp;gt;=255 &amp;lt;font color=blue&amp;gt;B&amp;lt;/font&amp;gt;=255 is pure &amp;lt;span style=background:black;color:white&amp;gt;white&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Dye may be combined and the values will average out (although they will be about 2 points closer to &amp;lt;font color=grey&amp;gt;grey&amp;lt;/font&amp;gt; across the board).&lt;br /&gt;
* The higher the quality is, the brighter and less &amp;lt;font color=grey&amp;gt;grey&amp;lt;/font&amp;gt; the color will be.&lt;br /&gt;
* Dye's RGB values can be changed using the base material.&lt;br /&gt;
** Lower ql base material lowers RGB values &lt;br /&gt;
** Higher ql base material hightens RGB values &lt;br /&gt;
** To change the &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt; value use a [[cochineal]]&lt;br /&gt;
** To change the &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt; value use a [[copper lump]]&lt;br /&gt;
** To change the &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; value use [[woad]]&lt;br /&gt;
** Cannot imp all values with [[zinc lump]] (white)&lt;br /&gt;
* The amount of water used does not seem to affect creation chance or resulting QL or RGB value.&lt;br /&gt;
* Dye and water cannot be mixed to make a paler dye.&lt;br /&gt;
* When making dye with metal lumps, there is no need to [[heat]] them up first.&lt;br /&gt;
* The [[quality]] of the cochineal does not affect the success chance when creating &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt; dye.&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt; dye the mass of the copper lump is decreased by 0.1.&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt; dye the quality of the [[cochineal]] is reduced by 0.5 quantity of water is reduced by 0.1.&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; the [[woad]] is &amp;lt;s&amp;gt;destroyed&amp;lt;/s&amp;gt; reduced in quality by 0.5&lt;br /&gt;
* If [[failing]] to make &amp;lt;font color=black&amp;gt;black&amp;lt;/font&amp;gt; dye the weight of the iron lump is decreased by 0.1 and the volume of tannin is decreased by 0.1&lt;br /&gt;
* To get rid of unwanted dye, just right-click and select ''Pour'' - don't worry, it won't leave a stain.&lt;br /&gt;
* Black dye has little effect on a light source (No black light) and only dims the light a little. And it doesn`t dim light sources around it.&lt;br /&gt;
** Testing reveals ''An excellent black dye (R=12 B=12 G=13) on a 45ql lantern light looks the same as a 40ql no dye lantern and  a little dimmer than a 43ql white dyed lantern.''&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
# Activate dye.&lt;br /&gt;
# Right-click on item and select 'Paint'.&lt;br /&gt;
&lt;br /&gt;
Paintable items include: building walls, chests, barrels, buckets, signs, carts, catapults, pottery, lanterns, statues, and boats.&lt;br /&gt;
&lt;br /&gt;
The amount of dye used depends on the item being painted:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding = &amp;quot;5&amp;quot; cellspacing = &amp;quot;0&amp;quot; class=sortable&lt;br /&gt;
! Object&lt;br /&gt;
! Amount, kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Armchair]]&lt;br /&gt;
|  0.14&lt;br /&gt;
|-&lt;br /&gt;
|[[Banner]]&lt;br /&gt;
|  0.041&lt;br /&gt;
|-&lt;br /&gt;
|[[Bed]]&lt;br /&gt;
|  5.76&lt;br /&gt;
|-&lt;br /&gt;
|[[Bucket]]&lt;br /&gt;
|  0.10&lt;br /&gt;
|-&lt;br /&gt;
|[[Catapult]]&lt;br /&gt;
|  43.20&lt;br /&gt;
|-&lt;br /&gt;
|[[Chair]]&lt;br /&gt;
|  0.15&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheese drill]]&lt;br /&gt;
|  0.09&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloth hood]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[Great helm]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[House (general)|House wall]]&lt;br /&gt;
|  1.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Huge oil barrel]]&lt;br /&gt;
|  18.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Huge tub]]&lt;br /&gt;
|  18.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Lamp]]&lt;br /&gt;
|  0.06&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern]]&lt;br /&gt;
|  0.015&lt;br /&gt;
|-&lt;br /&gt;
|[[Large barrel]]&lt;br /&gt;
|  2.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Large cart]]&lt;br /&gt;
|  26.65&lt;br /&gt;
|-&lt;br /&gt;
|[[Large crate]]&lt;br /&gt;
|  13.82&lt;br /&gt;
|-&lt;br /&gt;
|[[Large chest]]&lt;br /&gt;
|  2.40&lt;br /&gt;
|-&lt;br /&gt;
|[[Metal torch]]&lt;br /&gt;
|  0.02&lt;br /&gt;
|-&lt;br /&gt;
|[[Open helm]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[Pottery flask]]&lt;br /&gt;
|  0.002&lt;br /&gt;
|-&lt;br /&gt;
|[[Pottery bowl]]&lt;br /&gt;
|  0.072&lt;br /&gt;
|-&lt;br /&gt;
|[[Pottery jar]]&lt;br /&gt;
|  0.016&lt;br /&gt;
|-&lt;br /&gt;
|[[Round table]]&lt;br /&gt;
|  0.29&lt;br /&gt;
|-&lt;br /&gt;
|[[Rowing boat]]&lt;br /&gt;
|  6.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Soft cap]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|-&lt;br /&gt;
|[[Satchel]]&lt;br /&gt;
|  0.14&lt;br /&gt;
|-&lt;br /&gt;
|[[Large Crate]]&lt;br /&gt;
|  15&lt;br /&gt;
|-&lt;br /&gt;
|[[Large metal shield]]&lt;br /&gt;
|  0.128&lt;br /&gt;
|-&lt;br /&gt;
|[[Small wooden shield]]&lt;br /&gt;
|  0.006&lt;br /&gt;
|-&lt;br /&gt;
|[[Shop sign]]&lt;br /&gt;
|  0.01&lt;br /&gt;
|-&lt;br /&gt;
|[[Small barrel]]&lt;br /&gt;
|  0.36&lt;br /&gt;
|-&lt;br /&gt;
|[[Small cart]]&lt;br /&gt;
|  6.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Small crate]]&lt;br /&gt;
|  8.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Small chest]]&lt;br /&gt;
|  0.36&lt;br /&gt;
|-&lt;br /&gt;
|[[Small raft]]&lt;br /&gt;
|  6.05&lt;br /&gt;
|-&lt;br /&gt;
|[[Small sailing boat]]&lt;br /&gt;
|  5.40&lt;br /&gt;
|-&lt;br /&gt;
|[[Small sign]]&lt;br /&gt;
|  0.01&lt;br /&gt;
|-&lt;br /&gt;
|[[Small wine barrel]]&lt;br /&gt;
|  0.36&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman]]&lt;br /&gt;
|  1.71&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit castle]]&lt;br /&gt;
|  2.00&lt;br /&gt;
|-&lt;br /&gt;
|[[statue|Statues]]&lt;br /&gt;
|  0.16 to 3.33&lt;br /&gt;
|-&lt;br /&gt;
|[[Statuette]]&lt;br /&gt;
|  0.002&lt;br /&gt;
|-&lt;br /&gt;
|[[Toolbelt]]&lt;br /&gt;
|  0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following items are thought to be paintable, but we do not generally have large enough containers to hold the dye required. (Fountain Containers have been used for boats. (no longer creatable))&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding = &amp;quot;5&amp;quot; cellspacing = &amp;quot;0&amp;quot; class=sortable&lt;br /&gt;
! Object&lt;br /&gt;
! Amount, kg&lt;br /&gt;
|-&lt;br /&gt;
|[[Caravel]]&lt;br /&gt;
|630&lt;br /&gt;
|-&lt;br /&gt;
|[[Knarr]]&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|[[Cog]]&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|[[Corbita]]&lt;br /&gt;
|73&lt;br /&gt;
|-&lt;br /&gt;
|[[Colossus]]&lt;br /&gt;
|66.67&lt;br /&gt;
|-&lt;br /&gt;
|[[Bulk storage bin]]&lt;br /&gt;
|  128.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Food storage bin]]&lt;br /&gt;
|  128.00&lt;br /&gt;
|-&lt;br /&gt;
|[[Trash heap]]&lt;br /&gt;
|  128.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
To remove dye from a painted object, use a [[metal brush]] on it.&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
&lt;br /&gt;
Example of Dyed items.&lt;br /&gt;
&lt;br /&gt;
[[File:Dyed.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Zinc products]]&lt;br /&gt;
[[Category:Copper products]]&lt;br /&gt;
[[Category:Liquids]]&lt;br /&gt;
[[Category:Natural substances items]]&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Body_strength&amp;diff=84346</id>
		<title>Body strength</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Body_strength&amp;diff=84346"/>
		<updated>2014-02-22T18:13:44Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Digging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Characteristics]] / [[Body]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
High '''body strength''' allows you to carry or drag heavier loads. It also increases [[damage]] in combat and on [[wall]]s or [[fence]]s.&lt;br /&gt;
&lt;br /&gt;
Skills for improving your body strength include:&lt;br /&gt;
[[mining]], [[farming]], [[digging]], [[smithing]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Carrying capacity ==&lt;br /&gt;
The maximum [[weight]] a character can carry is '''7 * body strength'''.&lt;br /&gt;
&lt;br /&gt;
The integer part of body strength (e.g. 25 if 25.62) also determines how much you can carry before starting to move slower.&lt;br /&gt;
&lt;br /&gt;
* Above 2*strength weight, speed drops to 3/4 of normal&lt;br /&gt;
* Above 3.5*strength weight, it drops to 1/4&lt;br /&gt;
* Above 7*strength weight, speed is only 1/20&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Strength !! 3/4 !! 1/4 !! 1/20 !! Max&lt;br /&gt;
|-&lt;br /&gt;
|| 20 || 40kg || 70kg || 140kg || 140kg&lt;br /&gt;
|-&lt;br /&gt;
|| 25.62 || 50kg || 87.5kg || 175kg || 179.34kg&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
* You need 20.10 Body Strength to dig on roads.&lt;br /&gt;
* You need 20 Body Strength to destroy pavement.&lt;br /&gt;
&lt;br /&gt;
== Dragging ==&lt;br /&gt;
The maximum weight you can drag is limited by your body strength, it's generously much though.&lt;br /&gt;
&lt;br /&gt;
 Maximum weight you can drag = (Body strength * 7 - Weight you're carrying) * 10&lt;br /&gt;
&lt;br /&gt;
To determine how much cargo you can drag in a small cart for example, you must simply subtract the weight of the small cart.&lt;br /&gt;
&lt;br /&gt;
 Maximum cargo = (Body strength * 7 - Weight you're carrying) * 10 - 60 (Cart weight)&lt;br /&gt;
&lt;br /&gt;
The weight you're carrying is anything you're carrying in your [[inventory]] and anything you're [[wearing]] or equipping on your body. To determine how much weight you can carry to drag a specific weight, you can use the following formula.&lt;br /&gt;
&lt;br /&gt;
 Maximum carrying = Body strength * 7 - Weight you want to drag / 10&lt;br /&gt;
&lt;br /&gt;
To determine how much body strength you need to drag a specific amount of weight you can use the following formulas as applicable.&lt;br /&gt;
&lt;br /&gt;
 Body strength required = (Total weight / 10 + Weight you're carrying) / 7&lt;br /&gt;
&lt;br /&gt;
 With an empty inventory:&lt;br /&gt;
 Body strength required = Total weight / 70 (Didn't think it was that easy now huh?)&lt;br /&gt;
 Body strength required = (Cargo weight + Cart weight) / 10 / 7 (See the resemblance?)&lt;br /&gt;
&lt;br /&gt;
For example, someone with 21 body strength carrying 20kg of tools could drag a small cart, which weights 60kg, filled with up to (21BS * 7 - 20kg) * 10 - 60kg = 1210kg, which is 80 [[stone brick]]s. Remember the operator precedence rules! If you want to drag 1235kg with your 22.90 body strength, you could carry 36.80kg = 22.90BS * 7 - 1235kg / 10 additional weight on your body and inventory.&lt;br /&gt;
&lt;br /&gt;
Here's a small table of required minimum body strength for draggable items without any cargo.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Draggable Container&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Weight&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Minimum Strength to Drag&lt;br /&gt;
|-&lt;br /&gt;
| [[Small cart]] || 60kg || &amp;lt;20&lt;br /&gt;
|-&lt;br /&gt;
| [[Large cart]] || 240kg || &amp;lt;20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | ''Note: Boats must be floating to be dragged.''&lt;br /&gt;
|-&lt;br /&gt;
| [[Small raft]] || 60kg || &amp;lt;20&lt;br /&gt;
|-&lt;br /&gt;
| [[Rowboat]] || ?? || &amp;lt;20&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Sailing Boat]] || 140kg || &amp;lt;20&lt;br /&gt;
|-&lt;br /&gt;
| [[Corbita]] || 1400kg || &amp;gt;20.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Cog]] || ~888kg || &amp;lt;20&lt;br /&gt;
|-&lt;br /&gt;
| [[Knarr]] || 2000kg || 28.57&lt;br /&gt;
|-&lt;br /&gt;
| [[Caravel]] || 2450kg || 35.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characteristics]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Cobblestone&amp;diff=84345</id>
		<title>Cobblestone</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Cobblestone&amp;diff=84345"/>
		<updated>2014-02-22T18:13:11Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Messages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{terrain&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|speed=17.3 km/h&lt;br /&gt;
|type=[[Pave]]ment&lt;br /&gt;
|playermade=Yes&lt;br /&gt;
|underground=No&lt;br /&gt;
|creation=Player made by paving [[packed dirt]] with [[stone bricks]]&lt;br /&gt;
|material=dirt&lt;br /&gt;
|method=dig&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Walking on cobblestone is the fastest way of traveling on foot (up to 17.3Km/h on a flat tile). Cobblestone can only be removed or terraformed by a player with 20 Body Strength and 10 Digging. Cobblestone is easier to create than [[stone slabs]], which has an identical travel speed. For these reasons, cobblestone is widely used when making permanent roads, paths, or courtyards. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cobblestone tiles have a chance of decaying if they are not walked upon for 2 days. &lt;br /&gt;
&lt;br /&gt;
== Making cobblestone ==&lt;br /&gt;
# Activate a [[Stone Brick]]&lt;br /&gt;
# Right-click a tile of [[packed dirt]] and select ''[[paving|Pave]]''.&lt;br /&gt;
&lt;br /&gt;
== Destroying cobblestone ==&lt;br /&gt;
# Activate a [[shovel]]&lt;br /&gt;
# Right-click a tile of cobblestone and select ''Destroy Pavement''.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' 20 body strength and 10 digging skill is needed to destroy cobblestone.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
; You need to be stronger to destroy pavement.&lt;br /&gt;
: 20+ Body Strength is required to destroy pavement.&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;
: 10+ Digging is required to remove pavement.&lt;br /&gt;
; You need to be stronger to dig on roads.&lt;br /&gt;
: 20.10+ Body Strength is required to dig on roads.&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
&lt;br /&gt;
Alternative pavements include [[gravel]], [[marble slabs]], [[slate slabs]] and [[stone slabs]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Small_crate&amp;diff=84332</id>
		<title>Small crate</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Small_crate&amp;diff=84332"/>
		<updated>2014-02-22T10:11:34Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Small_crate.jpg&lt;br /&gt;
|active=[[Large Nails]] &lt;br /&gt;
|passive=[[plank]] &lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 10x [[plank]]&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A small crate made from planks, primarily used to transport goods.''&lt;br /&gt;
&lt;br /&gt;
==Vehicle Load Capacity==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; |&lt;br /&gt;
! Vehicle !! No of crates&lt;br /&gt;
|-&lt;br /&gt;
| [[Large cart]] || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Wagon]] || 16&lt;br /&gt;
|-&lt;br /&gt;
| [[Cog]] || 51&lt;br /&gt;
|-&lt;br /&gt;
| [[Corbita]] || 85&lt;br /&gt;
|-&lt;br /&gt;
| [[Knarr]] || 75 &lt;br /&gt;
|-&lt;br /&gt;
| [[Caravel]] || 100 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Works like a [[bulk storage bin]] but is limited by item count rather than volume.&lt;br /&gt;
*Holds 150 items.&lt;br /&gt;
*May be dyed with 8kg [[Dye]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Large crate]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Small_crate&amp;diff=84330</id>
		<title>Small crate</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Small_crate&amp;diff=84330"/>
		<updated>2014-02-22T09:56:52Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Small_crate.jpg&lt;br /&gt;
|active=[[Large Nails]] &lt;br /&gt;
|passive=[[plank]] &lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 11x [[plank]]&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A small crate made from planks, primarily used to transport goods.''&lt;br /&gt;
&lt;br /&gt;
==Vehicle Load Capacity==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; |&lt;br /&gt;
! Vehicle !! No of crates&lt;br /&gt;
|-&lt;br /&gt;
| [[Large cart]] || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Wagon]] || 16&lt;br /&gt;
|-&lt;br /&gt;
| [[Cog]] || 51&lt;br /&gt;
|-&lt;br /&gt;
| [[Corbita]] || 85&lt;br /&gt;
|-&lt;br /&gt;
| [[Knarr]] || 75 &lt;br /&gt;
|-&lt;br /&gt;
| [[Caravel]] || 100 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Works like a [[bulk storage bin]] but is limited by item count rather than volume.&lt;br /&gt;
*Holds 150 items.&lt;br /&gt;
*May be dyed with 8kg [[Dye]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Large crate]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Large_crate&amp;diff=84329</id>
		<title>Large crate</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Large_crate&amp;diff=84329"/>
		<updated>2014-02-22T09:56:31Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Large_crate.jpg&lt;br /&gt;
|active=[[Large Nails]] &lt;br /&gt;
|passive=[[plank]] &lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 15x [[plank]]&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A small crate made from planks, primarily used to transport goods.''&lt;br /&gt;
&lt;br /&gt;
==Vehicle Load Capacity==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; |&lt;br /&gt;
! Vehicle !! No of crates&lt;br /&gt;
|-&lt;br /&gt;
| [[Large cart]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Wagon]] || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Cog]] || 29&lt;br /&gt;
|-&lt;br /&gt;
| [[Corbita]] || 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Knarr]] || 43&lt;br /&gt;
|-&lt;br /&gt;
| [[Caravel]] || 62 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Requires 60 [[Carpentry]] to create.  At 60.0060 carpentry, there is a 23% chance to make this item with a 1 QL plank.&lt;br /&gt;
*The plank's QL determines the success chance.  At low Carpentry levels, the plank's QL can make a big difference.&lt;br /&gt;
*Works like a [[bulk storage bin]] but is limited by item count rather than volume.&lt;br /&gt;
*Holds 300 items.&lt;br /&gt;
*May be dyed with 13.82kg [[Dye]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Small crate]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Small_crate&amp;diff=84186</id>
		<title>Small crate</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Small_crate&amp;diff=84186"/>
		<updated>2014-02-21T02:30:13Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Small_crate.jpg&lt;br /&gt;
|active=[[Large Nails]] &lt;br /&gt;
|passive=[[plank]] &lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 11x [[plank]]&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A small crate made from planks, primarily used to transport goods.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Works like a [[bulk storage bin]] but is limited by item count rather than volume.&lt;br /&gt;
*Holds 150 items.&lt;br /&gt;
*May be dyed with 8kg [[Dye]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Large crate]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Large_crate&amp;diff=84185</id>
		<title>Large crate</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Large_crate&amp;diff=84185"/>
		<updated>2014-02-21T02:29:22Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Large_crate.jpg&lt;br /&gt;
|active=[[Large Nails]] &lt;br /&gt;
|passive=[[plank]] &lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 15x [[plank]]&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A small crate made from planks, primarily used to transport goods.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Requires 60 [[Carpentry]] to create.  At 60.0060 carpentry, there is a 26% chance to make this item.&lt;br /&gt;
*Works like a [[bulk storage bin]] but is limited by item count rather than volume.&lt;br /&gt;
*Holds 300 items.&lt;br /&gt;
*May be dyed with 15kg [[Dye]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Small crate]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Category:Street_lamps&amp;diff=83964</id>
		<title>Category:Street lamps</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Category:Street_lamps&amp;diff=83964"/>
		<updated>2014-02-09T22:44:57Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All street lamps are listed here&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center; style=&amp;quot;background-color:#474340;&amp;quot;&lt;br /&gt;
|+Stationary light sources&lt;br /&gt;
|- style=&amp;quot;background-color:#a6a290;&amp;quot; |&lt;br /&gt;
! width=&amp;quot;10&amp;quot; | Copper hanging lamp:&lt;br /&gt;
! width=&amp;quot;10&amp;quot; | Brass lamp:&lt;br /&gt;
! width=&amp;quot;10&amp;quot; | Brass hanging lamp:&lt;br /&gt;
! width=&amp;quot;10&amp;quot; | Bronze hanging lamp:&lt;br /&gt;
! width=&amp;quot;10&amp;quot; | Gold hanging lamp:&lt;br /&gt;
! width=&amp;quot;10&amp;quot; | Silver hanging lamp:&lt;br /&gt;
! width=&amp;quot;10&amp;quot; | Iron lamp:&lt;br /&gt;
! width=&amp;quot;10&amp;quot; | Iron torch lamp:&lt;br /&gt;
! width=&amp;quot;10&amp;quot; | Iron imperial lamp:&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Copper_hanging_lamp.jpg|link=Copper_hanging_lamp|100px|Copper Hanging Lamp]]&lt;br /&gt;
|[[Image:Brass_lamp.jpg|100px|link=Brass_lamp|Brass Lamp]]&lt;br /&gt;
|[[Image:Brass_hanging_lamp.jpg|link=Brass_hanging_lamp|100px|Brass Hanging Lamp]]&lt;br /&gt;
|[[Image:Bronze_hanging_lamp.jpg|link=Bronze_hanging_lamp|100px|Bronze Hanging Lamp]]&lt;br /&gt;
|[[Image:Gold_hanging_lamp.jpg|link=Gold_hanging_lamp|100px|Gold Hanging Lamp]]&lt;br /&gt;
|[[Image:Silver_hanging_lamp.jpg|link=Silver_hanging_lamp|100px|Silver Hanging Lamp]]&lt;br /&gt;
|[[Image:Iron_lamp.jpg|link=Iron_lamp|100px|Iron Lamp]]&lt;br /&gt;
|[[Image:Iron_torch_lamp.jpg|link=Iron_torch_lamp|100px|Iron Torch Lamp]]&lt;br /&gt;
|[[Image:Iron_imperial_street_lamp.jpg|link=Iron_imperial_street_lamp|109px|Iron Imperial Lamp]]&lt;br /&gt;
|}&lt;br /&gt;
== Material specialties ==&lt;br /&gt;
* [[Brass lamp]]s glow the brightest.&lt;br /&gt;
* [[Bronze hanging lamp]]s give a deep brown.&lt;br /&gt;
* [[Copper hanging lamp]]s glow orange.&lt;br /&gt;
* [[Silver hanging lamp]]s cast white light.&lt;br /&gt;
&lt;br /&gt;
[[Category:Blacksmithing items]]&lt;br /&gt;
[[Category:Light sources]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animal_husbandry&amp;diff=82082</id>
		<title>Animal husbandry</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animal_husbandry&amp;diff=82082"/>
		<updated>2013-10-25T20:29:30Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''Animal husbandry'' allows for the production (breeding) of new creatures, sometimes with increased quality, without the need to wait for new [[spawn]]s.&lt;br /&gt;
&lt;br /&gt;
====Characteristics gained====&lt;br /&gt;
Soul / [[Soul depth]]&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
*Both of the [[animals]] you wish to breed must be not hungry. One must be a male and the other one a female. Lead one of them with a [[rope]] (note that some animals must be [[animal taming|tamed]] to be led) and move it close to the other one. Right-click on the animal you are '''not''' leading and select the &amp;quot;Breed&amp;quot; option.&lt;br /&gt;
*Grooming also gives animal husbandry skill gains. Activate a [[grooming brush]] and select ''groom'' while right-clicking on a groomable creature. You can groom animals once per hour.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Animals must be of the same species.&lt;br /&gt;
* If breeding fails, you will receive a message that the male &amp;quot;shys away and interrupts the action&amp;quot;.&lt;br /&gt;
* If breeding fails or is successful and you attempt to breed again, the male animal will show that he's &amp;quot;not in the mood&amp;quot; until 45 real life minutes pass.&lt;br /&gt;
* Females will not breed while they are pregnant. Once the female gives birth, the animal can breed again.&lt;br /&gt;
* Animals do not have to be &amp;quot;fat&amp;quot; to breed, only &amp;quot;no longer interested in food&amp;quot; (when trying to feed them). Grass eaters will typically be in this state after a minute or 2 on grass or crops.&lt;br /&gt;
* [[Age]] is a factor in breeding: [[calves]] or [[foal]]s will not breed, neither will young/early adolescent animals.&lt;br /&gt;
* Breeding increases a player's [[soul depth]].&lt;br /&gt;
* Pregnancy times varies from 5-11 wurm [[Time|weeks]], regardless of species. &lt;br /&gt;
* Examining the animal will show the remaining wurm weeks left until birth. eg. ''She will deliver in about 4''&lt;br /&gt;
* Animals can have miscarriages which can kill the mother.&lt;br /&gt;
* If too hungry or low on fat animals can die when giving birth.&lt;br /&gt;
* Breeding female animals with [[animal conditions|conditions]] such as Champion will provide a chance that the offspring will also have that characteristic. This chance is dramatically increased when breeding two animals with the same condition together. (Two Champions for example.)&lt;br /&gt;
* Breeding two animals with the same trait greatly increases the chance that the offspring will have the trait.&lt;br /&gt;
* The name is determined at birth, the traits are determined at breeding (noticed on a server revert on 2011-03-01)&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Bred animals have a chance of having traits.(Enhancement/Deformity). Animals can have multiple traits. Examining an animal will show traits, if one has the required skill level:&lt;br /&gt;
&lt;br /&gt;
*  0 skill: Horse's color is considered a trait.&lt;br /&gt;
* 20 skill: &amp;quot;It will fight fiercely.&amp;quot; (High fighting skill?)&lt;br /&gt;
* 21 skill: &amp;quot;It has fleeter movement than normal.&amp;quot; (Minor speed boost)&lt;br /&gt;
* 22 skill: &amp;quot;It is a tough bugger.&amp;quot; (Withstands more damage)&lt;br /&gt;
* 23 skill: &amp;quot;It has a strong body.&amp;quot; (Bonus to maintaining top speed) (with no information on health of a horse, and lots of information on speed testing with or without the trait. This change is being done from Horse health, back to Speed.) 4/21/13 8:34 gmt-8 (Any issues PM Camberme on the forums)&lt;br /&gt;
* 24 skill: &amp;quot;It has lightning movement.&amp;quot; (Randomly increases speed for a short duration)&lt;br /&gt;
* 25 skill: &amp;quot;It can carry more than average.&amp;quot; (Less penalty to speed due to high load)&lt;br /&gt;
* 26 skill: &amp;quot;It has very strong leg muscles.&amp;quot; (Less penalty to speed due to slope? Does not currently do this.)&lt;br /&gt;
* 27 skill: &amp;quot;It has keen senses.&amp;quot; (Increased agro range or possibly harder to tame?)&lt;br /&gt;
* 28 skill: &amp;quot;It has malformed hindlegs.&amp;quot; (Minor speed penalty)*&lt;br /&gt;
* 29 skill: &amp;quot;The legs are of different length.&amp;quot; (Major speed penalty)*&lt;br /&gt;
* 30 skill: &amp;quot;It seems overly aggressive.&amp;quot; (Goes into frenzy when attacked)*&lt;br /&gt;
* 31 skill: &amp;quot;It looks very unmotivated.&amp;quot; (Seldom uses speed boosts?)*&lt;br /&gt;
* 32 skill: &amp;quot;It is unusually strong willed.&amp;quot; (Will drop lead or unhitch from a cart at random)*&lt;br /&gt;
* 33 skill: &amp;quot;It has some illness.&amp;quot; (Body strength will slowly reduce over time, which will eventually making the animal unridable. Genesis will cause it to slowly regain strength up to it's old level.)*&lt;br /&gt;
* 34 skill: &amp;quot;It looks constantly hungry.&amp;quot; (is twice as fast hungry again)*&lt;br /&gt;
* 39 skill: &amp;quot;It looks feeble and unhealthy.&amp;quot; (Prone to disease)*&lt;br /&gt;
* 40 skill: &amp;quot;It looks unusually strong and healthy.&amp;quot; (Has a higher resistance to disease)&lt;br /&gt;
* 41 skill: &amp;quot;It has a certain spark in its eyes.&amp;quot; (Affects breeding? &amp;lt;s&amp;gt;Will not die of old age?&amp;lt;/s&amp;gt; Disproved, see talk.)&lt;br /&gt;
(All &amp;quot;?&amp;quot; are unconfirmed, traits with a * are removed by a [[Genesis]] cast)&lt;br /&gt;
&lt;br /&gt;
(On [[Epic]] servers, players can see all of the above traits at approximately 24 skill. This is likely due to a modified skill [[curve]])&lt;br /&gt;
&lt;br /&gt;
=== Inbreeding ===&lt;br /&gt;
&lt;br /&gt;
Inbreeding has a negative effect. It adds extra negative traits that don't count against the regular traits pool.&lt;br /&gt;
&lt;br /&gt;
Inbreeding is mating with the father or mother or when the two animals have the same father or mother. Basically if you only can find two horses you'll be ok in three generations. But it might be better to mate your horses with your neighbors horses.&lt;br /&gt;
&lt;br /&gt;
====Important to note====&lt;br /&gt;
&lt;br /&gt;
Players have observed that dead parents don't count towards the 'inbreeding' check:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have often used it as a method of breeding, to kill the old parents when I had too many horses that had a parent in common.  After the parents are dead, you can breed and get normal horses.  Leave the parents alive and you get lots of bad traited animals.&amp;quot; [http://forum.wurmonline.com/index.php?/topic/65441-split-off-from-animal-congestion-fix/page__st__20#entry643716 Source]&lt;br /&gt;
&lt;br /&gt;
== Caring ==&lt;br /&gt;
&lt;br /&gt;
To prolong venerable animals from dying of old age you can care for them. To start caring stand next to the animal, right click the animal and select ''Care for''. If you start caring for that animal you'll get the message:&lt;br /&gt;
 You now care specially for Aged fat Tearbabe, to ensure longevity. You may care for 1 more creatures.&lt;br /&gt;
&lt;br /&gt;
The amount of animals you can care for is limited by the animal husbandry skill of the player. If you can't care for more animals you'll get the message&lt;br /&gt;
 You may not care for any more creatures right now. You are already caring for 1 creatures.&lt;br /&gt;
&lt;br /&gt;
You can care for 1 animal and 1 extra animal for every 10 skill in animal husbandry. So at 40 Animal husbandry skill you can care for 5 animals.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Non-premium players can only care for 1 animal.&lt;br /&gt;
&lt;br /&gt;
To stop caring for all cared animals type the command ''/stopcaring'' in the chat window. You'll get the message&lt;br /&gt;
 You no longer care for the one creature you used to.&lt;br /&gt;
&lt;br /&gt;
To stop caring for a specific animal, you will need to right click the animal and 'care for' again.&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Drover at 50 skill&lt;br /&gt;
* Granger at 70 skill&lt;br /&gt;
* Rancher at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/A]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Sacrificing&amp;diff=75522</id>
		<title>Sacrificing</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Sacrificing&amp;diff=75522"/>
		<updated>2012-10-27T20:36:14Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Religion|Religion]] / [[Sacrificing]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Items can be sacrificed in an [[altar]] of the [[gods|god]] you are following. &lt;br /&gt;
&lt;br /&gt;
Depending on how pleased your god is with the sacrifice, extra [[favor]], healing, more [[alignment]] or [[potion]]s may be granted you.&lt;br /&gt;
&lt;br /&gt;
If your Favor is already full, then Deed Faith bonuses may be granted.&lt;br /&gt;
&amp;lt;br /&amp;gt;   i.e. The following values for your settlement&lt;br /&gt;
&amp;lt;br /&amp;gt;   '''The village is granted the following faith bonuses:'''&lt;br /&gt;
&amp;lt;br /&amp;gt;   '''War damage: 0%, Healing: 2.522887%, Enchanting: 10%'''&lt;br /&gt;
&amp;lt;br /&amp;gt;   ''See [[Faith bonus|Faith bonuses]] for details''&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Right-click the altar and '''Open''' the altar, drop items in it, right-click the altar again and select '''Sacrifice'''.&lt;br /&gt;
At least 10 [[Faith]] is needed to gain the ability to sacrifice.&lt;br /&gt;
&lt;br /&gt;
[[Key]]s can only be sacrificed if the [[lock]] they belong to already is destroyed, or is included in the same sacrifice. Sometimes the key is processed before the lock and the server rejects the key. Sacrificing again will finally sacrifice the key.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Sacrificing items or coins worth 1 iron, 1 copper, 1 silver or 1 gold will each generate a different message displaying how pleased your god is with you. &lt;br /&gt;
Sacrificing 1 silver will also gain you 10 favor, and sacrificing 1 gold will heal all [[wounds]] and fully restore [[favor]].&lt;br /&gt;
&lt;br /&gt;
You can sacrifice items for favor too. The gained favor is determined by the item type and it's [[QL]] with formula ''factor'' * (QL/10)². The ''factor'' varies by item type and is listed on the [[Base Price]] page for a selection of items. &lt;br /&gt;
&lt;br /&gt;
The gained favor can also be calculated as [[Get price]] in silver / 20. This means you'll get 1 favor for every 5c sacrificed.&lt;br /&gt;
&lt;br /&gt;
If the items value is high enough you will occasionally receive [[potion]]s from sacrificing too. This usually happens when one would gain more favor than the characters faith permits.&lt;br /&gt;
&lt;br /&gt;
== Double sacrificing items ==&lt;br /&gt;
Some items give double [[favor]] gains to certain [[religion]]s. (note: Tested with rare version too)&lt;br /&gt;
&lt;br /&gt;
To get the benefit of the double favor gain you need to sacrifice these items exclusive.&lt;br /&gt;
&lt;br /&gt;
[[Vynora]] is [[Yoyo]]'s&lt;br /&gt;
&lt;br /&gt;
[[Fo]] is [[Square piece of cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Magranon]] is [[Door lock]]&lt;br /&gt;
&lt;br /&gt;
[[Libila]] is ?&lt;br /&gt;
&lt;br /&gt;
== Rare Items ==&lt;br /&gt;
Sacrificing [[rare]]s gives 99% [[nutrition]], [[water]] and [[food]]&lt;br /&gt;
&lt;br /&gt;
Sacrificing [[supreme]]s gives 99% [[nutrition]], [[water]] and [[food]] and minor gains on a random skill  (Note: This may open up new skills)&lt;br /&gt;
&lt;br /&gt;
The effects of Sacrificing [[fantastic]] items are the same as supreme, but with greater skill gain.&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=House&amp;diff=73168</id>
		<title>House</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=House&amp;diff=73168"/>
		<updated>2012-06-05T02:02:49Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Build House]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A '''house''' is a structure meant for living, storage, gateway or similar, built of [[wooden house|wood]] or [[stone house|stone]], on relatively flat [[ground]]: house tiles can be [[building plan|planned]] on maximum [[slope]]s of 8 dirts. The maximum length of a house is 20 tiles in one direction.&lt;br /&gt;
&lt;br /&gt;
You MUST complete a building before you will be allowed to build or plan another one. If you attempt to &amp;quot;plan&amp;quot; an additional building, you will not be given the Plan Building option.&lt;br /&gt;
&lt;br /&gt;
Once finalized, the size and shape of a house may not be altered. If you wish to increase the size of your house, you would need to destroy and re-plan the structure.  You do not receive materials back from this process, so plan carefully the size and shape of your structure.&lt;br /&gt;
&lt;br /&gt;
Newer players may want to have a look at the '''[[Build House]]''' guide for more direction.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
A house preserves your possessions by reducing [[decay]], and to a degree, protects them from [[Stealing|theft]]. If the doors are equipped with a [[door lock]], no one may enter your house except the [[friend]]s you give [[writ|permission]] to, unless the door is [[lockpicking|lockpick]]ed.&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s, which are useful for gaining [[sleep bonus]], only work when inside a house.&lt;br /&gt;
&lt;br /&gt;
If the owner of a house has not logged in for 1.5 months, the house is marked as abandoned, and takes much higher decay damage.&lt;br /&gt;
&lt;br /&gt;
:On the Freedom server, a locked house is the single best protection against theft.  Whether on deed or off, houses there '''cannot''' be bashed down or lockpicked, though anyone can enter if you do not put [[door lock]]s on all doors.  ''Since a house's locks cannot be picked on Freedom, the door lock's quality isn't really very important there.''&lt;br /&gt;
&lt;br /&gt;
==Writ and Management==&lt;br /&gt;
When the house is fully planned the planner will get a writ of ownership. The house can be managed by right clicking on the writ and selecting ''manage''. In the management window you can modify various settings for the house.&lt;br /&gt;
&lt;br /&gt;
You can add and remove [[friend]]s as guests on the house. The guest has the right to pass locked doors, pick up items in the house and to build, repair and even destroy house walls unless prohibited by a deed.&lt;br /&gt;
&lt;br /&gt;
You can lock and unlock all doors with [[door lock]]s on the building. If you are citizen of a deed you can allow citizens and allies to pass locked doors. This does not allow them to pick up items or to modify the house like guests can.&lt;br /&gt;
&lt;br /&gt;
You can change the house name or destroy the whole house in this window.&lt;br /&gt;
&lt;br /&gt;
Trading the writ passes ownership. You will lose all rights on the house until the new owner adds you as a guest.&lt;br /&gt;
&lt;br /&gt;
== House examples ==&lt;br /&gt;
Numbers listed above each plan is the minimum [[carpentry]] skill required.&lt;br /&gt;
&lt;br /&gt;
=== 1-4 tiles ===&lt;br /&gt;
 5    8     11         12    14       &lt;br /&gt;
 X    XX    XX  XXX    XX    XXXX  XXX  XXX&lt;br /&gt;
            X          XX          X     X &lt;br /&gt;
&lt;br /&gt;
=== 5 tiles ===&lt;br /&gt;
 15     17&lt;br /&gt;
 XXX    XXXXX  XXXX  XXXX  XXX  XXX  X      X   X   X&lt;br /&gt;
 XX            X      X    X X  X    XXX  XXX  XXX  XX&lt;br /&gt;
                                X    X    X     X    XX&lt;br /&gt;
&lt;br /&gt;
=== 6 tiles ===&lt;br /&gt;
 16     18&lt;br /&gt;
 XXX    XXXX  XXXX  XXX   XXX  XXX&lt;br /&gt;
 XXX    XX     XX    XXX   XX   XX&lt;br /&gt;
                            X   X&lt;br /&gt;
 20                                                     &lt;br /&gt;
 XXXXXX  XXXXX  XXXXX  XXXXX  XXXX  XXXX   XXXX   XXX&lt;br /&gt;
         X       X       X    X  X  X X   XX     XX X&lt;br /&gt;
 &lt;br /&gt;
  XXXX  XXXX  X      X      X      X  XXX&lt;br /&gt;
  X      X    XXXX  XXXX  XXXX  XXXX  XXX &lt;br /&gt;
  X      X    X     X     X     X      XX&lt;br /&gt;
&lt;br /&gt;
=== Larger examples ===&lt;br /&gt;
 21   32    45     60      77       96&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
      XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
            XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
                   XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
                           XXXXXXX  XXXXXXXX&lt;br /&gt;
                                    XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
== External Tools ==&lt;br /&gt;
&lt;br /&gt;
*[http://webdepp.sense-net.at/~toni/wurm/housecalc.php Web-based Calculator by Toni]&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Alignment&amp;diff=71107</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Alignment&amp;diff=71107"/>
		<updated>2012-04-15T16:39:35Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* These actions can effect your alignment: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / '''Alignment'''&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Alignment is a measure of how good you are to your god, 100 alignment being maximum for [[Fo]], [[Vynora]] and [[Magranon]], -100 for [[Libila]]. When having below 1 alignment, you cannot choose any of the [[White Light]] [[Gods]]. For [[priest|priests]], a high alignment value increases chances to successfully cast [[:Category:Spells|spells]] while a low alignment value lowers the chances. Alignment is also said to affect your fighting ability, but it is unknown by how much ([http://wurmonline.com/forum/index.php?topic=28321.msg276734#msg276734 source]).&lt;br /&gt;
&lt;br /&gt;
Alignment will automatically go towards 1 over time for whitelighters, and -1 for blacklighters.&lt;br /&gt;
&lt;br /&gt;
When it goes down it will drop at a value equal to 1-([[Faith]]/200). Thus, at 0 faith one would lose 1.0 alignment and at 100 faith one would lose 0.5 alignment.&lt;br /&gt;
This loss is halved in local range to the White light for white lighters.&lt;br /&gt;
&lt;br /&gt;
If your alignment drops below 1 as a whitelighter, you will lose your faith.&lt;br /&gt;
&lt;br /&gt;
===These actions can effect your alignment:===&lt;br /&gt;
* Butchering a human corpse (- 1)&lt;br /&gt;
* Burying a human corpse (+ 2)&lt;br /&gt;
* Listening to a [[confession]] (+/- 1)&lt;br /&gt;
* Confessing to a priest (+/- 5)&lt;br /&gt;
* Holding a [[sermon]] (+/- 1)&lt;br /&gt;
* Listening to a sermon (+/- 1 or more, depends on preaching success)&lt;br /&gt;
* Converting someone to your religion (+/- 1)&lt;br /&gt;
* Healing someone else (+ 1)&lt;br /&gt;
* Successful Lockpicking (-5)&lt;br /&gt;
* Casting [[Bless]] on players (seems random). (+ 1)&lt;br /&gt;
* Sacrificing items in an [[altar]] (at least worth 50c get price) (+/- 1)&lt;br /&gt;
* Praying at the [[White Light]] on the [[Wild server]]. (+ 3)&lt;br /&gt;
* Praying at the [[Black Light]] on the Wild server. (- 3)&lt;br /&gt;
* Desecrating an altar (- 2)&lt;br /&gt;
* Killing of a [[whitelighter]] (- 5)&lt;br /&gt;
* Killing of a [[blacklighter]] (+ 5)&lt;br /&gt;
* [[Fo]] special: plant a sprout (+ 1)&lt;br /&gt;
* [[Vynora]] special: pave a tile (+ 1)&lt;br /&gt;
* [[Vynora]] special: working on walls (+ 0.5)&lt;br /&gt;
* [[Magranon]] special: mine (+ 0.5)&lt;br /&gt;
* [[Magranon]] special: kill a creature (+ 0.5)&lt;br /&gt;
* [[Libila]] special: kill a creature (- 0.5)&lt;br /&gt;
(numbers with a positive (+) are good for whitelighters and negatives (-) respectively good for blacklighters)&lt;br /&gt;
&lt;br /&gt;
Gaining alignment to your choosen side has a cooldown timer. Once you gained alignment you have to wait 30 minutes before you can gain again.&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Epic_Server_Cluster&amp;diff=68211</id>
		<title>Epic Server Cluster</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Epic_Server_Cluster&amp;diff=68211"/>
		<updated>2011-10-31T16:57:05Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Epic Server Cluster&lt;br /&gt;
&lt;br /&gt;
The epic server cluster consists of 4 separate servers that are connected. The central server, Elevation, serves as the battleground and even though raiding is permitted onto the home servers for each startup Kingdom Jenn-Kellon, Mol Rehan and HOTS, this will likely change as the tidings of war and conquest roll through this epic, wild landscape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* East: [[ Serenity ]], Starting City: [[Strongbox]]&lt;br /&gt;
* Middle: [[ Elevation ]]&lt;br /&gt;
** Jenn Kellon Starting City:  [[High Hopes]]&lt;br /&gt;
** Mol Rehan Starting City:  [[ Flamma ]]&lt;br /&gt;
** HOTS Starting City: [[ ??? ]]&lt;br /&gt;
** Lómaner (PMK) Starting City: [[The Uprising]]&lt;br /&gt;
&lt;br /&gt;
* West: [[ Desertion ]], Starting City: Glittershore&lt;br /&gt;
* South: [[ Affliction ]], Starting City: Dead Lake&lt;br /&gt;
&lt;br /&gt;
The Epic Server Cluster supports the new concept of [[Player Made Kingdom]] which will affect the game and how it is played.&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Armour_chains&amp;diff=67156</id>
		<title>Armour chains</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Armour_chains&amp;diff=67156"/>
		<updated>2011-08-29T03:12:58Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Armour smithing]] / [[Chain armour smithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[glowing]] [[lump]] (0.55 kg)&lt;br /&gt;
|passive=[[large anvil]] &lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=:*'''{{PAGENAME}}''' (0.50 kg)&lt;br /&gt;
|skill=Chain armour smithing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A piece of thick interwoven chain links.''&lt;br /&gt;
&lt;br /&gt;
'''Armour chains''' are a bunch of ring shape metal pieces that are slightly opened so to be attached to other chains. This creates [[Chain armour smithing|chain armours]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* [[Armour chains]] can be made with various metals, such as [[iron lump|iron]], [[steel lump|steel]], [[copper lump|copper]], [[bronze lump|bronze]], [[silver lump|silver]] or [[gold lump|gold]].&lt;br /&gt;
* Can not be repaired.&lt;br /&gt;
* Can be combined if glowing hot.&lt;br /&gt;
* Can be stored in a [[Bulk storage bin]] and really should be stored there unless you just made them and are about to use them in the next few days.&lt;br /&gt;
&lt;br /&gt;
[[Category:Copper products]]&lt;br /&gt;
[[Category:Chain armour]] &lt;br /&gt;
[[Category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Woodcutting&amp;diff=66812</id>
		<title>Woodcutting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Woodcutting&amp;diff=66812"/>
		<updated>2011-08-13T05:27:15Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Woodcutting is the skill used in cutting [[tree]]s down, chopping them up for [[log]]s, and creating [[kindling]].&lt;br /&gt;
&lt;br /&gt;
The [[quality]] of the felled trees you get depends on how high your woodcutting skill is. The quality of the log you get from felled trees depends on the felled tree quality - a higher skill yields more logs of top quality, lower skill yields more QL 1 logs. The same goes for kindling.&lt;br /&gt;
&lt;br /&gt;
Damaged felled trees (from decay) will often yield QL 1 logs and no woodcutting skill when chopped up.&lt;br /&gt;
&lt;br /&gt;
== Tools required ==&lt;br /&gt;
A [[hatchet]] is best. If unavailable, other [[axe]] types also work.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can also use a [[long sword]], [[huge sword]], [[shovel]], [[pickaxe]], [[sickle]], or [[scythe]] to cut down a tree, but only an [[:Category:Axes|axe]] will be able to chop a [[felled tree]] into logs.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
*[[Log]]s&lt;br /&gt;
*[[Kindling]]&lt;br /&gt;
*[[Felled Tree | Felled trees]]&lt;br /&gt;
&lt;br /&gt;
== Tree types ==&lt;br /&gt;
:* [[Pine]] - Very abundant. &lt;br /&gt;
:* [[Birch]] - Burns well and is good for making buildings as it grows fast and is generally abundant.&lt;br /&gt;
:* [[Willow]] - These hulking trees are like oaks in that they destroy other trees and must be planted apart. Used for making [[bows]]&lt;br /&gt;
:* [[Oak]] - Tools made from Oak take less [[damage]] through use. Oaks require room to grow and will kill other trees near it. They must be planted by themselves and must be planted away from each other. Slow growing.&lt;br /&gt;
:* [[Cedar]] - Best used for containers, as it slows the [[decay]] rate of the container. Does not effect the items inside the container. Also used for making [[arrows]].&lt;br /&gt;
:* [[Maple]] - Produces [[maple sap]] when in season. Also used for making [[arrows]].&lt;br /&gt;
&lt;br /&gt;
These are fruit trees, and barely produce any wood when cut down:&lt;br /&gt;
&lt;br /&gt;
:* [[Apple]]&lt;br /&gt;
:* [[Cherry]]&lt;br /&gt;
:* [[Lemon]]&lt;br /&gt;
:* [[Olive]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* High quality logs are especially required for improving [[carpentry]] items.&lt;br /&gt;
* Overaged trees have the most wood. Cutting trees younger than mature down to get wood is a waste of time and resources.&lt;br /&gt;
* Having a good [[Forestry]] skill (30 skill) can be useful while woodcutting because it allows you to tell the age of trees without examining them.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Woodcutting Guide]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Lumberjack at 50 skill&lt;br /&gt;
* Timberman/Timberwoman at 70 skill&lt;br /&gt;
* Deforester at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/W]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fishing_rod&amp;diff=65692</id>
		<title>Fishing rod</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fishing_rod&amp;diff=65692"/>
		<updated>2011-07-28T02:36:29Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Fishing rod&lt;br /&gt;
|active=[[fishing line (regular)]]&lt;br /&gt;
|passive=[[shaft]] (1.00 kg)&lt;br /&gt;
|group=Tools&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=&lt;br /&gt;
* '''{{PAGENAME}}''' (1.00 kg)&lt;br /&gt;
|skill=carpentry&lt;br /&gt;
|improve=carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A long pole with a string and a hook made of wood and a small stone as a sink.''&lt;br /&gt;
&lt;br /&gt;
'''Fishing rod''' is a tool used for [[fishing]], obviously.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Fishing line determines success rate, shaft determines initial quality.&lt;br /&gt;
* Upon failure, both [[fishing line (regular)]] and [[shaft]] are lost.&lt;br /&gt;
&lt;br /&gt;
* They say that [[willow]] is the best wood type for fishing rods.&lt;br /&gt;
&lt;br /&gt;
* [[Wind of Ages]] enchant on fishing rod does nothing to improve the speed of fishing.&lt;br /&gt;
&lt;br /&gt;
* Fishing rods can break, even at very low damage. Improve and repair it often, and keeping spares is suggested.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fine fishing rod]] (using iron hook instead of wooden)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65477</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65477"/>
		<updated>2011-07-15T09:43:19Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Placing or Trading an already Placed Settlement requires [[Premium]] Time.  If premium time expires for the mayor, the mayor DOES NOT lose the deed or their role as mayor.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mayor is the most important citizen of a settlement.  &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''A [[player]] may only be a citizen/mayor of one settlement at a time.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people (see [[Kill on Sight]])&lt;br /&gt;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Maintenance of signs, lamps, banners and flags by spirit guards&lt;br /&gt;
* Village chat&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* Respawn at your own settlement from anywhere on the map when you die&lt;br /&gt;
* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die&lt;br /&gt;
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25&lt;br /&gt;
* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagers&lt;br /&gt;
* A productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Free player cannot plant a deed, even though they may own one (via trade or [[Account_Types#Premium|premium]] expiration).&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing. Premium time is not required to re-size a settlement.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours. NOTE: In some cases, it only takes 1 hour to disband a settlement. Reason for this is unknown, but may be related to size, age or number of citizens.&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked. NOTE: This no longer appears to be true, disbanded a deed in May of 2011 and gates remained locked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. A player must be a member of a settlement in order to be appointed as mayor.&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Unlike [[tower guard]]s, deed guards do not respond to calls for help. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.&lt;br /&gt;
&lt;br /&gt;
Guards demand payment. Hiring each new guard will cost 2 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 1 silver to the monthly settlement upkeep. &lt;br /&gt;
&lt;br /&gt;
Guards can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days&lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately. &lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Cut old trees: is required for cutting down old trees. This setting will not work on its own, so Forestry must still be enabled for a player with this permission to cut any trees at all.&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Players with this setting will get a large bonus to damage done, and will be able to quickly destroy structures. Allies with this setting will be able to destroy structures, but will not get the damage bonus &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 2 Silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 1 silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65476</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65476"/>
		<updated>2011-07-15T09:34:22Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Placing or Trading an already Placed Settlement requires [[Premium]] Time.  If premium time expires for the mayor, the mayor DOES NOT lose the deed or their role as mayor.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mayor is the most important citizen of a settlement.  &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''A [[player]] may only be a citizen/mayor of one settlement at a time.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people (see [[Kill on Sight]])&lt;br /&gt;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Maintenance of signs, lamps, banners and flags by spirit guards&lt;br /&gt;
* Village chat&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* Respawn at your own settlement from anywhere on the map when you die&lt;br /&gt;
* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die&lt;br /&gt;
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25&lt;br /&gt;
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]&lt;br /&gt;
* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagers&lt;br /&gt;
* A productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Free player cannot plant a deed, even though they may own one (via trade or [[Account_Types#Premium|premium]] expiration).&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing. Premium time is not required to re-size a settlement.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours. NOTE: In some cases, it only takes 1 hour to disband a settlement. Reason for this is unknown, but may be related to size, age or number of citizens.&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked. NOTE: This no longer appears to be true, disbanded a deed in May of 2011 and gates remained locked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. A player must be a member of a settlement in order to be appointed as mayor.&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Unlike [[tower guard]]s, deed guards do not respond to calls for help. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.&lt;br /&gt;
&lt;br /&gt;
Guards demand payment. Hiring each new guard will cost 2 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 1 silver to the monthly settlement upkeep. &lt;br /&gt;
&lt;br /&gt;
Guards can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days&lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately. &lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Cut old trees: is required for cutting down old trees. This setting will not work on its own, so Forestry must still be enabled for a player with this permission to cut any trees at all.&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Players with this setting will get a large bonus to damage done, and will be able to quickly destroy structures. Allies with this setting will be able to destroy structures, but will not get the damage bonus &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 2 Silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 1 silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65475</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65475"/>
		<updated>2011-07-15T09:28:58Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Mayor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Placing or Trading an already Placed Settlement requires [[Premium]] Time.  If premium time expires for the mayor, the mayor DOES NOT lose the deed or their role as mayor.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mayor is the most important citizen of a settlement.  &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''A [[player]] may only be a citizen of one settlement at a time.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people (see [[Kill on Sight]])&lt;br /&gt;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Maintenance of signs, lamps, banners and flags by spirit guards&lt;br /&gt;
* Village chat&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* Respawn at your own settlement from anywhere on the map when you die&lt;br /&gt;
* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die&lt;br /&gt;
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25&lt;br /&gt;
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]&lt;br /&gt;
* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagers&lt;br /&gt;
* A productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Free player cannot plant a deed, even though they may own one (via trade or [[Account_Types#Premium|premium]] expiration).&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing. Premium time is not required to re-size a settlement.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours. NOTE: In some cases, it only takes 1 hour to disband a settlement. Reason for this is unknown, but may be related to size, age or number of citizens.&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked. NOTE: This no longer appears to be true, disbanded a deed in May of 2011 and gates remained locked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. A player must be a member of a settlement in order to be appointed as mayor.&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Unlike [[tower guard]]s, deed guards do not respond to calls for help. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.&lt;br /&gt;
&lt;br /&gt;
Guards demand payment. Hiring each new guard will cost 2 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 1 silver to the monthly settlement upkeep. &lt;br /&gt;
&lt;br /&gt;
Guards can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days&lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately. &lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Cut old trees: is required for cutting down old trees. This setting will not work on its own, so Forestry must still be enabled for a player with this permission to cut any trees at all.&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Players with this setting will get a large bonus to damage done, and will be able to quickly destroy structures. Allies with this setting will be able to destroy structures, but will not get the damage bonus &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 2 Silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 1 silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65474</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65474"/>
		<updated>2011-07-15T09:24:22Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Placing or Trading an already Placed Settlement requires [[Premium]] Time.  If premium time expires for the mayor, the mayor DOES NOT lose the deed or their role as mayor.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mayor is the most important citizen of a settlement.  &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''A [[player]] may only be a citizen of one settlement at a time.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people (see [[Kill on Sight]])&lt;br /&gt;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Maintenance of signs, lamps, banners and flags by spirit guards&lt;br /&gt;
* Village chat&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* Respawn at your own settlement from anywhere on the map when you die&lt;br /&gt;
* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die&lt;br /&gt;
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25&lt;br /&gt;
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]&lt;br /&gt;
* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagers&lt;br /&gt;
* A productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Free player cannot plant a deed, even though they may own one (via trade or [[Account_Types#Premium|premium]] expiration).&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing. Premium time is not required to re-size a settlement.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours. NOTE: In some cases, it only takes 1 hour to disband a settlement. Reason for this is unknown, but may be related to size, age or number of citizens.&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked. NOTE: This no longer appears to be true, disbanded a deed in May of 2011 and gates remained locked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. &lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Unlike [[tower guard]]s, deed guards do not respond to calls for help. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.&lt;br /&gt;
&lt;br /&gt;
Guards demand payment. Hiring each new guard will cost 2 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 1 silver to the monthly settlement upkeep. &lt;br /&gt;
&lt;br /&gt;
Guards can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days&lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately. &lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Cut old trees: is required for cutting down old trees. This setting will not work on its own, so Forestry must still be enabled for a player with this permission to cut any trees at all.&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Players with this setting will get a large bonus to damage done, and will be able to quickly destroy structures. Allies with this setting will be able to destroy structures, but will not get the damage bonus &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 2 Silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 1 silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65473</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65473"/>
		<updated>2011-07-15T09:19:34Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Placing or Trading an already Placed Settlement requires [[Premium]] Time.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mayor is the most important citizen of a settlement.  &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''A [[player]] may only be a citizen of one settlement at a time.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people (see [[Kill on Sight]])&lt;br /&gt;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Maintenance of signs, lamps, banners and flags by spirit guards&lt;br /&gt;
* Village chat&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* Respawn at your own settlement from anywhere on the map when you die&lt;br /&gt;
* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die&lt;br /&gt;
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25&lt;br /&gt;
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]&lt;br /&gt;
* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagers&lt;br /&gt;
* A productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Free player cannot plant a deed, even though they may own one (via trade or [[Account_Types#Premium|premium]] expiration).&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing. Premium time is not required to re-size a settlement.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours. NOTE: In some cases, it only takes 1 hour to disband a settlement. Reason for this is unknown, but may be related to size, age or number of citizens.&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked. NOTE: This no longer appears to be true, disbanded a deed in May of 2011 and gates remained locked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. &lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Unlike [[tower guard]]s, deed guards do not respond to calls for help. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.&lt;br /&gt;
&lt;br /&gt;
Guards demand payment. Hiring each new guard will cost 2 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 1 silver to the monthly settlement upkeep. &lt;br /&gt;
&lt;br /&gt;
Guards can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days&lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately. &lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Cut old trees: is required for cutting down old trees. This setting will not work on its own, so Forestry must still be enabled for a player with this permission to cut any trees at all.&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Players with this setting will get a large bonus to damage done, and will be able to quickly destroy structures. Allies with this setting will be able to destroy structures, but will not get the damage bonus &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 2 Silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 1 silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65472</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65472"/>
		<updated>2011-07-15T09:18:52Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Placing or Trading an already Placed Settlement requires [[Premium]] Time.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mayor is the most important citizen of a settlement.  &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;A [[player]] may only be a citizen of one settlement at a time.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people (see [[Kill on Sight]])&lt;br /&gt;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Maintenance of signs, lamps, banners and flags by spirit guards&lt;br /&gt;
* Village chat&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* Respawn at your own settlement from anywhere on the map when you die&lt;br /&gt;
* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die&lt;br /&gt;
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25&lt;br /&gt;
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]&lt;br /&gt;
* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagers&lt;br /&gt;
* A productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Free player cannot plant a deed, even though they may own one (via trade or [[Account_Types#Premium|premium]] expiration).&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing. Premium time is not required to re-size a settlement.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours. NOTE: In some cases, it only takes 1 hour to disband a settlement. Reason for this is unknown, but may be related to size, age or number of citizens.&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked. NOTE: This no longer appears to be true, disbanded a deed in May of 2011 and gates remained locked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. &lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Unlike [[tower guard]]s, deed guards do not respond to calls for help. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.&lt;br /&gt;
&lt;br /&gt;
Guards demand payment. Hiring each new guard will cost 2 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 1 silver to the monthly settlement upkeep. &lt;br /&gt;
&lt;br /&gt;
Guards can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days&lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately. &lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Cut old trees: is required for cutting down old trees. This setting will not work on its own, so Forestry must still be enabled for a player with this permission to cut any trees at all.&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Players with this setting will get a large bonus to damage done, and will be able to quickly destroy structures. Allies with this setting will be able to destroy structures, but will not get the damage bonus &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 2 Silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 1 silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65471</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=65471"/>
		<updated>2011-07-15T09:14:32Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Voting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''Placing or Trading an already Placed Settlement requires [[Premium]] Time.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people (see [[Kill on Sight]])&lt;br /&gt;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Maintenance of signs, lamps, banners and flags by spirit guards&lt;br /&gt;
* Village chat&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* Respawn at your own settlement from anywhere on the map when you die&lt;br /&gt;
* Respawn at [[Ally#Allies_and_wars|allied]] settlements that are within 50 [[tile]]s when you die&lt;br /&gt;
* [[Skill]]-loss when dying on your own deed or allied deed is only 0.025. [[Suicide]]s have the normal skill-loss of 0.25&lt;br /&gt;
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]&lt;br /&gt;
* [[Branding]] animals to show the village they belong to and to allow them to be lead by villagers&lt;br /&gt;
* A productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Free player cannot plant a deed, even though they may own one (via trade or [[Account_Types#Premium|premium]] expiration).&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing. Premium time is not required to re-size a settlement.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours. NOTE: In some cases, it only takes 1 hour to disband a settlement. Reason for this is unknown, but may be related to size, age or number of citizens.&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked. NOTE: This no longer appears to be true, disbanded a deed in May of 2011 and gates remained locked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. &lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Unlike [[tower guard]]s, deed guards do not respond to calls for help. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.&lt;br /&gt;
&lt;br /&gt;
Guards demand payment. Hiring each new guard will cost 2 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 1 silver to the monthly settlement upkeep. &lt;br /&gt;
&lt;br /&gt;
Guards can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days&lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately. &lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Cut old trees: is required for cutting down old trees. This setting will not work on its own, so Forestry must still be enabled for a player with this permission to cut any trees at all.&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Players with this setting will get a large bonus to damage done, and will be able to quickly destroy structures. Allies with this setting will be able to destroy structures, but will not get the damage bonus &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 2 Silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 1 silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65419</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65419"/>
		<updated>2011-07-12T01:01:44Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Damage and Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  It is generally better to bandage first, as the bandage may reduce the severity of the wound, making the application of healing covers easier.&lt;br /&gt;
&lt;br /&gt;
The success in applying bandages and healing covers is based upon the [[quality]] of the materials, and the player's [[first aid]] and [[healing]] skills.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied, and the would will become '''treated'''.  [[Examine]] a '''treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
The basic formula is: ('''wound damage''' / 3) - 5 = '''damage increase per tick'''.  If this number is positive, it will require bandages or healing covers.  Once this value is negative, the wound will begin healing.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
Wounds take 1 damage per tick for every 3 damage already accumulated.  the following is a breakdown of the wound severities:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(249,197,96)&amp;quot;&amp;gt;Very light&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Very light|What's This?]]&amp;lt;/span&amp;gt;: 0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.  These wounds heal by themselves.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(248,137,84)&amp;quot;&amp;gt;Light&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Light|What's This?]]&amp;lt;/span&amp;gt;: 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light.  These wounds require a potency 1 - 5 Healing Cover to heal in one Tick.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(247,83,48)&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Medium|What's This?]]&amp;lt;/span&amp;gt;: 15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.  These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb()&amp;quot;&amp;gt;Bad&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Bad|What's This?]]&amp;lt;/span&amp;gt;: 30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated.  These require a healing cover between 6 and 12 potency to begin healing, depending on their damage.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb()&amp;quot;&amp;gt;Severe&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Severe|What's This?]]&amp;lt;/span&amp;gt;: 45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.  These wounds require a healing cover greater than 12 potency to begin healing at the lowest levels.  Supreme healing covers 20+ potency recommended.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65413</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65413"/>
		<updated>2011-07-12T00:19:50Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Damage and Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  It is generally better to bandage first, as the bandage may reduce the severity of the wound, making the application of healing covers easier.&lt;br /&gt;
&lt;br /&gt;
The success in applying bandages and healing covers is based upon the [[quality]] of the materials, and the player's [[first aid]] and [[healing]] skills.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied, and the would will become '''treated'''.  [[Examine]] a '''treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
The basic formula is: ('''wound damage''' / 3) - 5 = '''damage increase per tick'''.  If this number is positive, add bandages or healing covers until the number is negative.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
Wounds take 1 damage per tick for every 3 damage already accumulated.  the following is a breakdown of the wound severities:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(249,197,96)&amp;quot;&amp;gt;Very light&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Very light|What's This?]]&amp;lt;/span&amp;gt;: 0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.  These wounds heal by themselves.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(248,137,84)&amp;quot;&amp;gt;Light&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Light|What's This?]]&amp;lt;/span&amp;gt;: 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light.  These wounds require a potency 1 - 5 Healing Cover to heal in one Tick.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(247,83,48)&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Medium|What's This?]]&amp;lt;/span&amp;gt;: 15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.  These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb()&amp;quot;&amp;gt;Bad&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Bad|What's This?]]&amp;lt;/span&amp;gt;: 30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated.  These require a healing cover between 6 and 12 potency to begin healing, depending on their damage.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb()&amp;quot;&amp;gt;Severe&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Severe|What's This?]]&amp;lt;/span&amp;gt;: 45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.  These wounds require a healing cover greater than 12 potency to begin healing at the lowest levels.  Supreme healing covers 20+ potency recommended.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65412</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65412"/>
		<updated>2011-07-12T00:18:15Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Damage and Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  It is generally better to bandage first, as the bandage may reduce the severity of the wound, making the application of healing covers easier.&lt;br /&gt;
&lt;br /&gt;
The success in applying bandages and healing covers is based upon the [[quality]] of the materials, and the player's [[first aid]] and [[healing]] skills.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied, and the would will become '''treated'''.  [[Examine]] a '''treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
The basic formula is: ((wound damage) / 3) - 5 = (increase per tick)&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
Wounds take 1 damage per tick for every 3 damage already accumulated.  the following is a breakdown of the wound severities:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(249,197,96)&amp;quot;&amp;gt;Very light&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Very light|What's This?]]&amp;lt;/span&amp;gt;: 0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.  These wounds heal by themselves.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(248,137,84)&amp;quot;&amp;gt;Light&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Light|What's This?]]&amp;lt;/span&amp;gt;: 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light.  These wounds require a potency 1 - 5 Healing Cover to heal in one Tick.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(247,83,48)&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Medium|What's This?]]&amp;lt;/span&amp;gt;: 15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.  These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb()&amp;quot;&amp;gt;Bad&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Bad|What's This?]]&amp;lt;/span&amp;gt;: 30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated.  These require a healing cover between 6 and 12 potency to begin healing, depending on their damage.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb()&amp;quot;&amp;gt;Severe&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Severe|What's This?]]&amp;lt;/span&amp;gt;: 45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.  These wounds require a healing cover greater than 12 potency to begin healing at the lowest levels.  Supreme healing covers 20+ potency recommended.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65410</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65410"/>
		<updated>2011-07-11T23:58:49Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Wound Severity Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  It is generally better to bandage first, as the bandage may reduce the severity of the wound, making the application of healing covers easier.&lt;br /&gt;
&lt;br /&gt;
The success in applying bandages and healing covers is based upon the [[quality]] of the materials, and the player's [[first aid]] and [[healing]] skills.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied, and the would will become '''treated'''.  [[Examine]] a '''treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
Wounds take 1 damage per tick for every 3 damage already accumulated.  the following is a breakdown of the wound severities:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(249,197,96)&amp;quot;&amp;gt;Very light&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Very light|What's This?]]&amp;lt;/span&amp;gt;: 0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.  These wounds heal by themselves.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(248,137,84)&amp;quot;&amp;gt;Light&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Light|What's This?]]&amp;lt;/span&amp;gt;: 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light.  These wounds require a potency 1 - 5 Healing Cover to heal in one Tick.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb(247,83,48)&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Medium|What's This?]]&amp;lt;/span&amp;gt;: 15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.  These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb()&amp;quot;&amp;gt;Bad&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Bad|What's This?]]&amp;lt;/span&amp;gt;: 30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated.  These require a healing cover between 6 and 12 potency to begin healing, depending on their damage.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color:rgb()&amp;quot;&amp;gt;Severe&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;font-size:7pt&amp;quot;&amp;gt;[[Wound:Severe|What's This?]]&amp;lt;/span&amp;gt;: 45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.  These wounds require a healing cover greater than 12 potency to begin healing at the lowest levels.  Supreme healing covers 20+ potency recommended.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65395</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65395"/>
		<updated>2011-07-10T21:34:21Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Wound Severity Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  It is generally better to bandage first, as the bandage may reduce the severity of the wound, making the application of healing covers easier.&lt;br /&gt;
&lt;br /&gt;
The success in applying bandages and healing covers is based upon the [[quality]] of the materials, and the player's [[first aid]] and [[healing]] skills.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied, and the would will become '''treated'''.  [[Examine]] a '''treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
Wounds take 1 damage per tick for every 3 damage already accumulated.  the following is a breakdown of the wound severities:&lt;br /&gt;
&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.  These wounds heal by themselves.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light.  These wounds require a potency 1 - 5 Healing Cover to heal in one Tick.&lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.  These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated.  These require a healing cover between 6 and 12 potency to begin healing, depending on their damage.&lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.  These wounds require a healing cover greater than 12 potency to begin healing at the lowest levels.  Supreme healing covers 20+ potency recommended.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tutorials&amp;diff=65381</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tutorials&amp;diff=65381"/>
		<updated>2011-07-10T01:23:27Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==List of tutorials==&lt;br /&gt;
*[[Tutorial2|Overview]] - Good general overiew of important game concepts&lt;br /&gt;
&lt;br /&gt;
*[[Tutorial|Next Steps]] - Generally a progression on the above&lt;br /&gt;
&lt;br /&gt;
*[[What Do I Do|First 24 Hours]] - A handheld guide on how to get established in your first 24 hours of gameplay&lt;br /&gt;
&lt;br /&gt;
*[[Tutorial3|Beginners 3)]] - 'Simple' Guide.&lt;br /&gt;
&lt;br /&gt;
*[[Wild_Quickstart|Wilderness Quickstart Guide]] - An alternative start up guide oriented to the wilderness&lt;br /&gt;
&lt;br /&gt;
*[[The &amp;quot;how do I build a house?&amp;quot; guide.]] - The definitive guide to building your first house.&lt;br /&gt;
&lt;br /&gt;
*[[Smithing Guide]]s - Excellent tips for smithing.&lt;br /&gt;
&lt;br /&gt;
*[[Tactics]] - An older article about attack and defense strategies.&lt;br /&gt;
&lt;br /&gt;
*[[Kiro's mining guide|Vein Finding]] - Kiro's guide to finding ore veins.&lt;br /&gt;
&lt;br /&gt;
*[[Setting up IRC in the client]] - How to set up IRC in the in-game client.&lt;br /&gt;
&lt;br /&gt;
*[[Flattening]] - A guide for how to flatten a piece of land effectively.&lt;br /&gt;
&lt;br /&gt;
*[[Landbridges]] - Guide to making landbridges effectively.&lt;br /&gt;
&lt;br /&gt;
*[[Tips and Advice]] - Help on what to do upon starting the game.&lt;br /&gt;
&lt;br /&gt;
*[[Tips for Skills]] - General information on how to best raise a skill.&lt;br /&gt;
&lt;br /&gt;
*[[Improving Guide]] - Basic information of Improving, by Realwurld.&lt;br /&gt;
&lt;br /&gt;
*[[The Reward Tool]] - All the information you need to know about the reward tool.&lt;br /&gt;
&lt;br /&gt;
*[[What you should do before heading to Freedom]] - Guide for those from Golden Valley who want to move to Freedom.&lt;br /&gt;
&lt;br /&gt;
*[[Healing Guide]] - Beginners Guide to Healing, by [[User:Claies|Claies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65354</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65354"/>
		<updated>2011-07-08T07:46:29Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  It is generally better to bandage first, as the bandage may reduce the severity of the wound, making the application of healing covers easier.&lt;br /&gt;
&lt;br /&gt;
The success in applying bandages and healing covers is based upon the [[quality]] of the materials, and the player's [[first aid]] and [[healing]] skills.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied, and the would will become '''treated'''.  [[Examine]] a '''treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.  These wounds heal by themselves.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light.  These wounds require a potency 1 - 5 Healing Cover to heal in one Tick.&lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.  These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated.  These require a healing cover between 6 and 12 potency to begin healing, depending on their damage.&lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.  These wounds require a healing cover greater than 12 potency to begin healing at the lowest levels.  Supreme healing covers 20+ potency recommended.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65353</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65353"/>
		<updated>2011-07-08T07:42:18Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  It is generally better to bandage first, as the bandage may reduce the severity of the wound, making the application of healing covers easier.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied, and the would will become '''treated'''.  [[Examine]] a '''treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.  These wounds heal by themselves.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light.  These wounds require a potency 1 - 5 Healing Cover to heal in one Tick.&lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.  These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated.  These require a healing cover between 6 and 12 potency to begin healing, depending on their damage.&lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.  These wounds require a healing cover greater than 12 potency to begin healing at the lowest levels.  Supreme healing covers 20+ potency recommended.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65352</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65352"/>
		<updated>2011-07-08T04:29:45Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Damage and Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied, and the would will become '''treated'''.  [[Examine]] a '''treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.  These wounds heal by themselves.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light.  These wounds require a potency 1 - 5 Healing Cover to heal in one Tick.&lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.  These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated.  These require a healing cover between 6 and 12 potency to begin healing, depending on their damage.&lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.  These wounds require a healing cover greater than 12 potency to begin healing at the lowest levels.  Supreme healing covers 20+ potency recommended.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65351</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65351"/>
		<updated>2011-07-08T04:27:52Z</updated>

		<summary type="html">&lt;p&gt;Claies: /* Wound Severity Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied.  [[Examine]] a '''Treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.  These wounds heal by themselves.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light.  These wounds require a potency 1 - 5 Healing Cover to heal in one Tick.&lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.  These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated.  These require a healing cover between 6 and 12 potency to begin healing, depending on their damage.&lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.  These wounds require a healing cover greater than 12 potency to begin healing at the lowest levels.  Supreme healing covers 20+ potency recommended.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65350</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65350"/>
		<updated>2011-07-08T04:20:21Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied.  [[Examine]] a '''Treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light. &lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated &lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65349</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65349"/>
		<updated>2011-07-08T04:19:45Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  This is the focus of the remainder of this article.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied.  [[Examine]] a '''Treated''' wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light. &lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated &lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Small_nail&amp;diff=65348</id>
		<title>Small nail</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Small_nail&amp;diff=65348"/>
		<updated>2011-07-08T01:25:57Z</updated>

		<summary type="html">&lt;p&gt;Claies: Redirected page to Small nails&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[small nails]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Healing_guide&amp;diff=65347</id>
		<title>Healing guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Healing_guide&amp;diff=65347"/>
		<updated>2011-07-07T22:49:44Z</updated>

		<summary type="html">&lt;p&gt;Claies: Redirected page to Healing Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Healing Guide]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tutorials&amp;diff=65346</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tutorials&amp;diff=65346"/>
		<updated>2011-07-07T22:42:04Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==List of tutorials==&lt;br /&gt;
*[[Tutorial2|Overview]] - Good general overiew of important game concepts&lt;br /&gt;
&lt;br /&gt;
*[[Tutorial|Next Steps]] - Generally a progression on the above&lt;br /&gt;
&lt;br /&gt;
*[[What Do I Do|First 24 Hours]] - A handheld guide on how to get established in your first 24 hours of gameplay&lt;br /&gt;
&lt;br /&gt;
*[[Tutorial3|Beginners 3)]] - 'Simple' Guide.&lt;br /&gt;
&lt;br /&gt;
*[[Wild_Quickstart|Wilderness Quickstart Guide]] - An alternative start up guide oriented to the wilderness&lt;br /&gt;
&lt;br /&gt;
*[[The &amp;quot;how do I build a house?&amp;quot; guide.]] - The definitive guide to building your first house.&lt;br /&gt;
&lt;br /&gt;
*[[Smithing Guide]]s - Excellent tips for smithing.&lt;br /&gt;
&lt;br /&gt;
*[[Tactics]] - An older article about attack and defense strategies.&lt;br /&gt;
&lt;br /&gt;
*[[Kiro's mining guide|Vein Finding]] - Kiro's guide to finding ore veins.&lt;br /&gt;
&lt;br /&gt;
*[[Setting up IRC in the client]] - How to set up IRC in the in-game client.&lt;br /&gt;
&lt;br /&gt;
*[[Flattening]] - A guide for how to flatten a piece of land effectively.&lt;br /&gt;
&lt;br /&gt;
*[[Landbridges]] - Guide to making landbridges effectively.&lt;br /&gt;
&lt;br /&gt;
*[[Tips and Advice]] - Help on what to do upon starting the game.&lt;br /&gt;
&lt;br /&gt;
*[[Tips for Skills]] - General information on how to best raise a skill.&lt;br /&gt;
&lt;br /&gt;
*[[Improving Guide]] - Basic information of Improving, by Realwurld.&lt;br /&gt;
&lt;br /&gt;
*[[The Reward Tool]] - All the information you need to know about the reward tool.&lt;br /&gt;
&lt;br /&gt;
*[[What you should do before heading to Freedom]] - Guide for those from Golden Valley who want to move to Freedom.&lt;br /&gt;
&lt;br /&gt;
*[[Healing Guide]] - Beginners Guide to Healing, by [[User:Claies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tutorials&amp;diff=65345</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tutorials&amp;diff=65345"/>
		<updated>2011-07-07T22:41:43Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==List of tutorials==&lt;br /&gt;
*[[Tutorial2|Overview]] - Good general overiew of important game concepts&lt;br /&gt;
&lt;br /&gt;
*[[Tutorial|Next Steps]] - Generally a progression on the above&lt;br /&gt;
&lt;br /&gt;
*[[What Do I Do|First 24 Hours]] - A handheld guide on how to get established in your first 24 hours of gameplay&lt;br /&gt;
&lt;br /&gt;
*[[Tutorial3|Beginners 3)]] - 'Simple' Guide.&lt;br /&gt;
&lt;br /&gt;
*[[Wild_Quickstart|Wilderness Quickstart Guide]] - An alternative start up guide oriented to the wilderness&lt;br /&gt;
&lt;br /&gt;
*[[The &amp;quot;how do I build a house?&amp;quot; guide.]] - The definitive guide to building your first house.&lt;br /&gt;
&lt;br /&gt;
*[[Smithing Guide]]s - Excellent tips for smithing.&lt;br /&gt;
&lt;br /&gt;
*[[Tactics]] - An older article about attack and defense strategies.&lt;br /&gt;
&lt;br /&gt;
*[[Kiro's mining guide|Vein Finding]] - Kiro's guide to finding ore veins.&lt;br /&gt;
&lt;br /&gt;
*[[Setting up IRC in the client]] - How to set up IRC in the in-game client.&lt;br /&gt;
&lt;br /&gt;
*[[Flattening]] - A guide for how to flatten a piece of land effectively.&lt;br /&gt;
&lt;br /&gt;
*[[Landbridges]] - Guide to making landbridges effectively.&lt;br /&gt;
&lt;br /&gt;
*[[Tips and Advice]] - Help on what to do upon starting the game.&lt;br /&gt;
&lt;br /&gt;
*[[Tips for Skills]] - General information on how to best raise a skill.&lt;br /&gt;
&lt;br /&gt;
*[[Improving Guide]] - Basic information of Improving, by Realwurld.&lt;br /&gt;
&lt;br /&gt;
*[[The Reward Tool]] - All the information you need to know about the reward tool.&lt;br /&gt;
&lt;br /&gt;
*[[What you should do before heading to Freedom]] - Guide for those from Golden Valley who want to move to Freedom.&lt;br /&gt;
&lt;br /&gt;
*[[Healing Guide]] - Beginners Guide to Healing, by [[Claies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tutorials&amp;diff=65344</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tutorials&amp;diff=65344"/>
		<updated>2011-07-07T22:41:19Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==List of tutorials==&lt;br /&gt;
*[[Tutorial2|Overview]] - Good general overiew of important game concepts&lt;br /&gt;
&lt;br /&gt;
*[[Tutorial|Next Steps]] - Generally a progression on the above&lt;br /&gt;
&lt;br /&gt;
*[[What Do I Do|First 24 Hours]] - A handheld guide on how to get established in your first 24 hours of gameplay&lt;br /&gt;
&lt;br /&gt;
*[[Tutorial3|Beginners 3)]] - 'Simple' Guide.&lt;br /&gt;
&lt;br /&gt;
*[[Wild_Quickstart|Wilderness Quickstart Guide]] - An alternative start up guide oriented to the wilderness&lt;br /&gt;
&lt;br /&gt;
*[[The &amp;quot;how do I build a house?&amp;quot; guide.]] - The definitive guide to building your first house.&lt;br /&gt;
&lt;br /&gt;
*[[Smithing Guide]]s - Excellent tips for smithing.&lt;br /&gt;
&lt;br /&gt;
*[[Tactics]] - An older article about attack and defense strategies.&lt;br /&gt;
&lt;br /&gt;
*[[Kiro's mining guide|Vein Finding]] - Kiro's guide to finding ore veins.&lt;br /&gt;
&lt;br /&gt;
*[[Setting up IRC in the client]] - How to set up IRC in the in-game client.&lt;br /&gt;
&lt;br /&gt;
*[[Flattening]] - A guide for how to flatten a piece of land effectively.&lt;br /&gt;
&lt;br /&gt;
*[[Landbridges]] - Guide to making landbridges effectively.&lt;br /&gt;
&lt;br /&gt;
*[[Tips and Advice]] - Help on what to do upon starting the game.&lt;br /&gt;
&lt;br /&gt;
*[[Tips for Skills]] - General information on how to best raise a skill.&lt;br /&gt;
&lt;br /&gt;
*[[Improving Guide]] - Basic information of Improving, by Realwurld.&lt;br /&gt;
&lt;br /&gt;
*[[The Reward Tool]] - All the information you need to know about the reward tool.&lt;br /&gt;
&lt;br /&gt;
*[[What you should do before heading to Freedom]] - Guide for those from Golden Valley who want to move to Freedom.&lt;br /&gt;
&lt;br /&gt;
*[[Healing Guide]] - Beginners Guide to Healing&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65343</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65343"/>
		<updated>2011-07-07T22:39:47Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  This is the focus of the remainder of this article.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied.  [[Examine]] the wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light. &lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated &lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Project_FRAM2&amp;diff=65342</id>
		<title>Talk:Project FRAM2</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Project_FRAM2&amp;diff=65342"/>
		<updated>2011-07-07T22:21:32Z</updated>

		<summary type="html">&lt;p&gt;Claies: Created page with 'This map is terribly inaccurate, and was not even created by the person who credits himself.  He hijacked another project, named it slightly different, added an advertising banne…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This map is terribly inaccurate, and was not even created by the person who credits himself.  He hijacked another project, named it slightly different, added an advertising banner on an ancient map, and wants credit for the project.  I suggest that no players support this project. [[User:Claies|Claies]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65341</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65341"/>
		<updated>2011-07-07T21:45:20Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  This is the focus of the remainder of this article.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes, per wound.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied.  [[Examine]] the wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light. &lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated &lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65340</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65340"/>
		<updated>2011-07-07T21:43:43Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  This is the focus of the remainder of this article.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied.  [[Examine]] the wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light. &lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated &lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65339</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65339"/>
		<updated>2011-07-07T21:28:09Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  This is the focus of the remainder of this article.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied.  [[Examine]] the wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light. &lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated &lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65337</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65337"/>
		<updated>2011-07-07T21:19:50Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  This is the focus of the remainder of this article.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds add 1 damage every 10 minutes to the base regeneration rate.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied.  [[Examine]] the wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light. &lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated &lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65336</id>
		<title>Guides:Healing Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Healing_Guide&amp;diff=65336"/>
		<updated>2011-07-07T21:19:17Z</updated>

		<summary type="html">&lt;p&gt;Claies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner Guide to Healing=&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
This guide is designed to help beginners with the concept of healing.  Most concepts discussed here are covered in more detail on specific pages.  This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells.&lt;br /&gt;
&lt;br /&gt;
==Healing Basics==&lt;br /&gt;
A [[character]] can suffer [[wounds]] from many different sources.  These wounds can be viewed in the character's [[inventory window]] under the [[body part]] affected by the wound.  Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look &amp;gt; Equipment.&lt;br /&gt;
&lt;br /&gt;
Wounds vary in type and severity, and each wound is calculated individually.  A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]].  Wounds are represented by their severity, as a percentage of the player's total [[health]].&lt;br /&gt;
&lt;br /&gt;
Wounds accumulate [[damage]] proportional to their severity.  Characters have natural regeneration, which may offset the damage accumulated on each wound.  When the character's regeneration is greater than the wound damage factor, the wound will heal.  If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen).  When the character's regeneration is less than the wound damage factor, the wound will worsen.&lt;br /&gt;
&lt;br /&gt;
The character's regeneration can be boosted through usage of [[bandages]] and [[healing covers]].  This is the focus of the remainder of this article.&lt;br /&gt;
&lt;br /&gt;
==Damage and Regeneration==&lt;br /&gt;
Damage and Regeneration are calculated every 10 minutes from the time a wound is inflicted.&lt;br /&gt;
&lt;br /&gt;
The character's base regeneration rate is 5 damage every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application.  Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product.  Commonly used are [[cotton rags]], but success chance is much higher with unused [[cotton]] due to the [[quality]].  If the wound still exists after this, the wound becomes '''bandaged''' and another bandage may not be applied, unless this wound takes damage again.  '''Bandaged''' wounds add 1 damage every 10 minutes to the base regeneration rate.&lt;br /&gt;
&lt;br /&gt;
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied.  [[Examine]] the wound to determine the current potency of an applied cover.  Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency.  See [[Healing Cover]] for more information on calculating potency, and usable ingredients.&lt;br /&gt;
&lt;br /&gt;
==Wound Severity Information==&lt;br /&gt;
* [[Wound:Very light|Very light]].  0-5% damage.  These wounds are less than 5 damage, and are healed within one tick.&lt;br /&gt;
* [[Wound:Light|Light]]. 5-15% damage.  These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light. &lt;br /&gt;
* [[Wound:Medium|Medium]].  15-30% damage.  These wounds take 5 to 10 damage every tick.  They may be stable or may become Bad if not treated.&lt;br /&gt;
* [[Wound:Bad|Bad]].  30-45% damage.  These Wounds take 10 to 15 damage every tick.  They will never heal themselves, and will become Severe if not treated &lt;br /&gt;
* [[Wound:Severe|Severe]].  45% and up.  These wounds take 15 or more damage every tick.  They will kill the character if not treated.  These wounds require a strong healing cover to even stabilize.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
* Light Wound, 8 damage.  Base Regeneration.  Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration).  8 + 1 - 5 = 4 damage after 1 tick.  Wound is fully healed on second tick.&lt;br /&gt;
* Medium Wound, 17 Damage, Bandaged.  Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16.  Wound heals slowly for 2 ticks, then becomes Light.&lt;br /&gt;
* Medium Wound, 18 Damage, Good Healing Cover (10).  Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover).  18 + 5 - 15 = 8.  Wound is Light after one tick.&lt;br /&gt;
* Bad Wound, 30 Damage, Weak Cover (5).  Wound takes 10 damage (Bad Severity) and heals 10 damage (regeneration, healing cover).  30 + 10 - 10 = 30.  Wound is stabilized, but will not heal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Claies</name></author>
		
	</entry>
</feed>