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	<id>https://www.wurmpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dregas</id>
	<title>Wurmpedia - User contributions [en]</title>
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	<updated>2026-06-04T07:48:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=File:Tundra.png&amp;diff=56636</id>
		<title>File:Tundra.png</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=File:Tundra.png&amp;diff=56636"/>
		<updated>2010-05-27T07:06:44Z</updated>

		<summary type="html">&lt;p&gt;Dregas: Tundra.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tundra.&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tundra&amp;diff=56635</id>
		<title>Tundra</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tundra&amp;diff=56635"/>
		<updated>2010-05-27T07:05:07Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{terrain&lt;br /&gt;
|name=Tundra&lt;br /&gt;
|speed=N/A&lt;br /&gt;
|type=Natural&lt;br /&gt;
|playermade=No&lt;br /&gt;
|underground=No&lt;br /&gt;
|creation=N/A&lt;br /&gt;
|material=dirt&lt;br /&gt;
|method=dig&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[:Category:Terrain|Terrain]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Tiles where the tree growth is hindered by low temperatures and short growing seasons.  It is mostly found on north and south end of the world.&lt;br /&gt;
&lt;br /&gt;
=== Use ===&lt;br /&gt;
This kind of tile could be used to prevent trees from growing, however some bushes may grow on it, like rose, but nothing else.&lt;br /&gt;
&lt;br /&gt;
A tundra is often a good hunting spot because animals tend to walk to open places, however tundra does not spawn animals.&lt;br /&gt;
&lt;br /&gt;
To remove it, simply dig it once.&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=File:Dirt.png&amp;diff=56632</id>
		<title>File:Dirt.png</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=File:Dirt.png&amp;diff=56632"/>
		<updated>2010-05-27T06:58:52Z</updated>

		<summary type="html">&lt;p&gt;Dregas: Dirt.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dirt.&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Goblin&amp;diff=56585</id>
		<title>Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Goblin&amp;diff=56585"/>
		<updated>2010-05-25T00:08:19Z</updated>

		<summary type="html">&lt;p&gt;Dregas: Created page with 'Does anyone know if goblins still produce meat when butchered? I know they used to, but don't think they do anymore. Dregas 24 May 2010'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if goblins still produce meat when butchered? I know they used to, but don't think they do anymore. [[User:Dregas|Dregas]] 24 May 2010&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Decay&amp;diff=56502</id>
		<title>Decay</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Decay&amp;diff=56502"/>
		<updated>2010-05-19T02:38:15Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Myths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Decay''' is the [[wikipedia:erosion|erosion]] over time of [[item]]s and man-made structures, as well as player [[skill]]s. There are various ways to reduce decay.&lt;br /&gt;
&lt;br /&gt;
== Skill decay modifiers ==&lt;br /&gt;
* Skills below 70 never decay.&lt;br /&gt;
* Skills with at least one affinity decay at a slower rate.&lt;br /&gt;
* [[Settlement]]s that have existed for a long time give a skill decay bonus to their members. This bonus has been observed to reach at least 90% reduction.&lt;br /&gt;
&lt;br /&gt;
== Item decay modifiers == &lt;br /&gt;
* [[Deed]]s decrease decay on [[wall]]s of any kind by 10x, if the [[upkeep]] is higher than 7 [[day]]s. &lt;br /&gt;
* Deeds stop the decay on walls of any kind if the upkeep is higher than 30 days.&lt;br /&gt;
* [[Kingdom]]s reduce wall decay by 2x.&lt;br /&gt;
* Non-kingdom zones have no reduced decay.&lt;br /&gt;
* Normal decay will rot ([[wood]] only?) a 20 [[quality]] [[house]] [[wall]] in 1 month.&lt;br /&gt;
* Houses reduce item decay by ?.&lt;br /&gt;
* [[Container]]s will reduce decay by 2x.&lt;br /&gt;
* Items made out of [[cedar]] wood decay slower.&lt;br /&gt;
* Raw materials ([[clay]], [[dirt]], [[log]]s, [[rock shards|rock]]s,[[meat]] etc) decay faster than finished materials ([[weapon]]s, [[tool]]s, etc.)&lt;br /&gt;
* There is a 2-day period of no decay after a wall is finished.&lt;br /&gt;
* Items do not decay in inventories or on merchants (note that using merchants to prevent decay may be considered an exploit on wild), with the exception of food items.&lt;br /&gt;
* Houses that are abandoned get greatly increased decay. Exactly what triggers the 'abandoned' state is unknown, but it requires that the owner never logs on (to the same server as the house) for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
* Containers made out of cedar do not reduce the decay of its contents any more than a non-cedar container would. &lt;br /&gt;
* Stacking a container inside another container does NOT improve the bonus&lt;br /&gt;
* Containers in the [[inventory]] do not modify the decay rate of their contents at all.&lt;br /&gt;
* [[Bless]] has no affect on decay. Its only use is to activate metal altars.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* An item in a container, in a house, in kingdom territory probably multiplies the bonus, but this needs verifying.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/D]]&lt;br /&gt;
[[Category:Misc]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bulk_storage_bin&amp;diff=55595</id>
		<title>Bulk storage bin</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bulk_storage_bin&amp;diff=55595"/>
		<updated>2010-04-18T22:09:53Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &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;
|active=[[iron ribbon]] &lt;br /&gt;
|passive=[[plank]] &lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 24x [[plank]]&lt;br /&gt;
* 4x [[large nails]]&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A storage bin made from planks and strengthened with iron ribbons.&lt;br /&gt;
&lt;br /&gt;
Bulk storage bins are useful for two main reasons. First, you can fit more than 100 objects into them. Second, they stop all decay of objects put into them. There are two major downsides: the quality of the items you get out seem to be the average of the items you put in, similar to combining items in your inventory, and 5% of the stored items are lost per 30 days.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Finished bulk storage bins can not be picked up, but can be pushed, pulled, and turned like forges and ovens.&lt;br /&gt;
* On failure, the plank is damaged and the ribbon is destroyed.&lt;br /&gt;
* Enchants, renames, and other &amp;quot;special&amp;quot; characteristics on items put in are lost.&lt;br /&gt;
* Can be secured like a [[large chest]] with a [[large padlock]].&lt;br /&gt;
* Storage bins can be used to separate large piles of combined items (e.g. woodscraps).&lt;br /&gt;
* Storage bins can be used to combine leftover bits of logs, assuming they are of the same type.&lt;br /&gt;
* The 'Weight' column of the bin is actually the volume, a single bin can hold 16000.&lt;br /&gt;
* The model for bins will gain an extra crate upon reaching a certain volume.&lt;br /&gt;
* Items can be dragged directly from a container to the storage bin.&lt;br /&gt;
&lt;br /&gt;
==Items that fit in:==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=sortable&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Item&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Volume&lt;br /&gt;
|-&lt;br /&gt;
| [[Acorns]] || 0.125&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal fat]] || 0.125&lt;br /&gt;
|-&lt;br /&gt;
| [[Ash]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armour chains]] || 0.05&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]]s ([[arrow shaft|shaft]], [[hunting arrow|hunting]], [[War arrow|war]]) || 0.04&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow head]]s ([[War arrow head]], [[hunting arrow head]] || 0.03&lt;br /&gt;
|-&lt;br /&gt;
| [[Belaying pin]] || 0.30&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow string]] || 0.001&lt;br /&gt;
|-&lt;br /&gt;
| [[Clay]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth sheet]] || 0.125&lt;br /&gt;
|-&lt;br /&gt;
| [[Charcoal]] || 0.125&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochineal]] ||  0.125&lt;br /&gt;
|-&lt;br /&gt;
| [[Colossus brick]]s || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Cotton]] || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Cotton seed]] || 0.018&lt;br /&gt;
|-&lt;br /&gt;
| [[Deck board]]s || 1.50&lt;br /&gt;
|-&lt;br /&gt;
| [[Dredge scraping lip]] || 0.125&lt;br /&gt;
|-&lt;br /&gt;
| [[Dirt]] || 18.75&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]] || 0.064&lt;br /&gt;
|-&lt;br /&gt;
| [[Floor board]]s || 756&lt;br /&gt;
|-&lt;br /&gt;
| [[Flower]]s || 0.001&lt;br /&gt;
|-&lt;br /&gt;
| [[Hull plank]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Handle]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Keel section]] || 420&lt;br /&gt;
|-&lt;br /&gt;
| [[Kindling ]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Large nails]] || 0.04&lt;br /&gt;
|-&lt;br /&gt;
| [[Large tackle]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather pieces]] || 0.50&lt;br /&gt;
|-&lt;br /&gt;
| [[Log]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Lump]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Oar]]s || 9.50&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore]] || 18.75&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal scrap]] || 0.12&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal sheet]] (steel, silver or gold) || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Mixed grass]] || 0.04&lt;br /&gt;
|-&lt;br /&gt;
| [[Mortar]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Moss]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Peat]] || 11.25&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg]] || 0.04&lt;br /&gt;
|-&lt;br /&gt;
| [[Plank]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Rags]] || 0.125&lt;br /&gt;
|-&lt;br /&gt;
| [[Ribbon]] || 0.20&lt;br /&gt;
|-&lt;br /&gt;
| [[Rivets]] || 0.016&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock shards]] || 18.75&lt;br /&gt;
|-&lt;br /&gt;
| [[Rose flower]] || 0.03&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand]] || 18.75&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaft]] || 2.10&lt;br /&gt;
|-&lt;br /&gt;
| [[Small nails]] || 0.02&lt;br /&gt;
|-&lt;br /&gt;
| [[Small tackle]] || 0.50&lt;br /&gt;
|-&lt;br /&gt;
| [[Square piece of cloth]] || 0.125&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone brick]] || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[String of cloth]] || 0.001&lt;br /&gt;
|-&lt;br /&gt;
| [[Support beam ]] || 756&lt;br /&gt;
|-&lt;br /&gt;
| [[Tar]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenon]] || 0.15&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch]] (wood) ||  0.75&lt;br /&gt;
|-&lt;br /&gt;
| [[Wemp fibre]] || 0.18&lt;br /&gt;
|-&lt;br /&gt;
| [[Wemp plant]] || 0.50&lt;br /&gt;
|-&lt;br /&gt;
| [[Wemp seed]] || 0.018&lt;br /&gt;
|-&lt;br /&gt;
| [[Woad]] || 0.027&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden handle]] || 0.04&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood scrap]] || 0.12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Food storage bin]]&lt;br /&gt;
*[[Decay]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Gardening&amp;diff=55558</id>
		<title>Gardening</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Gardening&amp;diff=55558"/>
		<updated>2010-04-15T03:26:37Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
'''Gardening''' is a [[skill]] used to plant [[sprout]]s, [[flowers]] and [[mixed grass]].&lt;br /&gt;
&lt;br /&gt;
Also used to pick flowers with a [[sickle]].&lt;br /&gt;
&lt;br /&gt;
Gardening does not include sowing [[seed]]s for [[farming]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Level 15 gardeners can mouse over a flower tile to determine flower type.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/G]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Easter_Bunny&amp;diff=55227</id>
		<title>Easter Bunny</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Easter_Bunny&amp;diff=55227"/>
		<updated>2010-04-04T06:26:13Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{extimage&lt;br /&gt;
|http://wurmonline.com/forum/gallery/1122_17_05_08_3_50_23.jpg&lt;br /&gt;
|Picture of the easter bunny&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An [[NPC]] that drops [[Easter egg]]s during Easter.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/E]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Imperial_street_lamp&amp;diff=55224</id>
		<title>Imperial street lamp</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Imperial_street_lamp&amp;diff=55224"/>
		<updated>2010-04-04T02:52:03Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Blacksmithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[Iron lump]] (~25 kg)&lt;br /&gt;
|passive=[[Iron imperial lamp head]]&lt;br /&gt;
|group=Decorations&lt;br /&gt;
|materials=no&lt;br /&gt;
|result='''{{PAGENAME}}''' (1.8 kg)&lt;br /&gt;
|skill=blacksmithing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The creation of {{PAGENAME}} seems to use up the entire iron lump, so be careful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/I]]&lt;br /&gt;
[[Category:Blacksmithing items]]&lt;br /&gt;
[[Category:Lamps]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The lump affects success chance.&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Exquisite_meditation_rug&amp;diff=55199</id>
		<title>Exquisite meditation rug</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Exquisite_meditation_rug&amp;diff=55199"/>
		<updated>2010-04-03T04:28:18Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Cloth tailoring]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[String of cloth]] (1.50kg)&lt;br /&gt;
|passive=[[Floor loom]]&lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (1.50kg)&lt;br /&gt;
|skill=cloth tailoring&lt;br /&gt;
|improve=cloth tailoring&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
This thin, colorful rug provides some comfort as you sit on it but its main purpose is to create a meditation zone where your mind can relax.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
To [[meditating|meditate]], drop the rug on the ground. Right click the rug and select ''Nature -&amp;gt; Meditate''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* This is the rug that is hardest to create -&amp;gt; 74 cloth tailoring, 81ql loom = 29% creation chance&lt;br /&gt;
* The rug gets damage every time it is used, the damage done is dependant on the rug's quality. A 1ql rug takes 10.00dmg on one meditation.&lt;br /&gt;
* It cannot be used underwater.&lt;br /&gt;
* It does not carry a signature.&lt;br /&gt;
* Can be placed in a bucket or small box and other containers and used in it, so you don't lose it within the tile.&lt;br /&gt;
[[Category:Meditating rugs]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Meditation_rug&amp;diff=55198</id>
		<title>Meditation rug</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Meditation_rug&amp;diff=55198"/>
		<updated>2010-04-03T04:27:41Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Cloth tailoring]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[String of cloth]] (1.50kg)&lt;br /&gt;
|passive=[[Floor loom]]&lt;br /&gt;
|group=Decorations&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (1.50kg)&lt;br /&gt;
|skill=cloth tailoring&lt;br /&gt;
|improve=cloth tailoring&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
This thin, colorful rug provides some comfort as you sit on it but its main purpose is to create a meditation zone where your mind can relax.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
To [[meditating|meditate]], drop the rug on the ground. Right click the rug and select ''Nature -&amp;gt; Meditate''&lt;br /&gt;
&lt;br /&gt;
*Rugs may be used while being dragged on a cart/inside a boat.&lt;br /&gt;
&lt;br /&gt;
*Can be placed in a bucket or small box and other containers and used in it, so you don't lose it within the tile.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The rug gets damage every time it is used, the damage done is dependant on the rug's quality. A 1ql rug takes 10.00dmg on one meditation.&lt;br /&gt;
* It cannot be used underwater.&lt;br /&gt;
* It does not carry a signature.&lt;br /&gt;
* It is the easiest type of rug to make, but the least effective when trying to get a meditation question. &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Fine meditation rug]] &lt;br /&gt;
* [[Beautiful meditation rug]] &lt;br /&gt;
* [[Exquisite meditation rug]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Meditating rugs]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Focus&amp;diff=55197</id>
		<title>Focus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Focus&amp;diff=55197"/>
		<updated>2010-04-03T04:20:57Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raising your focus give you advantages, and taking less damage. How high you can focus is dependent on your [[fighting|fight skill]]. Overall fightskill/5 determines the level of focus that is easiest for you to reach.&lt;br /&gt;
&lt;br /&gt;
You can focus by turning off auto fight and clicking on the eye surrounded by the red box, in the image.&lt;br /&gt;
&lt;br /&gt;
http://i18.tinypic.com/6ooc3mt.jpg&lt;br /&gt;
&lt;br /&gt;
It goes in the order as follows:&lt;br /&gt;
&lt;br /&gt;
# You balance your feet and your soul.&lt;br /&gt;
# You are now focused on the enemy and its every move.&lt;br /&gt;
# You feel lightning inside, quickening your reflexes.&lt;br /&gt;
# Your consciousness is lifted to a higher level, making you very attentive.&lt;br /&gt;
# You feel supernatural. Invincible! ''(max focus level)''&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
:*You can check your current focus level by typing the /fl command in the chat window.&lt;br /&gt;
:* It is believed that focus raises your CR by a little bit.&lt;br /&gt;
:* Focus helps you parry more with your weapon.&lt;br /&gt;
:* Focus helps you hit more.&lt;br /&gt;
:* Focus helps you get a better footing.&lt;br /&gt;
:* In PvE, focus can turn a fight around completely.&lt;br /&gt;
:* Whilst the focus action timer is in progress, You are a lot more open to attack.&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=53294</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=53294"/>
		<updated>2010-01-07T22:43:58Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Founding */&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;
A [[settlement]] is an area of land owned by a player or group of players. There are two kinds of settlements: ''villages'' and ''homesteads''. A settlement is marked by a [[settlement token]] in the exact center of the settlement.&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Village chat (not for homesteads)&lt;br /&gt;
* Respawn at your own settlement from anywhere on the map when you die.&lt;br /&gt;
* Respawn at 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;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* Setting reputations to keep out unwanted people&lt;br /&gt;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&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;
* Less skill decay (see the token for how much)&lt;br /&gt;
* Size 10 village deeds and above receive a [[trader]] (homesteads do not)&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement you must first obtain a deed. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], deeds must be purchased from a [[NPC]] trader. Village deeds at size 10 or more include a free trader. The price of a [[village deed]] starts at 25 [[silver coin|silver]] for a size 5, while [[homestead deed]]s start at 5 [[silver coin|silver]].&lt;br /&gt;
&lt;br /&gt;
New settlements have some restrictions on placement. Villages must be placed at least 100 tiles away from the nearest village, or 50 tiles away from the nearest homestead. Villages may never be any closer than the 100 tile limit to another village, regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Homesteads must be placed at least 20 tiles away from settlements with the '''other settlements''' permission enabled. If it is disabled, it must be at least 50 tiles away if the other settlement is a homestead, or 100 tiles away if it is a village. This distance is counted from both settlements' border, not the token. &lt;br /&gt;
&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;
&lt;br /&gt;
The settlement is usually centered on the settlement token, and covers its size in tiles in every direction. A size 10 settlement thus covers a 21x21 square (10 + 1 + 10). This area includes the tile borders' &amp;quot;outside&amp;quot; the outermost tiles.&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
Founding a settlement too close to water will fail. Each homestead's token must be placed a certain distance from tiles submersed in water. In the case of a size 5 Homestead, there must be no water tiles in a radius of 2 tiles from the center of the deed. This means that a 5x5 square should be at the center of where you plan to deed.&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. If the box that allows you to set the deed's name pops up, then you are in a deedable spot and can safely cancel the box without using up the deed. If you are too close to another deed, you will get an error message in the event window.&lt;br /&gt;
&lt;br /&gt;
== Deed resizing ==&lt;br /&gt;
An existing settlement may be resized by using an unplanted deed on the settlement token. Resizing a deed gives half the money back for the old deed to the mayor, keeps the old upkeep, and adds a month's worth of light upkeep. Resizing can make a settlement both smaller and larger, but villages can only be resized with village deeds and homesteads with homestead deeds.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. The owner receives half of the cost of the deed, and half of the remaining [[upkeep]] if manually disbanded. 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 village takes 24 hours. Disbanding a homestead takes 1 hour.&lt;br /&gt;
* When villages disband, all the [[gate]]s are unlocked.&lt;br /&gt;
* Size 5 homesteads may not be disbanded in the first week after having been planted.&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A homestead can only have one citizen. A village can have many, with the exact number depending on the size. Making someone a citizen of a village requires the '''citizens' ''' permission. If the village is a dictatorship, the mayor can also remove citizens. Citizens can also leave on their own volition using ''/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 village of homestead 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;
== Voting ==&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 make the new owner of the deed, the mayor. Villages can elect a new mayor by a successful 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 can't be changed after it is cast. If a new mayor is elected, the deed transfers into their possession ''(not tested)''. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Possibly the mayor can only be changed once per week, regardless of the number of elections in a week? - investigating.''&lt;br /&gt;
&lt;br /&gt;
== Guards and upkeep ==&lt;br /&gt;
Settlements are automatically protected by [[deed guards]]. Guards can be light, medium, or heavy. Changing the guard level requires the ''hire guards'' permission. If the guard level is decreased, it cannot be increased again until a [[week]] has passed.&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]]. Negative reputation is automatically aquired 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;
Guards demand payment. This payment is calculated as a percentage of the deed price. One [[month]] (actually 28 days) with light guards costs 10% of the deed price, medium guards cost 30%, and heavy guards 50%. ''Note: size 5 homesteads are an exception to this rule. See the table below for their upkeep cost''.&lt;br /&gt;
&lt;br /&gt;
Two months with medium guards on a size 10 village costs 2 * (1g * 30%) = 60 silver. Note: the payment happens continuously in small increments, not one big payment once a month. &lt;br /&gt;
&lt;br /&gt;
Every settlement has an upkeep fund, which guards take their payment from. Anyone can donate money to the fund, even non-citizens. 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.&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.&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.)&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 in Wurm need to be accepted by both sides to come into effect. 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;
&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 [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Only works on citizens, not allies. &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 : [[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 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;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
There are two additional permissions, which are not linked to roles&lt;br /&gt;
&lt;br /&gt;
; Other settlements: Normally, settlements are not allowed within 100 tiles from a village, or within 50 tiles from a homestead. Setting this option allows homesteads within those limits, with a minimum distance of 20 tiles. &lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up [[item]]s 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;
=== Perimeter Control ===&lt;br /&gt;
&lt;br /&gt;
On the [[freedom server]], perimeter control allows deed holders to specify which activities can be carried out in said deed's immediate vicinity by non-citizens. Allies do not have such restrictions unless set this way. The size of the perimeter a deed controls can be found on the table below. The following are the perimeter options.&lt;br /&gt;
;Build fences : Allows non-citizens to build fences. Is probably the permission for repairing fences, too.&lt;br /&gt;
;Destroy fences : Allows non-citizens to bash or [[Catapults (item)|catapult]] fences.&lt;br /&gt;
;Destroy roads and floorboards : Allows non-citizens to turn roads and floorboards into dirt tiles.&lt;br /&gt;
;Build roads and floorboards : Allows non-citizens to [[pave]].&lt;br /&gt;
;Build houses : Allows non-citizens to plan and build [[house]]s. Is probably the permission for repairing houses, too.&lt;br /&gt;
;Allow allies to do all of the above : Allows [[Settlement#Allies_and_wars|allies]] to perform any of the actions listed above.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
Rows with one citizen are homesteads. The other rows are villages.&lt;br /&gt;
&lt;br /&gt;
''Monthly upkeep'' is actually for 28 days. Note: size 5 homestead upkeep deviates from the usual rates.&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;2&amp;quot; | Deed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Citizens&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Perimeter control&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Price&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Monthly upkeep&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Number of guards&lt;br /&gt;
|-&lt;br /&gt;
! Size !! Area&lt;br /&gt;
! Size !! Area&lt;br /&gt;
! Light !! Medium !! Heavy&lt;br /&gt;
! Light !! Medium !! Heavy&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 5 || rowspan=&amp;quot;2&amp;quot; | 11x11&lt;br /&gt;
| 10 || +50 || 111x111 || 25s&lt;br /&gt;
| 2s 50c  || 7s 50c || 12s 50c&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | 3 || rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +5 || 21x21 || 5s&lt;br /&gt;
| style=&amp;quot;color:red&amp;quot; | 1s 50c  || style=&amp;quot;color:red&amp;quot; | 4s 50c || style=&amp;quot;color:red&amp;quot; | 7s 50c&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 10 || rowspan=&amp;quot;2&amp;quot; | 21x21&lt;br /&gt;
| 40 || +50 || 121x121 || 1g&lt;br /&gt;
| 10s || 30s || 50s&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 5 || rowspan=&amp;quot;2&amp;quot; | 7 || rowspan=&amp;quot;2&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +10 || 41x41 || 75s&lt;br /&gt;
| 7s 50c || 22s 50c || &amp;lt;tt&amp;gt;37s 50c&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 31x31&lt;br /&gt;
| 90 || +50 || 131x131 || 2g25s&lt;br /&gt;
| 22s 50c || 67s 50c || 1g 12s 50c&lt;br /&gt;
| 7 || ?? || 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 20 || rowspan=&amp;quot;2&amp;quot; | 41x41&lt;br /&gt;
| 160 || +50 || 141x141 || 4g&lt;br /&gt;
| 40s || 1g 20s || 2g&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 10 || rowspan=&amp;quot;2&amp;quot; | ?? || rowspan=&amp;quot;2&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +20 || 81x81 || 2g&lt;br /&gt;
| 20s || 60s || 1g&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 101x101&lt;br /&gt;
| 1,000 || +50 || 201x201 || 20g&lt;br /&gt;
| 2g || 6g || 10g&lt;br /&gt;
| 33 || ?? || 66&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 201x201&lt;br /&gt;
| 4,000 || +50 || 301x301 || 40g&lt;br /&gt;
| 4g || 12g || 20g&lt;br /&gt;
| ?? || ?? ||133&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 401x401&lt;br /&gt;
| 16,000 || +50 || 501x501 || 55g&lt;br /&gt;
| 5g 50s || 16g 50s || 22g 50s&lt;br /&gt;
| ?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Priest&amp;diff=53127</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Priest&amp;diff=53127"/>
		<updated>2010-01-05T02:11:18Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Losing priesthood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
On the [[wild server]], at 30 [[faith]] you can go to the [[Altar of Three]] or the [[Bone Altar]]  (depending which of the [[Gods]] follow) at 30 [[faith]] and choose &amp;quot;Become a priest&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On [[freedom server]], a priest with 40 faith can convert a player with 30 faith to priesthood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Altar Text==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;em&amp;gt;You may chose to become a priest of &amp;lt;your god&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If you answer yes, you will receive special powers from your deity, such as the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
You must also walk this path if you strive to become a Champion of &amp;lt;your god&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You will however by very limited in what you can do.&lt;br /&gt;
&lt;br /&gt;
You will for instance not be able to do such things as dig, mine, create, repair or improve items or use alchemy.&lt;br /&gt;
&lt;br /&gt;
You will also not be able to steal, pick locks or destroy structures to mention just a few other limitations.&lt;br /&gt;
&lt;br /&gt;
If you later decide to become a [[Champion player|Champion]] of &amp;lt;your god&amp;gt; these restrictions will be lifted.&lt;br /&gt;
&lt;br /&gt;
As a Champion, you may only escape death a few times though.&amp;lt;br/&amp;gt; After that your life ends permanently.&lt;br /&gt;
&lt;br /&gt;
If your faith ever fails you, you will lose your priesthood.&lt;br /&gt;
&lt;br /&gt;
Do you want to become a priest of &amp;lt;your god&amp;gt; despite the severe limitations it will have on your actions?&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Restrictions ==&lt;br /&gt;
&lt;br /&gt;
* Priests cannot improve. This includes finishing unfinished items.&lt;br /&gt;
* Priests cannot continue on walls or structures. They can plan them. &lt;br /&gt;
* Priests cannot [[digging|dig]]. (Exception: [[Fo]])&lt;br /&gt;
* Priests cannot [[Woodcutting|cut wood]]. (Exception: [[Vynora]] and [[Libila]])&lt;br /&gt;
* Priests cannot use [[Alchemy|alchemy]]. (Exception: [[Fo]])&lt;br /&gt;
* Priests cannot use bows (Exception: [[Magranon]] and [[Libila]])&lt;br /&gt;
* Priests cannot mine (Exception: [[Magranon]] and [[Libila]])&lt;br /&gt;
* Priests cannot pave or destroy roads (Exception: [[Vynora]] priests can [[paving|pave]], [[Fo]] priests can destroy paving)&lt;br /&gt;
* Priests cannot use [[healing cover]]s (Exception: [[Fo]] priests can use [[Healing cover|healing covers]])&lt;br /&gt;
* Priests cannot [[stealing|steal]], [[lockpicking|pick locks]] or destroy structures. (Exception:[[Libila]])&lt;br /&gt;
* Libila priests cannot use [[farming]], [[gardening]] or [[taming]] skill.&lt;br /&gt;
&lt;br /&gt;
== Losing priesthood ==&lt;br /&gt;
&lt;br /&gt;
You can remove your priesthood by going unfaithful, and doing actions your god does not like. When you go below 30 faith, you will lose your priesthood, and your faith will be set down to 20. You may also convert to another god and your faith will go down to 1 and you will lose priesthood.&lt;br /&gt;
&lt;br /&gt;
== Preparing to Become a Priest ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic or Premium? ===&lt;br /&gt;
&lt;br /&gt;
It is by far the best option to start your priest as a premium character from the outset, the reason being that all your characteristics will then be rising the whole time you are raising your Faith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Become a Follower ===&lt;br /&gt;
&lt;br /&gt;
# Research each religion's priests abilities and penalties to find which will suit you.&lt;br /&gt;
# See [[Fo]], [[Libila]], [[Magranon]], [[Vynora]]&lt;br /&gt;
# Raise your Faith to 30.&lt;br /&gt;
# As a Follower or someone on a basic account you cannot raise your Faith beyond 30.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
# Nature skills should probably be kept as low as possible if you are on a basic account, since they generally affect soul characteristics which, in turn, improve spell casting abilities. Keeping them low at the start in that case should help you raise soul faster if you become premium.&lt;br /&gt;
# Support skills such as [[blacksmithing]], [[carpentry]], [[cloth tailoring]], [[masonry]], [[pottery]], [[stone cutting]] and [[woodcutting]] should all be raised to at least 20 so that you will not be left mostly unable to help yourself or your village in other ways after you become a priest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' 30 is a much better level to raise your support skills to for all skills except stone cutting, though raising masonry to 30 via Stone Cutting alone would be a good idea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
&lt;br /&gt;
Assuming that you start as a premium character or that you intend to become premium around the time you become a priest, it is important to raise your Strength characteristic to at least 21 before you become a priest, since most priest penalties affect skills that raise strength well.&lt;br /&gt;
&lt;br /&gt;
When you become a priest you must raise your soul strength/depth in order to improve the outcome of your spells. Libilian and Magranon priests must raise [[soul strength]], Fo and Vynoran Priests must raise [[soul depth]].&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Priest Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=52959</id>
		<title>Settlement:Broville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=52959"/>
		<updated>2010-01-03T04:21:47Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-historical}}&lt;br /&gt;
{{s-abandoned}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|motto=Cool story, bro.&lt;br /&gt;
|name=Broville&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Allurapre&lt;br /&gt;
|population=2&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Arrowhead]]&lt;br /&gt;
|enemies=Boxxybabe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broville''' is a size 5 [[Jenn-Kellon]] [[Settlement|village]] located north-east of [[Greenside]] and South-west of [[Sanctum]].&lt;br /&gt;
Broville is pretty cool, bro.&lt;br /&gt;
&lt;br /&gt;
=== Citizens of Broville ===&lt;br /&gt;
*&amp;lt;s&amp;gt;Dregas&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Baeralorn&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Mordostallon&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Herpderp&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Meadows&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Baddbob&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*Gordonbrohman&lt;br /&gt;
*&amp;lt;s&amp;gt;Thraxtril&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
&lt;br /&gt;
=== Mayor of Broville ===&lt;br /&gt;
*Allurapre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Healing_cover&amp;diff=52481</id>
		<title>Healing cover</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Healing_cover&amp;diff=52481"/>
		<updated>2009-12-30T08:24:50Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Potency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Alchemy]] / [[Natural substances]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Workaround for lack of client parsing&lt;br /&gt;
Each item has a potency. A healing cover has potency equal to the two components' potency multiplied together. The potency of a healing cover made of black mushroom (5) and tooth (4) will thus be 5*4 = 20.&lt;br /&gt;
&lt;br /&gt;
5 : Black Mushroom, Twisted Unicorn Horn&lt;br /&gt;
4 : Tooth, Rosemary, Green Mushroom, Lovage&lt;br /&gt;
3 : sage, nettles, eye, yellow mushroom, blue mushroom, camelia&lt;br /&gt;
2 : Paw, Hoof, Barley, Sassafras, Brown Mushroom, Garlic, Tail, Bladder, Acorns, Lavender, Lemon&lt;br /&gt;
1 : Rose, Parsley, Pumpkin, Wheat, Corn, Onion&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''healing cover''' is an [[alchemy]] item made from [[natural substances]] that consists of a cream to be applied on a [[wound]]. The cream will stabilize and accelerate the healing of a [[bandage]]d wound.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
# [[Activate]] the first item&lt;br /&gt;
# Right-click the second item&lt;br /&gt;
# To preview it's effectiveness, choose &amp;quot;Alchemy &amp;gt; [[Lore]]&amp;quot; (requires at least 10 natural substances skill)&lt;br /&gt;
# To make the {{PAGENAME}}, choose &amp;quot;Alchemy &amp;gt; [[Mix]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Result ==&lt;br /&gt;
* Healing cover (0.02-0.8 [[kg]])&lt;br /&gt;
&lt;br /&gt;
== Skill used ==&lt;br /&gt;
* [[Natural Substances]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
# [[Activate]] a healing cover&lt;br /&gt;
# Right-click a wound&lt;br /&gt;
# Choose &amp;quot;[[Treat]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The success rate is relative to a player's [[First Aid]] skill and the [[quality]] of the cover. [[Failure]] to apply has a chance to make the wound worse. It appears that success chance is also related to the severity of the wound.&lt;br /&gt;
&lt;br /&gt;
== Cover strength ==&lt;br /&gt;
The strength of the cover is the value of the first ingredient multiplied by the value of the second:&lt;br /&gt;
: ''substance&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;.potency * substance&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;.potency = cover.power''&lt;br /&gt;
&lt;br /&gt;
For example, a cover made from onion (2) and nettles (3) would be (2 x 3 = 6) 6 potency. The maximum potency is 25.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding = &amp;quot;3&amp;quot; cellspacing = &amp;quot;1&amp;quot;&lt;br /&gt;
! Potency !! Substance&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; background-color:#33CC33;&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| [[Black mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted unicorn horn|Unicorn Twisted horn]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gland]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#79A526;&amp;quot; rowspan=&amp;quot;4&amp;quot;| 4&lt;br /&gt;
| [[Green mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lovage]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rosemary]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tooth]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#A28E1E;&amp;quot; rowspan=&amp;quot;6&amp;quot; | 3&lt;br /&gt;
| [[Blue mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camelia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eye]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nettles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sage]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Yellow mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#C87917;&amp;quot; rowspan=&amp;quot;12&amp;quot; | 2&lt;br /&gt;
| [[Acorns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Barley]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bladder]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Brown mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garlic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoof]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavender]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Onion]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Paw]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sassafras]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tail]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#F95E0E;&amp;quot; rowspan=&amp;quot;6&amp;quot; | 1&lt;br /&gt;
| [[Corn]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Parsley]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pumpkin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rose]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wemp plant]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wheat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strength identification ==&lt;br /&gt;
The quality of a healing cover is of no consequence to the strength of the cover. To identify if it is weak or strong, [[examine]] it:&lt;br /&gt;
&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''help some''' against wounds.'' (1-5)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''pretty efficient''' against wounds.'' (6-8)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be good''' against wounds.'' (9-11)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be pretty good''' against wounds.'' (12-15)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be very good''' against wounds.'' (16-20)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be supreme''' against wounds.'' (20+)&lt;br /&gt;
&lt;br /&gt;
== Effectiveness ==&lt;br /&gt;
The effectiveness of a cover is the amount of points the healing cover will add to the base rate of natural healing, which is 5 each 20 minutes. Effectiveness is determined by the substances used to make the covers. Effectiveness can be seen, once applied, while examining a wound, shown as a number between parenthesis at the end of the wound description:&lt;br /&gt;
&lt;br /&gt;
* ''You see a small bruise at the lower back.''&lt;br /&gt;
* ''It is covered with some healing plants (2).''&lt;br /&gt;
&lt;br /&gt;
Weak covers will have an effectiveness of 1 to 10 while strong covers will have an effectiveness of 10 or more.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* 2 items of the same type can't be mixed except mushrooms.&lt;br /&gt;
* Butchered items can last for more than one creation.&lt;br /&gt;
&amp;lt;!-- * [http://imperialsoft.sytes.net/files/healingcovers.php Healing Cover Calculator] - '''website down - anyone know who owns it?''' the link was added by Solen (hidden due to offline domain) --&amp;gt;&lt;br /&gt;
* When training [[natural substances]] skill by making covers, higher potency covers will give more skill.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Bandage]]&lt;br /&gt;
* [[Farmer's salve]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Natural substances items]]&lt;br /&gt;
[[Category:Healing]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Healing_cover&amp;diff=52480</id>
		<title>Healing cover</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Healing_cover&amp;diff=52480"/>
		<updated>2009-12-30T08:19:52Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Potency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Alchemy]] / [[Natural substances]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Workaround for lack of client parsing&lt;br /&gt;
Each item has a potency. A healing cover has potency equal to the two components' potency multiplied together. The potency of a healing cover made of black mushroom (5) and tooth (4) will thus be 5*4 = 20.&lt;br /&gt;
&lt;br /&gt;
5 : Black Mushroom, Twisted Unicorn Horn&lt;br /&gt;
4 : Tooth, Rosemary, Green Mushroom, Lovage&lt;br /&gt;
3 : sage, nettles, eye, yellow mushroom, blue mushroom, camelia&lt;br /&gt;
2 : Paw, Hoof, Barley, Sassafras, Brown Mushroom, Garlic, Tail, Bladder, Acorns, Lavender, Lemon&lt;br /&gt;
1 : Rose, Parsley, Pumpkin, Wheat, Corn, Onion&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''healing cover''' is an [[alchemy]] item made from [[natural substances]] that consists of a cream to be applied on a [[wound]]. The cream will stabilize and accelerate the healing of a [[bandage]]d wound.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
# [[Activate]] the first item&lt;br /&gt;
# Right-click the second item&lt;br /&gt;
# To preview it's effectiveness, choose &amp;quot;Alchemy &amp;gt; [[Lore]]&amp;quot; (requires at least 10 natural substances skill)&lt;br /&gt;
# To make the {{PAGENAME}}, choose &amp;quot;Alchemy &amp;gt; [[Mix]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Result ==&lt;br /&gt;
* Healing cover (0.02-0.8 [[kg]])&lt;br /&gt;
&lt;br /&gt;
== Skill used ==&lt;br /&gt;
* [[Natural Substances]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
# [[Activate]] a healing cover&lt;br /&gt;
# Right-click a wound&lt;br /&gt;
# Choose &amp;quot;[[Treat]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The success rate is relative to a player's [[First Aid]] skill and the [[quality]] of the cover. [[Failure]] to apply has a chance to make the wound worse. It appears that success chance is also related to the severity of the wound.&lt;br /&gt;
&lt;br /&gt;
== Cover strength ==&lt;br /&gt;
The strength of the cover is the value of the first ingredient multiplied by the value of the second:&lt;br /&gt;
: ''substance&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;.potency * substance&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;.potency = cover.power''&lt;br /&gt;
&lt;br /&gt;
For example, a cover made from onion (2) and nettles (3) would be (2 x 3 = 6) 6 potency. The maximum potency is 25.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding = &amp;quot;3&amp;quot; cellspacing = &amp;quot;1&amp;quot;&lt;br /&gt;
! Potency !! Substance&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; background-color:#33CC33;&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| [[Black mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unicorn Twisted horn]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gland]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#79A526;&amp;quot; rowspan=&amp;quot;4&amp;quot;| 4&lt;br /&gt;
| [[Green mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lovage]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rosemary]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tooth]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#A28E1E;&amp;quot; rowspan=&amp;quot;6&amp;quot; | 3&lt;br /&gt;
| [[Blue mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camelia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eye]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nettles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sage]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Yellow mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#C87917;&amp;quot; rowspan=&amp;quot;12&amp;quot; | 2&lt;br /&gt;
| [[Acorns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Barley]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bladder]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Brown mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garlic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoof]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavender]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Onion]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Paw]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sassafras]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tail]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#F95E0E;&amp;quot; rowspan=&amp;quot;6&amp;quot; | 1&lt;br /&gt;
| [[Corn]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Parsley]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pumpkin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rose]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wemp plant]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wheat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strength identification ==&lt;br /&gt;
The quality of a healing cover is of no consequence to the strength of the cover. To identify if it is weak or strong, [[examine]] it:&lt;br /&gt;
&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''help some''' against wounds.'' (1-5)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''pretty efficient''' against wounds.'' (6-8)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be good''' against wounds.'' (9-11)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be pretty good''' against wounds.'' (12-15)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be very good''' against wounds.'' (16-20)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be supreme''' against wounds.'' (20+)&lt;br /&gt;
&lt;br /&gt;
== Effectiveness ==&lt;br /&gt;
The effectiveness of a cover is the amount of points the healing cover will add to the base rate of natural healing, which is 5 each 20 minutes. Effectiveness is determined by the substances used to make the covers. Effectiveness can be seen, once applied, while examining a wound, shown as a number between parenthesis at the end of the wound description:&lt;br /&gt;
&lt;br /&gt;
* ''You see a small bruise at the lower back.''&lt;br /&gt;
* ''It is covered with some healing plants (2).''&lt;br /&gt;
&lt;br /&gt;
Weak covers will have an effectiveness of 1 to 10 while strong covers will have an effectiveness of 10 or more.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* 2 items of the same type can't be mixed except mushrooms.&lt;br /&gt;
* Butchered items can last for more than one creation.&lt;br /&gt;
&amp;lt;!-- * [http://imperialsoft.sytes.net/files/healingcovers.php Healing Cover Calculator] - '''website down - anyone know who owns it?''' the link was added by Solen (hidden due to offline domain) --&amp;gt;&lt;br /&gt;
* When training [[natural substances]] skill by making covers, higher potency covers will give more skill.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Bandage]]&lt;br /&gt;
* [[Farmer's salve]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Natural substances items]]&lt;br /&gt;
[[Category:Healing]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Peg&amp;diff=52247</id>
		<title>Peg</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Peg&amp;diff=52247"/>
		<updated>2009-12-27T23:36:01Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &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=Peg&lt;br /&gt;
|active=[[carving knife]]&lt;br /&gt;
|passive=[[shaft]] (0.10 kg)&lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=* None&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.10 kg)&lt;br /&gt;
* '''or''' [[Wood scrap]] (0.10 kg)&lt;br /&gt;
|skill=carpentry&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A peg used in [[ship building]], but counts as a [[carpentry]] item. Small ships require only 70 pegs, while larger ships require between 400 and 600. Pegs can no longer be improved. Quality depends upon the quality of the shaft used.&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
&lt;br /&gt;
* [[Rowing boat]]&lt;br /&gt;
* [[Small sailing boat]]&lt;br /&gt;
* [[Corbita]]&lt;br /&gt;
* [[Cog]]&lt;br /&gt;
* [[Knarr]]&lt;br /&gt;
* [[Caravel]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bank_of_Wurm&amp;diff=52226</id>
		<title>Bank of Wurm</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bank_of_Wurm&amp;diff=52226"/>
		<updated>2009-12-27T06:52:52Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Official denominations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All money in [[Wurm]] is represented by coins of various [[metal]]s. Coins can only be obtained from in-game NPC [[trader]]s and through the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://store.wurmonline.com/ Wurm online Shop]&amp;lt;/span&amp;gt;. The Shop sells coins at a rate of 1 Euro per silver coin.&lt;br /&gt;
&lt;br /&gt;
==Official denominations==&lt;br /&gt;
The '''Bank of Wurm''' states the lowest currency unit in Wurm to be one [[iron coin]] (1i).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the following denominations apply:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=top&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* '''One hundred iron coins''' (100i) = '''One [[copper]] coin''' (1c)&lt;br /&gt;
* '''One hundred copper coins''' (100c) = '''One [[silver]] coin''' (1s)&lt;br /&gt;
* '''One hundred silver coins''' (100s) = '''One [[gold]] coin''' (1g)&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td width=5%&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| border cellspacing=0 cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
|1i ||=|| 0.01c ||=|| 0.0001s ||=|| 0.00001g&lt;br /&gt;
|-&lt;br /&gt;
|100i ||=|| 1c ||=|| 0.01s ||=|| 0.0001g&lt;br /&gt;
|-&lt;br /&gt;
|10,000i ||=|| 100c ||=|| 1s ||=|| 0.01g&lt;br /&gt;
|-&lt;br /&gt;
|1,000,000i ||=|| 10,000c ||=|| 100s ||=|| 1g&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Bank account]]&lt;br /&gt;
* [[Miron]] - the unit used in Wurm's economy logging system&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[Wikipedia: Money]]&lt;br /&gt;
* [[Wikipedia: Silver coin]]&lt;br /&gt;
* [[Wikipedia: Gold coin]]&lt;br /&gt;
* [[Wikipedia: Copper coins]]&lt;br /&gt;
* [[Wikipedia: Denomination (currency)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Economy]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bank_of_Wurm&amp;diff=52225</id>
		<title>Bank of Wurm</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bank_of_Wurm&amp;diff=52225"/>
		<updated>2009-12-27T06:50:38Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All money in [[Wurm]] is represented by coins of various [[metal]]s. Coins can only be obtained from in-game NPC [[trader]]s and through the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://store.wurmonline.com/ Wurm online Shop]&amp;lt;/span&amp;gt;. The Shop sells coins at a rate of 1 Euro per silver coin.&lt;br /&gt;
&lt;br /&gt;
==Official denominations==&lt;br /&gt;
The '''Bank of Wurm''' states the lowest currency unit in Wurm to be one [[iron coin]] (1i).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the following denominations apply:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=top&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* '''One hundred iron coins''' (100i) = '''One [[copper]] coin''' (1c)&lt;br /&gt;
* '''One hundred copper coins''' (100c) = '''One [[silver]] coin''' (1s)&lt;br /&gt;
* '''One hundred silver coins''' (100s) = '''One [[gold]] coin''' (1g)&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td width=5%&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| border cellspacing=0 cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
|1i ||=|| 0.01c ||=|| 0.0001s ||=|| 0.00001g&lt;br /&gt;
|-&lt;br /&gt;
|100i ||=|| 1c ||=|| 0.01s ||=|| 0.0001g&lt;br /&gt;
|-&lt;br /&gt;
|10,000i ||=|| 100c ||=|| 1s ||=|| 0.01g&lt;br /&gt;
|-&lt;br /&gt;
|100,000i ||=|| 10,000c ||=|| 100s ||=|| 1g&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Bank account]]&lt;br /&gt;
* [[Miron]] - the unit used in Wurm's economy logging system&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[Wikipedia: Money]]&lt;br /&gt;
* [[Wikipedia: Silver coin]]&lt;br /&gt;
* [[Wikipedia: Gold coin]]&lt;br /&gt;
* [[Wikipedia: Copper coins]]&lt;br /&gt;
* [[Wikipedia: Denomination (currency)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Economy]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Farming_With_Tritus&amp;diff=52117</id>
		<title>Guides:Farming With Tritus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Farming_With_Tritus&amp;diff=52117"/>
		<updated>2009-12-26T02:43:43Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Sneaky Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Farming]] for a more general overview.&lt;br /&gt;
&lt;br /&gt;
== Farming With Tritus ==&lt;br /&gt;
&lt;br /&gt;
Farming can be a difficult skill to start, in the sense that getting your hands on the seeds as a new player can be extremely time consuming.&lt;br /&gt;
But, since most people build their first house with at least some surrounding land fenced off ...&lt;br /&gt;
&lt;br /&gt;
[[Forage]] and [[Botanise]] a few times every time you log on. Every time you get a seed, plant it in the grounds of your house.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* to prepare the ground for planting you may need to [[Flatten]] and then [[Cultivate]] it.&lt;br /&gt;
* initially you should start with an easier crop such as [[Corn]], [[Cotton]], [[Potato]] or [[Wemp]]. Otherwise you may get zero skill gain.&lt;br /&gt;
* [[Onion]] and [[Garlic]] definitely give zero skill gain with up to 22 in farming. They give some skill gain near 30.&lt;br /&gt;
&lt;br /&gt;
Once you have sown your seeds, you want to Farm the tile at least once every real day.&lt;br /&gt;
&lt;br /&gt;
You will raise your skill more quickly if you Farm more often, although once every 6 hours is about the most often you will be able to.&lt;br /&gt;
&lt;br /&gt;
Your crops should begin to ripen about 3-5 days after you planted them but this is not precise. Each tile will grow at a different rate and if you sow 10 seeds at the same time then those ten tiles may ripen individually at different times over 3-5 days.&lt;br /&gt;
&lt;br /&gt;
You will rarely lose a harvest if you harvest at the same time every day. Crops that are ripe can often, though not always, still be properly harvested at the same time the following day.&lt;br /&gt;
&lt;br /&gt;
Your crops will be ripe when the top of the crop (when groomed) is exactly level with the top of a Small Barrel placed in the tile.&lt;br /&gt;
&lt;br /&gt;
Your crops need to be harvested within about 24 hours of becoming ripe. If you Harvest early you will get reduced yield and if you Harvest late you will get reduced yield. If you are only getting one potato, or whatever, anyway then you will get nothing from early or late harvesting.&lt;br /&gt;
&lt;br /&gt;
At higher skill levels you should be able to harvest early or late without losing all of your crop.&lt;br /&gt;
&lt;br /&gt;
After you harvest you should Sow one seed right back into the tile. &lt;br /&gt;
&lt;br /&gt;
You get almost no skill for Sowing. You get most skill from Farming and maybe a good deal less than that for Harvesting.&lt;br /&gt;
&lt;br /&gt;
Your best bet is to assume that you will not be making any real crop gain from your Farming until your skill is at 15. In other words, up to that point all your Farming will be very much sowing one seed to get one seed back.&lt;br /&gt;
&lt;br /&gt;
With a 50 tile farm you will get roughly 1 point of farming per day if you tend your fields twice a day at 10 hour intervals. Takes about 20 mins to tend 50 tiles with a QL 10 Rake. As your skill level improves yield increases from 1 through 3 and 4 to 6.&lt;br /&gt;
&lt;br /&gt;
'''Tip:''': If possible always Sow, Farm and Harvest at the same time just before you go to bed. That way, if you can check again first thing after you wake up, you should almost never lose any crop.&lt;br /&gt;
&lt;br /&gt;
Alternatively, do all your farming immediately after you login, at the same time every day.&lt;br /&gt;
&lt;br /&gt;
=== Basic Farming Cycle ===&lt;br /&gt;
&lt;br /&gt;
# Sow&lt;br /&gt;
# Farm (at least once per day. Every time the field requires it preferred...)&lt;br /&gt;
# Harvest (when your crop is level with the top of a [[Small Barrel]])&lt;br /&gt;
# Sow (always replant at least one seed from your harvest)&lt;br /&gt;
&lt;br /&gt;
=== Yield Borders (approximated) ===&lt;br /&gt;
&lt;br /&gt;
{|   class=sortable&lt;br /&gt;
! Crop    !!  Yield 1-3  !!  Yield 3-4  !!  Yield 4-6  !!  Yield 6  &lt;br /&gt;
|-&lt;br /&gt;
| Potato  ||  [10] 15    ||  [15] 30    ||  [46] 60    ||  [60]&lt;br /&gt;
|-&lt;br /&gt;
| Cotton  ||  [10] 15    ||  [15] 30    ||  [46] 60    ||  [60]&lt;br /&gt;
|-&lt;br /&gt;
| Rye     ||  [10] 15    ||  [15] 30    ||  [46] 60    ||  [60]&lt;br /&gt;
|-&lt;br /&gt;
| Oat     ||  [10] 15    ||  [15] 30    ||  [46] 60    ||  [60] &lt;br /&gt;
|-&lt;br /&gt;
| Wemp    ||  [10] 15    ||  [20] 30    ||  [46] 60    ||  [60]  &lt;br /&gt;
|-&lt;br /&gt;
| Wheat   ||  [15] 20    ||  [20] 30    ||  [46] 60    ||  [60]  &lt;br /&gt;
|-&lt;br /&gt;
| Pumpkin ||  [15] 20    ||  [20] 30    ||  [46] 60    ||  [60]  &lt;br /&gt;
|-&lt;br /&gt;
| Corn    ||  [18] 20    ||  [20] 30    ||  [50] 60    ||  [60]  &lt;br /&gt;
|-&lt;br /&gt;
| Garlic  ||  [18] 20    ||  [20] 30    ||  [50] 60    ||  [60]  &lt;br /&gt;
|-&lt;br /&gt;
| Onion   ||  [18] 20    ||  [20] 30    ||  [50] 60    ||  [60]  &lt;br /&gt;
|-&lt;br /&gt;
| Barley  ||  [18] 20    ||  [20] 30    ||  [50] 60    ||  [60]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Numbers in brackets indicate the earliest that I got a yield of that amount.&lt;br /&gt;
*Earliest I started getting any more than four was at 46 farming skill.&lt;br /&gt;
*Constant yield of 6 appears to be at 60 for all crops.&lt;br /&gt;
&lt;br /&gt;
=== Sneaky Tips ===&lt;br /&gt;
&lt;br /&gt;
*Use the lowest QL rake you can.&lt;br /&gt;
*If possible have Circle of Cunning cast on your rake.&lt;br /&gt;
*Farm your entire crop first before harvesting to ensure the highest farming skill at time of harvest.&lt;br /&gt;
*It's best to farm at least two times before harvesting to ensure the most yield.&lt;br /&gt;
*The act of farming can be compared to treating a medium wound. (Any time the field requires the act of farming, weeds are keeping the field from producing more harvestable items.)&lt;br /&gt;
*Planted crops are by far the best source of food for farm animals. Just be certain you have enough from your harvests to replant as cattle will eat them until there is nothing but dirt if there are more than one animal per tile. (The act of farming the field will increase crop production therefore sustaining cattle more effectively. Which will reduce the chances of cattle turning the tile to dirt.)&lt;br /&gt;
*If you harvest a crop tile, you will always recieve the expected amount even with animals grazing on crop tiles. (Their grazing doesn't reduce the amount harvested.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/F]][[Category:Guides]][[Category:Misc]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=51623</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=51623"/>
		<updated>2009-12-20T00:55:42Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Travelling on the waterways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] &amp;amp; [[:Category:Actions|Actions]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Wurm]]'s coasts, lakes, and wherever the [[terrain]] is low enough. Other than a safe refuge from a variety of non-swimming [[animals]] and [[monster]]s, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
To collect water, [[activate]] a portable container capable of holding [[liquid]], such as a [[pottery jar]], [[pottery flask]], [[small barrel]], [[bucket]], [[small barrel]], [[water skin]], etc, right-click a [[water tile]], and select &amp;quot;[[Fill]]&amp;quot;. The [[action]] is executed on the tile itself, so if it's too far away an [[event window]] message will show that &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* [[Cook]] with for [[gulasch]] and [[porridge]]&lt;br /&gt;
* [[Drink]] to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
* [[Mix]] with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* [[Temper]] [[smithing|metal smithing]] items&lt;br /&gt;
* [[Wash]] cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
&lt;br /&gt;
== Water level ==&lt;br /&gt;
Water at sea level is universally set throughout the whole of Wurm and is always the same. This also applies when [[mining]] tunnels. If mined deep enough sea level will be reached and create a submerged [[cave floor]] tile, which can also be used to collect water from, just like any other submerged tile.&lt;br /&gt;
&lt;br /&gt;
== Travelling on the waterways ==&lt;br /&gt;
It is possible to swim reasonable distances across water but if the [[player]]'s [[stamina]] falls too low while in the water it will start to [[drown]] and eventually [[die]] if the player does not make it back to land (or a [[boat]]). This makes crossing large bodies of water, such as those which separate the [[server]]s very difficult without a boat. While unladen and un[[armour]]ed, a player can swim at about 8[[km]]/h.&lt;br /&gt;
&lt;br /&gt;
A player is generally quite safe from [[animals]] while in the water, as most cannot swim; however, it should be noted, while in the water a player suffers a large [[combat rating]] (fighting) penalty, so it's not recommended fighting anything while swimming.&lt;br /&gt;
&lt;br /&gt;
A [[cart]] can't be dragged into water but a [[raft]] or a [[boat]] will work.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Item:Water]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Brown_bear&amp;diff=42466</id>
		<title>Brown bear</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Brown_bear&amp;diff=42466"/>
		<updated>2009-03-07T05:29:16Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Brownbear.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A huntable [[animals|animal]].&lt;br /&gt;
&lt;br /&gt;
*maul and bite attacks.&lt;br /&gt;
*Climbs very well.&lt;br /&gt;
*Can swim.&lt;br /&gt;
*Aggressive.&lt;br /&gt;
&lt;br /&gt;
*[[Butchering]] products - [[meat]], [[tooth]] and a [[fur]].&lt;br /&gt;
&lt;br /&gt;
* You can tame it with every kind of food (even cooked) but raw vegetables.&lt;br /&gt;
*Spawns from a [[Bear cave]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Brown_bear&amp;diff=42465</id>
		<title>Brown bear</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Brown_bear&amp;diff=42465"/>
		<updated>2009-03-07T05:29:03Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Brownbear.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A huntable [[animals|animal]].&lt;br /&gt;
&lt;br /&gt;
*maul and bite attacks.&lt;br /&gt;
*Climbs very well.&lt;br /&gt;
*Can swim.&lt;br /&gt;
*Aggressive.&lt;br /&gt;
&lt;br /&gt;
*[[Butchering]] products - [[meat]], [[tooth]] and a [[fur]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can tame it with every kind of food (even cooked) but raw vegetables.&lt;br /&gt;
*Spawns from a [[Bear cave]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Ship&amp;diff=42333</id>
		<title>Ship</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Ship&amp;diff=42333"/>
		<updated>2009-03-02T07:43:48Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A ship is used to sail the seven seas.&lt;br /&gt;
&lt;br /&gt;
Ships are made using [[ship building]], usually started by combining two [[keel section]]s.&lt;br /&gt;
&lt;br /&gt;
== Known ships ==&lt;br /&gt;
&lt;br /&gt;
* [[Rowing boat]]&lt;br /&gt;
* [[Small sailing boat]] - 20.10 mind logic required to command&lt;br /&gt;
* [[Corbita]] - 21 mind logic required to command&lt;br /&gt;
* [[Cog]] - 22 mind logic required to command&lt;br /&gt;
* [[Knarr]] - 23 mind logic required to command&lt;br /&gt;
* [[Caravel]]&lt;br /&gt;
&lt;br /&gt;
The [[small raft]] floats, but cannot be boarded, so does not even count as a boat.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
*Able to moor a ship with a [[Mooring anchor]] to keep it from drifting away and taking damage.&lt;br /&gt;
&lt;br /&gt;
*If you are building a ship larger than a small sailing boat inside a cart, it will become too heavy to drag. Make sure to move the cart next to water before it gets too heavy. See [[small cart]] to find out how much you can drag.&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=42295</id>
		<title>Settlement:Broville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=42295"/>
		<updated>2009-02-28T15:56:17Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div {{boxstyle|width=600px|bgcolor=#EEE|bordercolor=#000|align=center}} &amp;gt;&lt;br /&gt;
'''[[:Category:Abandoned settlements|Abandoned settlement]]'''&lt;br /&gt;
&lt;br /&gt;
This settlement has been abandoned, disbanded, or otherwise removed from the world of Wurm.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{settlement&lt;br /&gt;
|motto=Cool story, bro.&lt;br /&gt;
|name=Broville&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Allurapre&lt;br /&gt;
|population=2&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Arrowhead]]&lt;br /&gt;
|enemies=Boxxybabe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broville''' is a size 5 [[Jenn-Kellon]] [[Settlement|village]] located north-east of [[Greenside]] and South-west of [[Sanctum]].&lt;br /&gt;
Broville is pretty cool, bro.&lt;br /&gt;
&lt;br /&gt;
=== Citizens of Broville ===&lt;br /&gt;
*&amp;lt;s&amp;gt;Dregas&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Baeralorn&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Mordostallon&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Herpderp&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Meadows&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Baddbob&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*Gordonbrohman&lt;br /&gt;
*&amp;lt;s&amp;gt;Thraxtril&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
&lt;br /&gt;
=== Mayor of Broville ===&lt;br /&gt;
*Allurapre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mortar&amp;diff=42286</id>
		<title>Mortar</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mortar&amp;diff=42286"/>
		<updated>2009-02-28T06:23:19Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[clay]] (1.00 kg)&lt;br /&gt;
|passive=[[heap of sand]] (1.00 kg)&lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=*'''{{PAGENAME}}''' (2.00 kg)&lt;br /&gt;
|skill=masonry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Note:  A newly dug [[heap of sand]] is always 20[[kg]] and will be reduced by 1kg per creation attempt.'''&lt;br /&gt;
&lt;br /&gt;
'''Note:  Clay will also be reduced by 1kg per creation attempt.'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''Fine-grained brown '''mortar''', perfect for [[masonry]].''&lt;br /&gt;
&lt;br /&gt;
Required to build [[stone houses|stone housing]] walls.&lt;br /&gt;
&lt;br /&gt;
QL of the [[clay]] and your [[masonry]] skill determines the chance to create mortar. QL of the [[sand]] determines the maximum QL of the mortar.&lt;br /&gt;
&lt;br /&gt;
Mortar, like [[clay]], decays quickly and is likely to begin taking damage after only a couple of days if not used up.&lt;br /&gt;
&lt;br /&gt;
Failing to create the mortar will destroy the clay.&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Botanizing&amp;diff=42276</id>
		<title>Botanizing</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Botanizing&amp;diff=42276"/>
		<updated>2009-02-27T19:19:15Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Botanizing is the searching of herbs for [[cooking]] and seeds for [[farming]]&lt;br /&gt;
&lt;br /&gt;
== Info ==&lt;br /&gt;
* Right-click a grass-tile and select Nature/Botanize&lt;br /&gt;
* You can find an item for [[Foraging]] and Botanizing every 24 hours ( real time )&lt;br /&gt;
* Higher skill reduces the action timer and increases the average QL of the items you find&lt;br /&gt;
* You cannot botanize on tree tiles. &lt;br /&gt;
&lt;br /&gt;
===Herbs===&lt;br /&gt;
&lt;br /&gt;
:*[[Basil]]&lt;br /&gt;
:*[[Rosemary]]&lt;br /&gt;
:*[[Lovage]]&lt;br /&gt;
:*[[Parsley]] &lt;br /&gt;
:*[[Sage]] &lt;br /&gt;
:*[[Sassafras]] &lt;br /&gt;
:*[[Thyme]]&lt;br /&gt;
:*[[Oregano]]&lt;br /&gt;
:*[[Belladonna]]&lt;br /&gt;
&lt;br /&gt;
===Seeds===&lt;br /&gt;
:*[[Cotton|Cotton seed]]&lt;br /&gt;
:*[[Oat]]&lt;br /&gt;
:*[[Barley]]&lt;br /&gt;
:*[[Rye]]&lt;br /&gt;
:*[[Wheat]]&lt;br /&gt;
:*[[Wemp|Wemp seed]]&lt;br /&gt;
:*[[Potato]]&lt;br /&gt;
:*[[Corn]]&lt;br /&gt;
:*[[Pumpkin|Pumpkin seed]]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
:*[[Acorns]] &lt;br /&gt;
:*[[Woad]]&lt;br /&gt;
&lt;br /&gt;
===[[Titles]]===&lt;br /&gt;
* Herbalist at 50 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Babel/B]]&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
It is not a verified fact, but it is believed that the 24 hour timer on a tile is triggered upon the ''attempt'', and '''not''' when/if you actually obtain an item from it. Therefore if you find nothing, you are better off trying another tile instead of repeatedly trying on the same one.&lt;br /&gt;
&lt;br /&gt;
It is also been commented on that tiles that are not foraged or botanized for long periods of time (a week or longer) have higher chance of getting something than tiles that are checked 24 to 36 hours apart.&lt;br /&gt;
&lt;br /&gt;
And don't forget that you can both forage and [[Botanizing|botanize]] on the same tile, these actions are on seperate timers.&lt;br /&gt;
&lt;br /&gt;
It also seems that you have a higher chance of getting something if you forage or [[Botanizing|botanize]] in a  tile with flowers of any kind.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Decay&amp;diff=42069</id>
		<title>Decay</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Decay&amp;diff=42069"/>
		<updated>2009-02-21T04:52:14Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Myths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Decay''' is the [[wikipedia:erosion|erosion]] over time of [[item]]s and man-made structures, as well as player [[skill]]s. There are various ways to reduce decay.&lt;br /&gt;
&lt;br /&gt;
== Skill decay modifiers ==&lt;br /&gt;
* Skills below 70 never decay.&lt;br /&gt;
* Skills with at least one affinity never decay.&lt;br /&gt;
* [[Settlement]]s that have existed for a long time give a skill decay bonus to their members. This bonus has been observed to reach at least 25% reduction.&lt;br /&gt;
&lt;br /&gt;
== Item decay modifiers == &lt;br /&gt;
* [[Deed]]s decrease decay on [[wall]]s of any kind by 10x, if the [[upkeep]] is higher than 7 [[day]]s. &lt;br /&gt;
* Deeds stop the decay on walls of any kind if the upkeep is higher than 30 days.&lt;br /&gt;
* [[Kingdom]]s reduce wall decay by 2x.&lt;br /&gt;
* Non-kingdom zones have no reduced decay.&lt;br /&gt;
* Normal decay will rot ([[wood]] only?) a 20 [[quality]] [[house]] [[wall]] in 1 month.&lt;br /&gt;
* Houses reduce item decay by ?.&lt;br /&gt;
* [[Container]]s will reduce decay by 2x.&lt;br /&gt;
* Items made out of [[cedar]] wood decay slower.&lt;br /&gt;
* Raw materials ([[clay]], [[dirt]], [[log]]s, [[rock]]s,[[meat]] etc) decay faster than finished materials ([[weapon]]s, [[tool]]s, etc.)&lt;br /&gt;
* There is a 2-day period of no decay after a wall is finished.&lt;br /&gt;
* Items do not decay in inventories or on merchants (note that using merchants to prevent decay may be considered an exploit on wild), with the exception of food items.&lt;br /&gt;
* Houses that are abandoned get greatly increased decay. Exactly what triggers the 'abandoned' state is unknown, but it requires that the owner never logs on (to the same server as the house) for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
==Myths==&lt;br /&gt;
* Containers made out of cedar do not reduce the decay of its contents any more than a non-cedar container would. &lt;br /&gt;
* Stacking a container inside another container does NOT improve the bonus&lt;br /&gt;
* Containers in the [[inventory]] do not modify the decay rate of their contents at all.&lt;br /&gt;
* Deeds only affect wall decay, they have no affect on items.&lt;br /&gt;
* [[Bless]] has no affect on decay. Its only use is to activate metal altars.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* An item in a container, in a house, in kingdom territory probably multiplies the bonus, but this needs verifying.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/D]]&lt;br /&gt;
[[Category:Misc]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41710</id>
		<title>Settlement:Broville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41710"/>
		<updated>2009-02-08T03:29:44Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Citizens of Broville */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|motto=Cool story, bro.&lt;br /&gt;
|name=Broville&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Allurapre&lt;br /&gt;
|population=2&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Arrowhead]]&lt;br /&gt;
|enemies=Boxxybabe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broville''' is a size 5 [[Jenn-Kellon]] [[Settlement|village]] located north-east of [[Greenside]] and South-west of [[Sanctum]].&lt;br /&gt;
Broville is pretty cool, bro.&lt;br /&gt;
&lt;br /&gt;
=== Citizens of Broville ===&lt;br /&gt;
*&amp;lt;s&amp;gt;Dregas&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Baeralorn&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Mordostallon&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Herpderp&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Meadows&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Baddbob&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*Gordonbrohman&lt;br /&gt;
*&amp;lt;s&amp;gt;Thraxtril&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
&lt;br /&gt;
=== Mayor of Broville ===&lt;br /&gt;
*Allurapre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=41668</id>
		<title>Guides:Tactics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=41668"/>
		<updated>2009-02-06T05:00:41Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Tutorials]] :: [[Tactics]]&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' deals with basic defense and offense strategies.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Since these are basic they won't cover much in regards to defense against [[catapult]]s until other defenses are come up with.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
==== Design ====&lt;br /&gt;
You will always need multiple layers of [[wall]]s. If you don't have enough time, or other people to help, the first layer is going to have to be low [[stone wall]] as it's the quickest to put up (you can always knock it down and replace it with high stone wall later).&lt;br /&gt;
&lt;br /&gt;
Unless you are going for a pretty [[town]] (defense of which would be a lot harder) you need to concentrate on squares of walls so that they can match a future [[deed]] and so that the deed can control [[gate]]s.&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/5286/basicdeed0by.th.jpg&lt;br /&gt;
[http://img408.imageshack.us/img408/5286/basicdeed0by.jpg Click]&lt;br /&gt;
&lt;br /&gt;
At first you'll probably have to go for gatehouses as shown in the image above between two layers of walls. It's recommended to have a [[tower]] inside that size 5 deed area which will cover your town from enemy [[kingdom]] attacks. Most people prefer to have it in the center with the deed [[token]]--although practical, it may not look the best.&lt;br /&gt;
&lt;br /&gt;
Thats the basic size 5 design you can make it harder for your enemy by having offset gates, although you'll need a deed as only [[palisade]]s will work.&lt;br /&gt;
&lt;br /&gt;
http://img252.imageshack.us/img252/3695/hashedwall3ew.th.jpg&lt;br /&gt;
[http://img252.imageshack.us/my.php?image=hashedwall3ew.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This design denies your enemies the chance to pick the weakest section in each layer without breaking all the dividing walls. Be careful not to lock anyone inbetween the walls(unless you want to, see catapult use below)&lt;br /&gt;
&lt;br /&gt;
''Catapult Use'':You could put catapults in squares between walls and either have a gate or put a firing account in there when you build it sealing it in. You can then trade ammo and supplies over the wall to the person firing.&lt;br /&gt;
&lt;br /&gt;
==== Types ====&lt;br /&gt;
* [[Wooden fence]]&lt;br /&gt;
I'd really advise against this type unless you like how it looks in which case use it for fields and containing farm animals. It's easily destroyed so not that useful more cosmetic than practical.&lt;br /&gt;
&lt;br /&gt;
* [[Stone wall]]s&lt;br /&gt;
This will be you basic defense when you start out easy and fast to make and can take some damage. Try and have two layers of this if you expect it will take a while before you can make tall stone walls. Allows you to see enemies coming but doesn't stop them from looking in.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade wall]]s&lt;br /&gt;
Really costly to make provide some good protection and look really good. Unless you have a lot of trees, a size 5 deed will probably be the only practical size to build them or really small bases (camoflauge effect in woods?)&lt;br /&gt;
&lt;br /&gt;
* [[Tall stone wall]]s&lt;br /&gt;
You'll want these for your town as they are difficult to take down (haven't tried catapults). The only problem is you'll need a lot of bricks but for an established town that's nothing. Blocks enemies views of your town but also makes it harder to see them coming. Well worth the hassle you can also make entrances maze like to confuse attackers(add in multiple gates between two layers and it's great fun).&lt;br /&gt;
&lt;br /&gt;
* Gate House&lt;br /&gt;
Just a regular one tile house allows you to set access without a deed to make the most out of it have them between two layers of walls. Easy to destroy though so keep them high quality and repaired till you get a deed and can use something better. Also note you'll need everyone on friends list for this option.&lt;br /&gt;
&lt;br /&gt;
* [[Wooden fence gate]]&lt;br /&gt;
I personally don't like these you'll need a gate lock and key for them which without a deed leaves you open to being killed for your key. Although the keyholder can pass straight through you'll need to unlock and lock to let friends in and out. Once you have a deed just chuck the key in a chest or in the bank and let the deed control the gate. With the deed it's so much easier as you can allow all allies and selected citizens to pass through.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade gate]]s&lt;br /&gt;
Although taking up many resources you won't need that many gates.&lt;br /&gt;
Don't build these without deed control it's not worth it really. They provide so much extra protection and work perfectly with high stone walls. You'll want these and high stone walls in your finished town (until they come out with something better (metal gates maybe ?).&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Without a deed always go for a 1 x 1 gatehouse since it saves so much pain, or if you have 3 layers of walls have the first two covered by a gatehouse and the third inside one a palisade gate so you have time to unlock it to let people in and lock it again before the enemy gets in.&lt;br /&gt;
* If you use dividing walls, keep them at a uniform [[quality]] as you're not going to be able to improve them later.&lt;br /&gt;
* Always have two or more gates unless you have good fighting skills incase someone camps outside or a monster spawns.&lt;br /&gt;
* Concentrate your efforts on improving your gates to as high a quality as possible as they are your weakest points.&lt;br /&gt;
* See [[Extra Deed Plans]]&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Use the [[terrain]] to your advantage.&lt;br /&gt;
* On top of a hill lets you see enemies coming and forces them to [[climb]] up to you which with siege weapons is a lot harder.&lt;br /&gt;
* Have your walls at the top of a slope you'd have to climb up this means that without siege weapons they have to climb up to attack your walls costing [[stamina]] and causing injury if they fall.&lt;br /&gt;
* Surrounded by mountains on most sides means they'd probably die if they came from those directions. It's also very painful (annoying) to climb between a wall and a cliff.&lt;br /&gt;
&lt;br /&gt;
==== Water ====&lt;br /&gt;
If you are on the side of a hill/mountain just [[mine]] down to [[water]]. Otherwise you will want to be next to a lake or even at sea level with a bit of water inside your walls. (images/diagrams later)&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon/Mol-rehan ====&lt;br /&gt;
Make sure the land is entirely free from [[mycelium]] you don't want Horde of the Summoned people healing while they attack your town. Do regular checks for the prescence of Libila and the Horde of the Summoned kingdom to ensure no one is trying to grow it.&lt;br /&gt;
&lt;br /&gt;
==== Horde of the Summoned ====&lt;br /&gt;
You'll want to build your town so that you have [[tile]]s inside your town that have [[mycelium]] on them. If you expect your only enemies to be JK or MR have a ring outside your town or just let it grow naturally. Be more careful if other [[HotS]] towns are your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
You'll want as many [[tower]]s as possible around your town. These will complement your town guards and slow down incoming enemies.&lt;br /&gt;
&lt;br /&gt;
http://img447.imageshack.us/img447/4757/towers8ji.th.jpg&lt;br /&gt;
[http://img447.imageshack.us/my.php?image=towers8ji.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This shows the basic design you will want to start with (remember they need to be 50 tiles apart to work) if you plan on growing to a big town the outer 4 can eventually be built into your outer layer of walls. Work with nearby towns to build many towers; remember this will focus where your enemy has to attack from to be safe allowing you to set up other traps for them.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
(To be done)&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
This is what you'll need. ''Please note these are very basic strategies i'm hoping people will write up alternatives.''&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
For very small towns and homesteads you should take 6 people just to be safe (with current 30 [[skill]] cap).&lt;br /&gt;
&lt;br /&gt;
===== Jenn-Kellon/Mol-Rehan =====&lt;br /&gt;
* Two [[Fo]] Healers&lt;br /&gt;
* Two people with heavy weapons (AKA Tanks) for destroying walls and buildings (heavily armoured)&lt;br /&gt;
* Two fast aggressive fighters (AKA Warriors)with light to medium armour&lt;br /&gt;
&lt;br /&gt;
To start with everyone fights to take out whatever citizens or guards there are use the tanks to draw all the attacks and the fast warriors to flank them if you have time check their equipment to pick the best target.&lt;br /&gt;
&lt;br /&gt;
Once the main battle is over the fast warriors and one of the Fo healers takes care of any respawns while the tanks knock down walls while the other Fo healer takes care of them.&lt;br /&gt;
&lt;br /&gt;
If you have more people add in more in the following order:&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Siege Engineer (catapult)&lt;br /&gt;
* Extra Fo Healer&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Supply [[Cart]] (contains ammo for catapult, food, water and on the way home loot transport)&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Extra Fo healer&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Or go for a siege team build:&lt;br /&gt;
*Five Warriors&lt;br /&gt;
*Three Fo Healers&lt;br /&gt;
*Four tanks&lt;br /&gt;
*As many catapults as you can build&lt;br /&gt;
*For every two catapults one ammo cart(chuck in unfinished catapults to be finished on location)&lt;br /&gt;
&lt;br /&gt;
With this build you can fire loads of rounds into the enemy town taking down walls and hopefully hitting guards and villagers. All the other people will be defending the catapults and their operator.&lt;br /&gt;
&lt;br /&gt;
===== Horde of the Summoned =====&lt;br /&gt;
Replace Fo healers with warriors or tanks that know drain health spells.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
You are going to need to know as much about your enemy as possible(duh).&lt;br /&gt;
If they are relatively close to newtown you could try the old guest trick to sit outside their walls taking note of entrances and anything happening in the event window. Most people know about this though so it will raise suspicions listen to how new players talk and try to emulate them to avoid suspicion.&lt;br /&gt;
&lt;br /&gt;
Full infiltration can easily work on any town that is openly recruiting it will however take up one of your villagers play time faking being someone else actually doing stuff in town getting on the deed and passing information along. If they do their job well enough and get permissions, you can get them to unlock gates or change the guards first to heavy then back to light again stopping them from deploying heavier guards when your main attack comes. You'll also have a grace period while the guards respawn to get in and start attacking things.&lt;br /&gt;
&lt;br /&gt;
You can also just keep chatting to them and encourage them to let something slip or even employ others to spy for you. Convincing one of their town members to turn traitor is also helpful.&lt;br /&gt;
&lt;br /&gt;
===== Things to Check =====&lt;br /&gt;
* Where are the weakest walls&lt;br /&gt;
* How many layers are there&lt;br /&gt;
* Where are the most expensive/useful items&lt;br /&gt;
* What level are the guards&lt;br /&gt;
* What time are they mostly offline&lt;br /&gt;
* Who are their best fighters and and who is likely to be carrying [[key]]s&lt;br /&gt;
&lt;br /&gt;
===== Other Suggestions =====&lt;br /&gt;
If you or one of your villagers keeps files on all enemy towns and their villagers you will be able to assess the strengths and weaknesses of anyone you'll need to face.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to keep notepad files on people and towns and adding anything you ever find out about them predicted skills, most common armour used, size of deed etc etc.&lt;br /&gt;
Add any and all rumours even put what time zone they are in and who their friends are. This will help when you are picking targets during battles and the best way to attack a town.&lt;br /&gt;
&lt;br /&gt;
If you are really sad but prepared draw a diagram of their town(use the grid method i used above) you could even put last known wall qualities and names of buildings on it. The more information the better chance of successfully attacking you have.&lt;br /&gt;
&lt;br /&gt;
==== Basic Attacks ====&lt;br /&gt;
===== Sheer Numbers =====&lt;br /&gt;
If the enemy is hated by many grab all your allies pick a time and get as many people as possible to gather near the enemies town. Split into groups of four or five with one person as team leader. One group will contain the overall leader or if you have multiple allied towns arrange it into two groups(with multiple teams) with a leader in each. The teams will look after their own members ensuring they don't die and that they all attack the same target. If you have catapults one person will fire while the rest of the team guards.&lt;br /&gt;
&lt;br /&gt;
If you have enough for two groups you will want to attack from two opposite directions to split the defenders and their guards. Leave roughly two minutes between attacks to further confuse the defenders. Mainly though you'll have one or two teams knocking down walls(always pick the weakest walls and avoid gates which are usually the most improved and have the most defense) while the rest kill guards and villagers. Once you are inside secure any buildings that contain weapons to prevent respawning people from rearming. Assign a couple of teams to take down the tower if there is one.&lt;br /&gt;
&lt;br /&gt;
Once the immediate threat is over ensure everyone is healed up then begin looting but leave a couple of teams on guard killing duty. You're better off taking their carts and filling them with stuff to save time. Try not to stay for more than an hour or two once their defenses are down just incase they have reinforcements on their way.&lt;br /&gt;
I'd personally recommend leaving their basic tools like small anvils and axes so that they can rebuild and present a target again at a later date. If your attack group is made up of multiple towns try and leave together to prevent people from being picked off on their way home.&lt;br /&gt;
&lt;br /&gt;
===== Even Match =====&lt;br /&gt;
When you and your enemy have pretty much the same skills and numbers you need to out think them. Organise your forces to have your tanks up front taking hits and picking targets have a line of heavy damage dealers behind them then your leader followed by a couple more warriors just incase they attack from behind without any warning.&lt;br /&gt;
&lt;br /&gt;
When you approach the enemies walls spread out and search for the weakest point(lowest quality and/or highest damage). If the wall borders the deed you will have to watch out for guards coming through the wall they need to be taken out before you can punch through. If the guards are out of range work on destroying the walls and have one person on watch for any enemies coming out to meet you.&lt;br /&gt;
&lt;br /&gt;
If they do come out to meet you get into formation take out their tanks first followed by any priority targets(leader, best fighter etc). Every non tank needs to focus on one at a time once you kill them all or they fall back loot any of their corpses and heal up(never heal during a fight it's too distracting and marks the healer as a target). Continue destroying the walls if they come back repeat above battle until you take too many losses or you get in. Make sure you have easy access into the town incase you need to get back in following a death. Then proceed in destroying the guards and anyone respawning(eventually they will respawn somewhere else or log off). Heal up again then begin looting banding together anytime a guard respawns. If you don't have much time or live far away only take the most valuable stuff or anything you need (i'd go for armour and weapons to prevent retaliation). I'd also target one wall section or gate and damage it to around 90 then leave it hopefully they will miss it and you'll have an easy target if you need to come back. If you do lose any of your fighters get their stuff immeadiately so that when they make it back to you they can rearm instantly.&lt;br /&gt;
(This bit needs a bit of work it's rather fragmented and hard to read)&lt;br /&gt;
&lt;br /&gt;
===== Convoy Attacks =====&lt;br /&gt;
&lt;br /&gt;
A very simple attack strategy. But very effective in terms of cost vs. reward. Usually if the enemy wants to raid someone. They will bring extra supplies in carts or on the backs of Mule accounts. This gives you an opportunity to attack a raiding party at its weakest point.&lt;br /&gt;
&lt;br /&gt;
The secret to using this tactic properly is to give the enemy very little warning before you attack. This can be achived by concealing a small group of fighters near the target the enemy is trying to attack. This will create the illusion that all of your forces are defending the target, which can be determined by looking at local chat. One thing I need to point out is if you take the time to build a well concealed position with which to attack from. The attack is more effective.&lt;br /&gt;
&lt;br /&gt;
Now when the enemy convoy gets to the perfect position. Run out from your hiding point and immediatly attack all the fighters in the group. Then have any spare allies start looting the carts (but try not to overload on loot or you'll be slow). When they are loaded up. Run away and try to get back into the position you're defending. If you can't get into there. Just keep going until you find a good secondary position to hide at.&lt;br /&gt;
&lt;br /&gt;
One more thing, DO NOT go back to your original hiding point. Otherwise this area will be unuseable in a future attack because they will know about it.&lt;br /&gt;
&lt;br /&gt;
(save point)&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
A lot of this information comes from the time when i was part of the Horde (the Horde vs Hammerfell map). Also Angrycat and Xplict developed most of the original strategies the map before. The tile-by-tile planning dates back to when myself Serph and (i've forgotten your name) were planning that Horde's town and to some extent inspired by Hortons tile by tile map of [[Whosville]]. In fact, without all the people i've been in towns with and all the enemies i've faced there would be very little to put here (you know who you are).&lt;br /&gt;
&lt;br /&gt;
''Some of these credits are for things i'm planning to add later :D''&lt;br /&gt;
&lt;br /&gt;
--[[User:Commcd|Commcd]] 11:37, 6 January 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=41667</id>
		<title>Guides:Tactics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=41667"/>
		<updated>2009-02-06T04:59:28Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Tutorials]] :: [[Tactics]]&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' deals with basic defense and offense strategies.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Since these are basic they won't cover much in regards to defense against [[catapult]]s until other defenses are come up with.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
==== Design ====&lt;br /&gt;
You will always need multiple layers of [[wall]]s. If you don't have enough time, or other people to help, the first layer is going to have to be low [[stone wall]] as it's the quickest to put up (you can always knock it down and replace it with high stone wall later).&lt;br /&gt;
&lt;br /&gt;
Unless you are going for a pretty [[town]] (defense of which would be a lot harder) you need to concentrate on squares of walls so that they can match a future [[deed]] and so that the deed can control [[gate]]s.&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/5286/basicdeed0by.th.jpg&lt;br /&gt;
[http://img408.imageshack.us/img408/5286/basicdeed0by.jpg Click]&lt;br /&gt;
&lt;br /&gt;
At first you'll probably have to go for gatehouses as shown in the image above between two layers of walls. It's recommended to have a [[tower]] inside that size 5 deed area which will cover your town from enemy [[kingdom]] attacks. Most people prefer to have it in the center with the deed [[token]]--although practical, it may not look the best.&lt;br /&gt;
&lt;br /&gt;
Thats the basic size 5 design you can make it harder for your enemy by having offset gates, although you'll need a deed as only [[palisade]]s will work.&lt;br /&gt;
&lt;br /&gt;
http://img252.imageshack.us/img252/3695/hashedwall3ew.th.jpg&lt;br /&gt;
[http://img252.imageshack.us/my.php?image=hashedwall3ew.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This design denies your enemies the chance to pick the weakest section in each layer without breaking all the dividing walls. Be careful not to lock anyone inbetween the walls(unless you want to, see catapult use below)&lt;br /&gt;
&lt;br /&gt;
''Catapult Use'':You could put catapults in squares between walls and either have a gate or put a firing account in there when you build it sealing it in. You can then trade ammo and supplies over the wall to the person firing.&lt;br /&gt;
&lt;br /&gt;
==== Types ====&lt;br /&gt;
* [[Wooden fence]]&lt;br /&gt;
I'd really advise against this type unless you like how it looks in which case use it for fields and containing farm animals. It's easily destroyed so not that useful more cosmetic than practical.&lt;br /&gt;
&lt;br /&gt;
* [[Stone wall]]s&lt;br /&gt;
This will be you basic defense when you start out easy and fast to make and can take some damage. Try and have two layers of this if you expect it will take a while before you can make tall stone walls. Allows you to see enemies coming but doesn't stop them from looking in.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade wall]]s&lt;br /&gt;
Really costly to make provide some good protection and look really good. Unless you have a lot of trees, a size 5 deed will probably be the only practical size to build them or really small bases (camoflauge effect in woods?)&lt;br /&gt;
&lt;br /&gt;
* [[Tall stone wall]]s&lt;br /&gt;
You'll want these for your town as they are difficult to take down (haven't tried catapults). The only problem is you'll need a lot of bricks but for an established town that's nothing. Blocks enemies views of your town but also makes it harder to see them coming. Well worth the hassle you can also make entrances maze like to confuse attackers(add in multiple gates between two layers and it's great fun).&lt;br /&gt;
&lt;br /&gt;
* Gate House&lt;br /&gt;
Just a regular one tile house allows you to set access without a deed to make the most out of it have them between two layers of walls. Easy to destroy though so keep them high quality and repaired till you get a deed and can use something better. Also note you'll need everyone on friends list for this option.&lt;br /&gt;
&lt;br /&gt;
* [[Wooden fence gate]]&lt;br /&gt;
I personally don't like these you'll need a gate lock and key for them which without a deed leaves you open to being killed for your key. Although the keyholder can pass straight through you'll need to unlock and lock to let friends in and out. Once you have a deed just chuck the key in a chest or in the bank and let the deed control the gate. With the deed it's so much more easier as you can allow all allies and selected citizens to pass through.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade gate]]s&lt;br /&gt;
Although taking up many resources you won't need that many gates.&lt;br /&gt;
Don't build these without deed control it's not worth it really. They provide so much extra protection and work perfectly with high stone walls. You'll want these and high stone walls in your finished town (until they come out with something better (metal gates maybe ?).&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Without a deed always go for a 1 x 1 gatehouse since it saves so much pain, or if you have 3 layers of walls have the first two covered by a gatehouse and the third inside one a palisade gate so you have time to unlock it to let people in and lock it again before the enemy gets in.&lt;br /&gt;
* If you use dividing walls, keep them at a uniform [[quality]] as you're not going to be able to improve them later.&lt;br /&gt;
* Always have two or more gates unless you have good fighting skills incase someone camps outside or a monster spawns.&lt;br /&gt;
* Concentrate your efforts on improving your gates to as high a quality as possible as they are your weakest points.&lt;br /&gt;
* See [[Extra Deed Plans]]&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Use the [[terrain]] to your advantage.&lt;br /&gt;
* On top of a hill lets you see enemies coming and forces them to [[climb]] up to you which with siege weapons is a lot harder.&lt;br /&gt;
* Have your walls at the top of a slope you'd have to climb up this means that without siege weapons they have to climb up to attack your walls costing [[stamina]] and causing injury if they fall.&lt;br /&gt;
* Surrounded by mountains on most sides means they'd probably die if they came from those directions. It's also very painful (annoying) to climb between a wall and a cliff.&lt;br /&gt;
&lt;br /&gt;
==== Water ====&lt;br /&gt;
If you are on the side of a hill/mountain just [[mine]] down to [[water]]. Otherwise you will want to be next to a lake or even at sea level with a bit of water inside your walls. (images/diagrams later)&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon/Mol-rehan ====&lt;br /&gt;
Make sure the land is entirely free from [[mycelium]] you don't want Horde of the Summoned people healing while they attack your town. Do regular checks for the prescence of Libila and the Horde of the Summoned kingdom to ensure no one is trying to grow it.&lt;br /&gt;
&lt;br /&gt;
==== Horde of the Summoned ====&lt;br /&gt;
You'll want to build your town so that you have [[tile]]s inside your town that have [[mycelium]] on them. If you expect your only enemies to be JK or MR have a ring outside your town or just let it grow naturally. Be more careful if other [[HotS]] towns are your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
You'll want as many [[tower]]s as possible around your town. These will complement your town guards and slow down incoming enemies.&lt;br /&gt;
&lt;br /&gt;
http://img447.imageshack.us/img447/4757/towers8ji.th.jpg&lt;br /&gt;
[http://img447.imageshack.us/my.php?image=towers8ji.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This shows the basic design you will want to start with (remember they need to be 50 tiles apart to work) if you plan on growing to a big town the outer 4 can eventually be built into your outer layer of walls. Work with nearby towns to build many towers; remember this will focus where your enemy has to attack from to be safe allowing you to set up other traps for them.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
(To be done)&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
This is what you'll need. ''Please note these are very basic strategies i'm hoping people will write up alternatives.''&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
For very small towns and homesteads you should take 6 people just to be safe (with current 30 [[skill]] cap).&lt;br /&gt;
&lt;br /&gt;
===== Jenn-Kellon/Mol-Rehan =====&lt;br /&gt;
* Two [[Fo]] Healers&lt;br /&gt;
* Two people with heavy weapons (AKA Tanks) for destroying walls and buildings (heavily armoured)&lt;br /&gt;
* Two fast aggressive fighters (AKA Warriors)with light to medium armour&lt;br /&gt;
&lt;br /&gt;
To start with everyone fights to take out whatever citizens or guards there are use the tanks to draw all the attacks and the fast warriors to flank them if you have time check their equipment to pick the best target.&lt;br /&gt;
&lt;br /&gt;
Once the main battle is over the fast warriors and one of the Fo healers takes care of any respawns while the tanks knock down walls while the other Fo healer takes care of them.&lt;br /&gt;
&lt;br /&gt;
If you have more people add in more in the following order:&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Siege Engineer (catapult)&lt;br /&gt;
* Extra Fo Healer&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Supply [[Cart]] (contains ammo for catapult, food, water and on the way home loot transport)&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Extra Fo healer&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Or go for a siege team build:&lt;br /&gt;
*Five Warriors&lt;br /&gt;
*Three Fo Healers&lt;br /&gt;
*Four tanks&lt;br /&gt;
*As many catapults as you can build&lt;br /&gt;
*For every two catapults one ammo cart(chuck in unfinished catapults to be finished on location)&lt;br /&gt;
&lt;br /&gt;
With this build you can fire loads of rounds into the enemy town taking down walls and hopefully hitting guards and villagers. All the other people will be defending the catapults and their operator.&lt;br /&gt;
&lt;br /&gt;
===== Horde of the Summoned =====&lt;br /&gt;
Replace Fo healers with warriors or tanks that know drain health spells.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
You are going to need to know as much about your enemy as possible(duh).&lt;br /&gt;
If they are relatively close to newtown you could try the old guest trick to sit outside their walls taking note of entrances and anything happening in the event window. Most people know about this though so it will raise suspicions listen to how new players talk and try to emulate them to avoid suspicion.&lt;br /&gt;
&lt;br /&gt;
Full infiltration can easily work on any town that is openly recruiting it will however take up one of your villagers play time faking being someone else actually doing stuff in town getting on the deed and passing information along. If they do their job well enough and get permissions, you can get them to unlock gates or change the guards first to heavy then back to light again stopping them from deploying heavier guards when your main attack comes. You'll also have a grace period while the guards respawn to get in and start attacking things.&lt;br /&gt;
&lt;br /&gt;
You can also just keep chatting to them and encourage them to let something slip or even employ others to spy for you. Convincing one of their town members to turn traitor is also helpful.&lt;br /&gt;
&lt;br /&gt;
===== Things to Check =====&lt;br /&gt;
* Where are the weakest walls&lt;br /&gt;
* How many layers are there&lt;br /&gt;
* Where are the most expensive/useful items&lt;br /&gt;
* What level are the guards&lt;br /&gt;
* What time are they mostly offline&lt;br /&gt;
* Who are their best fighters and and who is likely to be carrying [[key]]s&lt;br /&gt;
&lt;br /&gt;
===== Other Suggestions =====&lt;br /&gt;
If you or one of your villagers keeps files on all enemy towns and their villagers you will be able to assess the strengths and weaknesses of anyone you'll need to face.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to keep notepad files on people and towns and adding anything you ever find out about them predicted skills, most common armour used, size of deed etc etc.&lt;br /&gt;
Add any and all rumours even put what time zone they are in and who their friends are. This will help when you are picking targets during battles and the best way to attack a town.&lt;br /&gt;
&lt;br /&gt;
If you are really sad but prepared draw a diagram of their town(use the grid method i used above) you could even put last known wall qualities and names of buildings on it. The more information the better chance of successfully attacking you have.&lt;br /&gt;
&lt;br /&gt;
==== Basic Attacks ====&lt;br /&gt;
===== Sheer Numbers =====&lt;br /&gt;
If the enemy is hated by many grab all your allies pick a time and get as many people as possible to gather near the enemies town. Split into groups of four or five with one person as team leader. One group will contain the overall leader or if you have multiple allied towns arrange it into two groups(with multiple teams) with a leader in each. The teams will look after their own members ensuring they don't die and that they all attack the same target. If you have catapults one person will fire while the rest of the team guards.&lt;br /&gt;
&lt;br /&gt;
If you have enough for two groups you will want to attack from two opposite directions to split the defenders and their guards. Leave roughly two minutes between attacks to further confuse the defenders. Mainly though you'll have one or two teams knocking down walls(always pick the weakest walls and avoid gates which are usually the most improved and have the most defense) while the rest kill guards and villagers. Once you are inside secure any buildings that contain weapons to prevent respawning people from rearming. Assign a couple of teams to take down the tower if there is one.&lt;br /&gt;
&lt;br /&gt;
Once the immediate threat is over ensure everyone is healed up then begin looting but leave a couple of teams on guard killing duty. You're better off taking their carts and filling them with stuff to save time. Try not to stay for more than an hour or two once their defenses are down just incase they have reinforcements on their way.&lt;br /&gt;
I'd personally recommend leaving their basic tools like small anvils and axes so that they can rebuild and present a target again at a later date. If your attack group is made up of multiple towns try and leave together to prevent people from being picked off on their way home.&lt;br /&gt;
&lt;br /&gt;
===== Even Match =====&lt;br /&gt;
When you and your enemy have pretty much the same skills and numbers you need to out think them. Organise your forces to have your tanks up front taking hits and picking targets have a line of heavy damage dealers behind them then your leader followed by a couple more warriors just incase they attack from behind without any warning.&lt;br /&gt;
&lt;br /&gt;
When you approach the enemies walls spread out and search for the weakest point(lowest quality and/or highest damage). If the wall borders the deed you will have to watch out for guards coming through the wall they need to be taken out before you can punch through. If the guards are out of range work on destroying the walls and have one person on watch for any enemies coming out to meet you.&lt;br /&gt;
&lt;br /&gt;
If they do come out to meet you get into formation take out their tanks first followed by any priority targets(leader, best fighter etc). Every non tank needs to focus on one at a time once you kill them all or they fall back loot any of their corpses and heal up(never heal during a fight it's too distracting and marks the healer as a target). Continue destroying the walls if they come back repeat above battle until you take too many losses or you get in. Make sure you have easy access into the town incase you need to get back in following a death. Then proceed in destroying the guards and anyone respawning(eventually they will respawn somewhere else or log off). Heal up again then begin looting banding together anytime a guard respawns. If you don't have much time or live far away only take the most valuable stuff or anything you need (i'd go for armour and weapons to prevent retaliation). I'd also target one wall section or gate and damage it to around 90 then leave it hopefully they will miss it and you'll have an easy target if you need to come back. If you do lose any of your fighters get their stuff immeadiately so that when they make it back to you they can rearm instantly.&lt;br /&gt;
(This bit needs a bit of work it's rather fragmented and hard to read)&lt;br /&gt;
&lt;br /&gt;
===== Convoy Attacks =====&lt;br /&gt;
&lt;br /&gt;
A very simple attack strategy. But very effective in terms of cost vs. reward. Usually if the enemy wants to raid someone. They will bring extra supplies in carts or on the backs of Mule accounts. This gives you an opportunity to attack a raiding party at its weakest point.&lt;br /&gt;
&lt;br /&gt;
The secret to using this tactic properly is to give the enemy very little warning before you attack. This can be achived by concealing a small group of fighters near the target the enemy is trying to attack. This will create the illusion that all of your forces are defending the target, which can be determined by looking at local chat. One thing I need to point out is if you take the time to build a well concealed position with which to attack from. The attack is more effective.&lt;br /&gt;
&lt;br /&gt;
Now when the enemy convoy gets to the perfect position. Run out from your hiding point and immediatly attack all the fighters in the group. Then have any spare allies start looting the carts (but try not to overload on loot or you'll be slow). When they are loaded up. Run away and try to get back into the position you're defending. If you can't get into there. Just keep going until you find a good secondary position to hide at.&lt;br /&gt;
&lt;br /&gt;
One more thing, DO NOT go back to your original hiding point. Otherwise this area will be unuseable in a future attack because they will know about it.&lt;br /&gt;
&lt;br /&gt;
(save point)&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
A lot of this information comes from the time when i was part of the Horde (the Horde vs Hammerfell map). Also Angrycat and Xplict developed most of the original strategies the map before. The tile-by-tile planning dates back to when myself Serph and (i've forgotten your name) were planning that Horde's town and to some extent inspired by Hortons tile by tile map of [[Whosville]]. In fact, without all the people i've been in towns with and all the enemies i've faced there would be very little to put here (you know who you are).&lt;br /&gt;
&lt;br /&gt;
''Some of these credits are for things i'm planning to add later :D''&lt;br /&gt;
&lt;br /&gt;
--[[User:Commcd|Commcd]] 11:37, 6 January 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Flattening&amp;diff=41617</id>
		<title>Guides:Flattening</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Flattening&amp;diff=41617"/>
		<updated>2009-02-05T06:02:12Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* The automatic way */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Guides|Guides]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
'''Flattening''' is the [[digging]] process of making a [[tile]] flat. A tile is considered flat when all four corners of the tile are of the same height, which can be seen by examining tile borders. If all 4 borders around a tile are reported as &amp;quot;level&amp;quot;, the tile is flat.&lt;br /&gt;
&lt;br /&gt;
= How to flatten a tile =&lt;br /&gt;
&lt;br /&gt;
You can go about flattening a tile using 2 methods: manual and automatic. While &amp;quot;automatic&amp;quot; sounds nice, it's actually quite a bit more complicated to get right than doing it manually until you get the hang of it.&lt;br /&gt;
&lt;br /&gt;
== The automatic way ==&lt;br /&gt;
&lt;br /&gt;
The automatic way is to use the '''Flatten''' command by right-clicking on a tile with your [[shovel]] activated. Additionally, you must also be physically standing on that tile for it to work right.&lt;br /&gt;
&lt;br /&gt;
'''Note''': You cannot flatten a corner which is shared with a tree tile (or other immovable object). If it says &amp;quot;some corner can't be raised&amp;quot; then this is why.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, the flatten command takes dirt from high corners and and puts them on lower ones than the calculated average from the server zero-plane. The zero-plane is the lowest point possible in wurm, where digging further would result in you falling through the world. This plane is absolutely flat, and all dirt and rock heights are calculated from this plane by means of simple addition. This sounds a bit abstract, I know, but read on and all will be explained.&lt;br /&gt;
&lt;br /&gt;
=== An example ===&lt;br /&gt;
Imagine that you are on the continent of flatland on flatten flats. This imaginary land has no slopes whatsoever, anywhere, and no water. You are standing in the middle of one tile in this land with a cart containing 40 dirts.You walk over to one of the 4 corners on that tile and drops 10 dirt on it from the cart. It now has a height of 10 dirt. Next, you repeat the procedure on the other 3 corners and suddenly you have a tile that is elevated 10 dirts above the rest of flatland. The height of each corner is 10.&lt;br /&gt;
&lt;br /&gt;
*Corner 1: 10&lt;br /&gt;
*Corner 2: 10&lt;br /&gt;
*Corner 3: 10&lt;br /&gt;
*Corner 4: 10&lt;br /&gt;
&lt;br /&gt;
Ok, now imagine that you decide to mess things up by digging up 5 dirt from one of the corners and put them on one of the 3 others. This could result in...&lt;br /&gt;
&lt;br /&gt;
*Corner 1: 5&lt;br /&gt;
*Corner 2: 10&lt;br /&gt;
*Corner 3: 15&lt;br /&gt;
*Corner 4: 10&lt;br /&gt;
&lt;br /&gt;
But you realize that doing this was retarded, and want the tile flat again. You ''could'' just dig up the extra 5 dirt from corner 3 again and drop them on corner 1 and it would be taken care of, but instead of that you position yourself on the tile and select &amp;quot;flatten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
&lt;br /&gt;
What the game now does is calculate the height of your tile's corners based off the absolute zero plane of the game, in the example above the zero plane is the continent of flatland, so... 5+10+15+10=40. Divide that by 4 corners and you get, surprise, 10! So, the game now knows that the target height for the 4 corners is 10 dirts each, and begins to gradually take dirt from those corners ''above'' the target height and put it on the corners ''below'' it. It will continue to do this until one of the following conditions are met upon which it will stop:&lt;br /&gt;
&lt;br /&gt;
* The tile is flat&lt;br /&gt;
* The tile corners have run out of dirt to make it completely flat (this will happen if the calculated average corner height isn't divisable by 4). Add extra dirt or dig away the surplus, then try again.&lt;br /&gt;
* It tries to alter a corner which is connected to a tile with an obstruction on it. The most common are [[tree]], [[clay]], [[marsh]] and [[moss]].&lt;br /&gt;
* It tries to alter a corner which is obstructed by a wall of any type.&lt;br /&gt;
* It tries to alter a corner which would create a slope that is steeper than your digging skill * 3.&lt;br /&gt;
* It hits rock in a corner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the instance of case 2 above, there is dirt either missing or too much of it to make the tile completely flat. As stated, if the sum of the heights of the corners is a multiple of four, then the tile can be flattened. Otherwise, there are 1-3 dirt extra that prevent it from being completely even. The different results are listed below:&lt;br /&gt;
&lt;br /&gt;
* If there is 1 extra dirt, you attempt to assemble.&lt;br /&gt;
* If there are 2 extra dirt:&lt;br /&gt;
** If the dirts are on the same corner (0-0-0-2), you attempt to assemble once.&lt;br /&gt;
*** In this case, '''the tile is not flattened completely'''. You must flatten again to finish.&lt;br /&gt;
** Otherwise, if you have at least one dirt in your inventory, you attempt to fill twice.&lt;br /&gt;
** Otherwise, you attempt to assemble twice.&lt;br /&gt;
* If there are 3 extra dirts, you attempt to fill.&lt;br /&gt;
&lt;br /&gt;
'''Assemble''' means you attempt to dig one dirt on a high corner. If you can carry an additional dirt, the message &amp;quot;You assemble some dirt from a corner.&amp;quot; is displayed and you gain one dirt. Otherwise, the message &amp;quot;If you could carry one more dirt pile, one more corner could be levelled&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
'''Fill''' means you attempt drop one dirt on a low corner. If you have a dirt to drop, the message &amp;quot;You use some of the dirt in one corner.&amp;quot; is displayed and you lose one dirt. Otherwise, the message &amp;quot;If you carried some dirt, it would be used to fill the 1 corners that need it&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
If the flattening action successfully flattened the tile completely, the message &amp;quot;The ground is flat here.&amp;quot; will be displayed. If this message is not displayed, you either failed to perform an assemble or fill, or it was a 0-0-0-2 spread.&lt;br /&gt;
&lt;br /&gt;
=== Flattening time ===&lt;br /&gt;
&lt;br /&gt;
The action time is based on the height difference in &amp;quot;dirts&amp;quot; between the highest and lowest corners of the tile. The time is 9 seconds plus an additional 10 seconds for every 4 dirts difference. Examples:&lt;br /&gt;
&lt;br /&gt;
* 0 = &amp;quot;The ground is flat now.&amp;quot;&lt;br /&gt;
* 1..3 = 9 secs&lt;br /&gt;
* 4..7 = 19 secs&lt;br /&gt;
* 8..11 = 29 secs&lt;br /&gt;
* 12..15 = 39 secs&lt;br /&gt;
* 16..19 = 49 secs&lt;br /&gt;
* etc&lt;br /&gt;
&lt;br /&gt;
Examples of tiles that would give 9 seconds flattening time (the number below is the height difference):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0---1 or 0---3 or 0---0 &lt;br /&gt;
|   |    |   |    |   |&lt;br /&gt;
1---2    3---3    0---3&lt;br /&gt;
 (2)      (3)      (3)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Manual flattening ==&lt;br /&gt;
&lt;br /&gt;
Manual flattening is the act of making an area flat through manually [[dig|digging]] and dropping [[dirt]]. While the process requires more interaction by the digger, it is vastly superior when flattening large areas of land.&lt;br /&gt;
&lt;br /&gt;
=== How to do it ===&lt;br /&gt;
&lt;br /&gt;
# Pick a single corner as your reference (you could place a [[small barrel]] or another [[container]] on it so you know the reference corner if you wish).&lt;br /&gt;
# Stand on this corner and right-click on a [[tile border]] linking to another corner you wish to adjust.&lt;br /&gt;
# If the message reads &amp;quot;the slope is &amp;lt;number of dirts&amp;gt; steep '''towards''' you, the other corner is higher than your reference corner, and you'll need to walk over to it and dig it down by the specified amount.&lt;br /&gt;
# If the message reads &amp;quot;the slope is &amp;lt;number of dirts&amp;gt; steep '''away''' from you, the other corner is lower than your reference corner and needs to be filled up.&lt;br /&gt;
# Once the tile border reports &amp;quot;level&amp;quot;, walk over to the corner you've adjusted and use it as your new reference corner. Since the level between it and your old reference corner is level, they're at the same height. Now look for a new slope to adjust and repeat the procedure as before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Understand that the world is made up of pillars, and that the tiles are merely thin textures stretched out from the pillar's highest points. When you dig or drop dirt, all you do is adjust the height of the pillar (ie, a corner) you are standing nearest. When digging, all that matters are the corners. Tiles only matter when you use the &amp;quot;flatten&amp;quot; command, in which case the selected tile only decides which 4 corners (or pillars) should be compared to eachother and adjusted. Otherwise, ''forget about the tiles, only think about the corners''. Also, never forget that when digging and dropping dirt, it doesn't matter where you click, '''only where your feet are located'''.&lt;br /&gt;
&lt;br /&gt;
Using a combination of manual and automatic flattening is usually the best idea once you've gotten the hang of how the system works, but until you do you may find it easier to rely on manual flattening.&lt;br /&gt;
&lt;br /&gt;
The limitations of manual flattening is, of course, that it may take more time and interaction to complete, and also is subject to dirt flow. Dirt flow is what happens when you try to drop dirt on a corner with a slope that exceeds 25 in steepness. When using the &amp;quot;flatten&amp;quot; command, dirt flow ''does not apply'' and you can use it to create extreme slopes by the use of a technique known as [[Guides/FlatRaising|flatraising]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41581</id>
		<title>Settlement:Broville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41581"/>
		<updated>2009-02-03T17:44:55Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|motto=Cool story, bro.&lt;br /&gt;
|name=Broville&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Lochivan&lt;br /&gt;
|population=2&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Arrowhead]]&lt;br /&gt;
|enemies=Boxxybabe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broville''' is a size 5 [[Jenn-Kellon]] [[Settlement|village]] located north-east of [[Greenside]] and South-west of [[Sanctum]].&lt;br /&gt;
Broville is pretty cool, bro.&lt;br /&gt;
&lt;br /&gt;
=== Citizens of Broville ===&lt;br /&gt;
*&amp;lt;s&amp;gt;Dregas&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Baeralorn&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Mordostallon&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Herpderp&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*&amp;lt;s&amp;gt;Meadows&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
*Baddbob&lt;br /&gt;
*Gordonbrohman&lt;br /&gt;
*&amp;lt;s&amp;gt;Thraxtril&amp;lt;/s&amp;gt; - moved to MRH&lt;br /&gt;
&lt;br /&gt;
=== Mayor of Broville ===&lt;br /&gt;
*Lochivan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Roadside&amp;diff=41458</id>
		<title>Settlement:Roadside</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Roadside&amp;diff=41458"/>
		<updated>2009-02-02T06:01:10Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Village Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
http://www.roadsidevillage.co.uk/forumheader.png&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{settlement&lt;br /&gt;
|name=Roadside&lt;br /&gt;
|motto=Welcome to Roadside, you'll never leave.&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=10&lt;br /&gt;
|mayor=Roadsidemayor&lt;br /&gt;
|population=36&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Axe Mountain]]&lt;br /&gt;
*[[Camelot (Home)|Camelot]]&lt;br /&gt;
*[[Greenside]]&lt;br /&gt;
*[[Khazad-dum]]&lt;br /&gt;
*[[Maplegrove]]&lt;br /&gt;
*[[Port Isengard]]&lt;br /&gt;
*[[Silent Hill]]&lt;br /&gt;
*[[The Woodland Realm]]&lt;br /&gt;
*[[Village of Small Bears]]&lt;br /&gt;
*[[Whitehill]]&lt;br /&gt;
*[[Yasgur's Farm]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Village Description==&lt;br /&gt;
Roadside is currently a size 10 deed and is located along the west road from [[Newtown]], past [[Aegis]], off ''Public Highway.'' There is currently a central area for the citizens of the town, a 300 tile farm, mines with all veins, housing area and a staging area for recruits. The village was formed a few weeks after the server restart (Gold 2) and is currently a just under a year old.&lt;br /&gt;
&lt;br /&gt;
===Village Buildings===&lt;br /&gt;
The centre of the village is the location for the majority of the village buildings, these include the Farmhouse/Cookery, the Smithy, the Town Hall (where the Trader is located), the Larder (where our farm produce is kept), two Raw Material Warehouses and a Storehouse for general items. Around the outside of the centre there are on-deed houses for citizens as well as the farm and the mine.&lt;br /&gt;
&lt;br /&gt;
Just off deed to the west of the village is the Barracks, which houses beds for citizen usage, practice dolls and an archery range, north there is the Farm Annex and a Vineyard. Currently, there is an Arena under construction to the east of the village as well as two dirt towers with Colossi (Romulus &amp;amp; Remus), on the top of each, which are on either side of the Goon Highway and serves as a &amp;quot;Gateway to Roadside.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Village Resources===&lt;br /&gt;
The village has access to a wide varity of resources these include peat, tar, all vein types and all tree types. The farm grows all the types of food that is avaliable which then are cooked or sold. Roadside never goes hungry.&lt;br /&gt;
&lt;br /&gt;
==Village Politics==&lt;br /&gt;
The Town is under control of the Council/Higher Citizens of Roadside. Higher citizens are long term members of the village who have contributed widly. The council votes on all inportant decisions in the village and controls the village as a whole. The Council and Higher Citizens will manage citizens and making sure that the citizens of Roadside do not get out of hand. If you want to report any misconduct of act in Wurm by are members, you can contact Mollsmolyneux, &amp;lt;s&amp;gt;Magic&amp;lt;/s&amp;gt;, Ayesha, Pentaxpilot, &amp;lt;s&amp;gt;Komataguri&amp;lt;/s&amp;gt; or Lono.&lt;br /&gt;
&lt;br /&gt;
==Village Members==&lt;br /&gt;
===Mayor of Roadside===&lt;br /&gt;
*[[Player:Roadsidemayor|Roadsidemayor]]&lt;br /&gt;
&lt;br /&gt;
===Council of Roadside===&lt;br /&gt;
*[[Player:Ayesha|Ayesha]]&lt;br /&gt;
*&amp;lt;s&amp;gt;[[Player:Komataguri|Komataguri]] '''[Mason], [Digger], [Miner], [Trollslayer], [Lumberjack], [Handyman]'''&amp;lt;/s&amp;gt;&lt;br /&gt;
*[[Player:Lono|Lono]]  '''[Farmer], [Digger], [Handyman], [Miner], [Mason], [Carpenter], [Caterer], [Blacksmith], [Trollslayer]'''&lt;br /&gt;
*&amp;lt;s&amp;gt;[[User:Magic|Magic]] - Founder '''[Mason], [Miner], [Trollslayer], [Digger]'''&amp;lt;/s&amp;gt;&lt;br /&gt;
*[[User:Mollsmolyneux|Mollsmolyneux]] - Founder '''[Carpenter], [Renowned Carpenter], [Handyman], [Trollslayer], [Tanner], [Fine Carpenter]'''&lt;br /&gt;
*[[Player:Pentaxpilot|Pentaxpilot]] &lt;br /&gt;
&lt;br /&gt;
===Higher Citizens of Roadside===&lt;br /&gt;
*[[Player:Binari|Binari]] '''[Blacksmith], [Trollslayer]''' &lt;br /&gt;
*[[Player:Hobo|Hobo]] '''[Ageless], [Miner], [Blacksmith]''' ''Inactive''&lt;br /&gt;
*[[Player:Infrared|Infrared]]&lt;br /&gt;
*[[Player:Kopite|Kopite]] '''[Mason], [Trollslayer]''' ''Inactive''&lt;br /&gt;
*[[Player:Yerbs|Yerbs]] '''[Excavator], [Trollslayer],[Carpenter]'''&lt;br /&gt;
&lt;br /&gt;
===Citizens of Roadside===&lt;br /&gt;
&lt;br /&gt;
*[[Player:Felthanne|Felthanne]]&lt;br /&gt;
*[[Player:Kickasskyle|Kickasskyle]] '''[Chainsmith]'''&lt;br /&gt;
*[[Player:Radioactive|Radioactive]]&lt;br /&gt;
&lt;br /&gt;
===Alts===&lt;br /&gt;
*[[Player:Dukenukem|Dukenukem]]&lt;br /&gt;
*[[Player:Erazortp|Erazortp]] '''[Channeler], [Vynoran Priest]'''&lt;br /&gt;
*[[Player:Kahuna|Kahuna]]&lt;br /&gt;
*[[Player:Likoma|Likoma]]&lt;br /&gt;
*[[Player:Niraga|Niraga]]&lt;br /&gt;
&lt;br /&gt;
===Recruits of Roadside===&lt;br /&gt;
''Roadside is not currently recruiting''&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/R]]&lt;br /&gt;
&lt;br /&gt;
==Village Merchants==&lt;br /&gt;
*Trader Megan&lt;br /&gt;
:*Private trader&lt;br /&gt;
:*Access for village Citizens only&lt;br /&gt;
&lt;br /&gt;
*Merchant Ben&lt;br /&gt;
:*Stocked with farm produce, leather items and fishing rods, as well as other occasional items&lt;br /&gt;
:*Located in New Town's Merchants row&lt;br /&gt;
&lt;br /&gt;
*Merchant Lizi&lt;br /&gt;
:*Stocked with farm produce&lt;br /&gt;
:*On the highway outside Roadside (Merchant Centre)&lt;br /&gt;
&lt;br /&gt;
*Merchant Lani&lt;br /&gt;
:*Stocked with general items&lt;br /&gt;
:*On the highway outside Roadside (Merchant Centre)&lt;br /&gt;
&lt;br /&gt;
==Colonies==&lt;br /&gt;
===Roadside Harbour===&lt;br /&gt;
Roadside Harbour is a small homestead near the [[Village of Small Bears]], there is an 11 tile pier stretching out into the Great Eastern Ocean. Slightly north is Roadside's boatyard where boats are constructed, they are then moored at the pier. The harbour will be used to facilitate trips to other parts of the home server or even trips to wild. The harbour is located here as Roadside is far inland.&lt;br /&gt;
'''Mayor:''' Portadmiral&lt;br /&gt;
&lt;br /&gt;
===Roadside Island===&lt;br /&gt;
Roadside Island is a small Island constructed by Yerbs east of black hills and is used as a port of call for all east business for Roadside - the Island used to be called legacy island.&lt;br /&gt;
&lt;br /&gt;
[http://i37.tinypic.com/kf5kif.jpg]&lt;br /&gt;
&lt;br /&gt;
==Village External Links==&lt;br /&gt;
*[http://roadside.freeforums.org Forums]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41457</id>
		<title>Settlement:Broville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41457"/>
		<updated>2009-02-02T02:28:32Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|motto=Cool story, bro.&lt;br /&gt;
|name=Broville&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Thraxtril&lt;br /&gt;
|population=5&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Arrowhead]]&lt;br /&gt;
|enemies=Boxxybabe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broville''' is a size 5 [[Jenn-Kellon]] [[Settlement|village]] located north-east of [[Greenside]] and South-west of [[Sanctum]].&lt;br /&gt;
Broville is pretty cool, bro.&lt;br /&gt;
&lt;br /&gt;
=== Citizens of Broville ===&lt;br /&gt;
*Dregas&lt;br /&gt;
*Baeralorn&lt;br /&gt;
*&amp;lt;s&amp;gt;Mordostallon&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Herpderp&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Meadows&amp;lt;/s&amp;gt;&lt;br /&gt;
*Baddbob&lt;br /&gt;
*Gordonbrohman&lt;br /&gt;
*Thraxtril&lt;br /&gt;
&lt;br /&gt;
=== Mayor of Broville ===&lt;br /&gt;
*Thraxtril&lt;br /&gt;
&lt;br /&gt;
=== Higher Citizens of Broville ===&lt;br /&gt;
&lt;br /&gt;
*Dregas - because he's super-cool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41456</id>
		<title>Settlement:Broville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41456"/>
		<updated>2009-02-02T02:21:55Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Citizens of Broville */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|motto=Cool story, bro.&lt;br /&gt;
|name=Broville&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Thraxtril&lt;br /&gt;
|population=5&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Arrowhead]]&lt;br /&gt;
|enemies=Boxxybabe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broville''' is a size 5 [[Jenn-Kellon]] [[Settlement|village]] located north-east of [[Greenside]] and South-west of [[Sanctum]]&lt;br /&gt;
Broville is pretty cool, bro.&lt;br /&gt;
&lt;br /&gt;
=== Citizens of Broville ===&lt;br /&gt;
*Dregas&lt;br /&gt;
*Baeralorn&lt;br /&gt;
*&amp;lt;s&amp;gt;Mordostallon&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Herpderp&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Meadows&amp;lt;/s&amp;gt;&lt;br /&gt;
*Baddbob&lt;br /&gt;
*Gordonbrohman&lt;br /&gt;
*Thraxtril&lt;br /&gt;
&lt;br /&gt;
=== Mayor of Broville ===&lt;br /&gt;
*Thraxtril&lt;br /&gt;
&lt;br /&gt;
=== Higher Citizens of Broville ===&lt;br /&gt;
&lt;br /&gt;
*Dregas - because he's super-cool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41455</id>
		<title>Settlement:Broville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41455"/>
		<updated>2009-02-02T01:55:42Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|motto=Cool story, bro.&lt;br /&gt;
|name=Broville&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Thraxtril&lt;br /&gt;
|population=5&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Arrowhead]]&lt;br /&gt;
|enemies=Boxxybabe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broville''' is a size 5 [[Jenn-Kellon]] [[Settlement|village]] located north-east of [[Greenside]] and South-west of [[Sanctum]]&lt;br /&gt;
Broville is pretty cool, bro.&lt;br /&gt;
&lt;br /&gt;
=== Citizens of Broville ===&lt;br /&gt;
*Dregas&lt;br /&gt;
*Baeralorn&lt;br /&gt;
*&amp;lt;s&amp;gt;Mordostallon&amp;lt;/s&amp;gt; - left for MR&lt;br /&gt;
*&amp;lt;s&amp;gt;Herpderp&amp;lt;/s&amp;gt; - left for MR&lt;br /&gt;
*&amp;lt;s&amp;gt;Meadows&amp;lt;/s&amp;gt; - left for MR&lt;br /&gt;
*Baddbob&lt;br /&gt;
*Gordonbrohman&lt;br /&gt;
*Thraxtril&lt;br /&gt;
&lt;br /&gt;
=== Mayor of Broville ===&lt;br /&gt;
*Thraxtril&lt;br /&gt;
&lt;br /&gt;
=== Higher Citizens of Broville ===&lt;br /&gt;
&lt;br /&gt;
*Dregas - because he's super-cool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41454</id>
		<title>Settlement:Broville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41454"/>
		<updated>2009-02-02T01:54:52Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Citizens of Broville */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|motto=Cool story, bro.&lt;br /&gt;
|name=Broville&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Thraxtril&lt;br /&gt;
|population=9&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Arrowhead]]&lt;br /&gt;
|enemies=Boxxybabe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broville''' is a size 5 [[Jenn-Kellon]] [[Settlement|village]] located north-east of [[Greenside]] and South-west of [[Sanctum]]&lt;br /&gt;
Broville is pretty cool, bro.&lt;br /&gt;
&lt;br /&gt;
=== Citizens of Broville ===&lt;br /&gt;
*Dregas&lt;br /&gt;
*Baeralorn&lt;br /&gt;
*&amp;lt;s&amp;gt;Mordostallon&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Herpderp&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Meadows&amp;lt;/s&amp;gt;&lt;br /&gt;
*Baddbob&lt;br /&gt;
*Gordonbrohman&lt;br /&gt;
*Joemikkel&lt;br /&gt;
*Thraxtril&lt;br /&gt;
&lt;br /&gt;
=== Mayor of Broville ===&lt;br /&gt;
*Thraxtril&lt;br /&gt;
&lt;br /&gt;
=== Higher Citizens of Broville ===&lt;br /&gt;
&lt;br /&gt;
*Dregas - because he's super-cool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Key_form&amp;diff=41375</id>
		<title>Key form</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Key_form&amp;diff=41375"/>
		<updated>2009-01-30T09:21:39Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Locksmithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Key mould&lt;br /&gt;
|active=key&lt;br /&gt;
|passive=[[clay]] (0.40 [[kg]])&lt;br /&gt;
|group=Miscellaneous &lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.40 kg)&lt;br /&gt;
|skill=locksmithing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A '''key mould''' is made of [[clay]] and is used to copy a [[key]]. A key mould has to be heated until the color goes to brown before it can be used.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/K]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farming&amp;diff=41353</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farming&amp;diff=41353"/>
		<updated>2009-01-29T20:53:38Z</updated>

		<summary type="html">&lt;p&gt;Dregas: /* Tritus' Quick Guide */&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;
&lt;br /&gt;
The '''farming''' [[skill]] covers tending [[field]]s, sowing and [[harvest]]ing the crops. Crops can take several [[day]]s to grow, during which a farmer should farm the field [[tile]]s to remove weeds. This will improve the harvest. [[Quality]] and amount of the harvest increases when you have a high farming skill. Quality of the [[seed]] also effects the growth time of the fields.&lt;br /&gt;
&lt;br /&gt;
The seeds needed to start farming can be found while [[botanizing]] or from harvesting the crops. Harvested [[cotton]], [[wemp]] and [[pumpkin]] must be picked/crushed to recover seeds for replanting.&lt;br /&gt;
&lt;br /&gt;
Crops can be harvested at any time after the first growth level, but harvesting too early or too late results in a bad crop. Level 20 farmers can determine the optimal height by examining a field. It is also possible to use a [[small barrel]]. When a field reaches optimal height it will be the same height as the small barrel, or a little taller. The color of the field is also possible marker, as it changes to a yellowish-green when ripe. Not recommended in the dark. {{smiley}}&lt;br /&gt;
&lt;br /&gt;
The [[maximum slope]] on which you can sow seeds is 8; attempting to sow seeds on a greater slope results in a message &amp;quot;The ground is not flat enough for crops to grow. You need to flatten it first&amp;quot;. The slope does not appear to effect growth speed or crop quality.&lt;br /&gt;
&lt;br /&gt;
Sowing on a sloped tile takes into account it's compound slope, however. That is, it's slope both North-South (NS) and East-West (EW). For example, the slope can be level EW and 8-steep NS. Or 4-steep EW, 4-steep NS etc.&lt;br /&gt;
&lt;br /&gt;
== Examine details ==&lt;br /&gt;
&lt;br /&gt;
Anyone can verify if a field needs tending. &amp;quot;The crops grow steadily&amp;quot; means the field is in order, while &amp;quot;It could use a touch from the rake or some other farming tool&amp;quot; means it must be tidied with a [[rake]]. If the description mentions &amp;quot;rotting old weeds&amp;quot;, the field is overgrown and can no longer be harvested.&lt;br /&gt;
&lt;br /&gt;
Level 10 farmers can determine which type of crop is growing in a field, except at the lowest growth level (&amp;quot;freshly sown&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Level 20 farmers can determine the growth level of a field. The levels are, chronologically sorted:&lt;br /&gt;
&lt;br /&gt;
# You see a patch of freshly sown field.&lt;br /&gt;
# A few green blades pop out of the ground.&lt;br /&gt;
# Small sprouts with many blades grow here.&lt;br /&gt;
# The sprouts are growing, a bit above half their mature height.&lt;br /&gt;
# The field is almost at full height.&lt;br /&gt;
# '''The field is at full height and ready to harvest!'''&lt;br /&gt;
# The field is overaged, and some crop has been ruined.&lt;br /&gt;
# (rotten old weeds, crops completely ruined)&lt;br /&gt;
&lt;br /&gt;
Level 60 farmers can determine the number of items they will get after a harvest when they examine the field. It should be noticed however that the number it shows it not very accurate but more of a minimum since luck and other factors change the final number.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[Rake]] for farming&lt;br /&gt;
* [[Scythe]] for harvesting [[wheat]], [[barley]], [[oat]] and [[rye]]&lt;br /&gt;
* [[Small barrel]] to indicate perfect harvesting time; the crops will be the same height, or slightly higher than a small barrel when ready to harvest.&lt;br /&gt;
&lt;br /&gt;
== Farming Products ==&lt;br /&gt;
&lt;br /&gt;
* [[Barley]]&lt;br /&gt;
* [[Corn]]&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Garlic]] '''(new)'''&lt;br /&gt;
* [[Oat]]&lt;br /&gt;
* [[Onion]] '''(new)'''&lt;br /&gt;
* [[Potato]]&lt;br /&gt;
* [[Pumpkin]]&lt;br /&gt;
* [[Rye]]&lt;br /&gt;
* [[Wemp]]&lt;br /&gt;
* [[Wheat]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Farmer at 50 skill&lt;br /&gt;
&lt;br /&gt;
== Tritus's Quick Guide ==&lt;br /&gt;
&lt;br /&gt;
Farming can be a difficult skill to start, in the sense that getting your hands on the seeds as a new player can be extremely time consuming.&lt;br /&gt;
But, since most people build their first house with at least some surrounding land fenced off ...&lt;br /&gt;
&lt;br /&gt;
[[Forage]] and [[Botanise]] a few times every time you log on. Every time you get a seed, plant it in the grounds of your house.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* to prepare the ground for planting you may need to [[Flatten]] and then [[Cultivate]] it.&lt;br /&gt;
* initially you should start with an easier crop such as [[Corn]], [[Cotton]], [[Potato]] or [[Wemp]]. Otherwise you may get zero skill gain.&lt;br /&gt;
* [[Onion]] and [[Garlic]] definitely give zero skill gain with up to 22 in farming. They give some skill gain near 30.&lt;br /&gt;
&lt;br /&gt;
Once you have sown your seeds, you want to Farm the tile at least once every real day.&lt;br /&gt;
&lt;br /&gt;
You will raise your skill more quickly if you Farm more often, although once every 6 hours is about the most often you will be able to.&lt;br /&gt;
&lt;br /&gt;
Your crops should begin to ripen about two days later at the same time as you planted them but this is not precise. Each tile will grow at a different rate and if you sow 10 seeds at the same time then those ten tiles may ripen individually in 2-3 days.&lt;br /&gt;
&lt;br /&gt;
Your crops will be ripe when the top of the crop (when groomed) is exactly level with the top of a Small Barrel placed in the tile.&lt;br /&gt;
&lt;br /&gt;
Your crops need to be harvested within about 8 hours of becoming ripe. If you Harvest early you will get reduced yield and if you Harvest late you will get reduced yield. If you are only getting one potato, or whatever, anyway then you will get nothing from early or late harvesting.&lt;br /&gt;
&lt;br /&gt;
At higher skill levels you should be able to harvest early or late without losing all of your crop.&lt;br /&gt;
&lt;br /&gt;
After you harvest you should Sow one seed right back into the tile. &lt;br /&gt;
&lt;br /&gt;
You get almost no skill for Sowing. You get most skill from Farming and maybe a little less than that for Harvesting.&lt;br /&gt;
&lt;br /&gt;
Your best bet is to assume that you will not be making any real crop gain from your Farming until your skill is at 15. In other words, up to that point all your Farming will be very much sowing one seed get one seed back.&lt;br /&gt;
&lt;br /&gt;
With a 50 tile farm you will get roughly 1 point of farming per day if you tend your fields twice a day. Takes about 20 mins to tend 50 tiles with a QL 10 Rake. As your skill level improves yield increases from 1 through 3 and 4 to 6.&lt;br /&gt;
&lt;br /&gt;
'''Tip:''': If possible always Sow, Farm and Harvest at the same time just before you go to bed. That way, if you can check again first thing after you wake up, you should almost never lose any crop.&lt;br /&gt;
&lt;br /&gt;
Alternatively, do all your farming immediately after you login, at the same time every day.&lt;br /&gt;
&lt;br /&gt;
=== Basic Farming Cycle ===&lt;br /&gt;
&lt;br /&gt;
# Sow&lt;br /&gt;
# Farm (at least once per day)&lt;br /&gt;
# Harvest (when your crop is level with the top of a [[Small Barrel]])&lt;br /&gt;
# Sow (always replant at least one seed from your harvest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Yield Borders (approximated) ===&lt;br /&gt;
&lt;br /&gt;
{|   class=sortable&lt;br /&gt;
!  Crop  !!  Yield 3  !!  Yield 4  !!  Yield 6  &lt;br /&gt;
|-&lt;br /&gt;
| Corn ||  [18] 20 ||   ||&lt;br /&gt;
|-&lt;br /&gt;
| Cotton ||  [10] 15 || [30]  ||&lt;br /&gt;
|-&lt;br /&gt;
| Garlic || [18] 20 ||   ||&lt;br /&gt;
|-&lt;br /&gt;
| Onion ||  [18] 20 ||   ||&lt;br /&gt;
|-&lt;br /&gt;
| Potato ||  [10] 15  || [30]   ||&lt;br /&gt;
|-&lt;br /&gt;
| Pumpkin || [10?] 15? ||   ||&lt;br /&gt;
|-&lt;br /&gt;
| Wemp ||  [18+] 20  ||    ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Numbers in brackets indicate the earliest that I got a yield of that amount.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Dairy farming]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Dirtville&amp;diff=41332</id>
		<title>Settlement:Dirtville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Dirtville&amp;diff=41332"/>
		<updated>2009-01-28T21:30:51Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Dirtville's todo list&lt;br /&gt;
&amp;lt;br&amp;gt;Format taken from AB todo.&lt;br /&gt;
&lt;br /&gt;
{{s-home-jk}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|name&lt;br /&gt;
|moto Everyone here is made of dirt. Cool!&lt;br /&gt;
|type=v&lt;br /&gt;
|size=1&lt;br /&gt;
|mayor=[[User:Meis]]&lt;br /&gt;
|population=7+&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|enemies=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Anyone==&lt;br /&gt;
*Collect any discarded tools and items on the ground and place in the Storage Shed, please try to combine same items such as wood scraps into about 20kg to 30kg pieces for future fuel for ovens and forges.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Think of things to add to this list.&lt;br /&gt;
&lt;br /&gt;
==Carpentry==&lt;br /&gt;
*Make planks and store them into the storage shed,'''DO NOT PLACE THEM INTO YOUR HOUSE LOCKED UP!!'''&lt;br /&gt;
*Repair any house walls and fences.&lt;br /&gt;
&lt;br /&gt;
==Digging==&lt;br /&gt;
*Keep terraforming the land east. create flat land and easy to walk up ramps.&lt;br /&gt;
&lt;br /&gt;
==Healing and First Aid==&lt;br /&gt;
*Needs more information on were items are.&lt;br /&gt;
&lt;br /&gt;
==Kitchen/Food==&lt;br /&gt;
*We need new cooks to help lesson the load. Meals are great, but casseroles help too.&lt;br /&gt;
The kitchen needs the following items: Meat (fish), vegetables, foraged items, kindling, and scraps or logs for burning.&lt;br /&gt;
*Also pottery items if anyone wants to do that.&lt;br /&gt;
&lt;br /&gt;
==Masonry==&lt;br /&gt;
*Repair any stone fences.&lt;br /&gt;
*Make slabs out of decaying shards.&lt;br /&gt;
*Make bricks. Lots and Lots of Bricks, place them in the shed.&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
*Do not open any more mines. Try to mine existing shafts if possible. &lt;br /&gt;
*Shards may need to be mined, ask around.&lt;br /&gt;
*Extend the main mine with the forge deeper.&lt;br /&gt;
&lt;br /&gt;
==Smithing==&lt;br /&gt;
*Smelt iron or other metals laying around.&lt;br /&gt;
*Make tools for new players.&lt;br /&gt;
&lt;br /&gt;
==Shipbuilding==&lt;br /&gt;
*Only thing I can think of, would be to extend the 1 tile &amp;quot;dock&amp;quot; in front of our land. Other than that we need nothing here.&lt;br /&gt;
&lt;br /&gt;
==Tailoring==&lt;br /&gt;
*Do we even do this?&lt;br /&gt;
&lt;br /&gt;
==Woodcutting and Forestry==&lt;br /&gt;
*Don't cut down oaks, willows, or olive trees. Pines can all die. Cut old and very old trees.&lt;br /&gt;
*If there are felled trees that aren't being used then make [[Charcoal pile]].&lt;br /&gt;
*Try to find sprouts for oaks or other trees.&lt;br /&gt;
&lt;br /&gt;
==Jobs needed completion==&lt;br /&gt;
*120 planks are needed for Boxxybabe's new home.&lt;br /&gt;
*Also are 12 large iron nails.&lt;br /&gt;
&lt;br /&gt;
==Suspected Thief==&lt;br /&gt;
*Please if you do not see the &amp;quot;Awesome Manta&amp;quot; boat by the front please IMMEDIATELY type /dev Someone has stolen BoxxyBabe's boat, Awesome Manta!&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
*Do not build anywhere near the town or other people without permission.&lt;br /&gt;
**If in doubt, ask.&lt;br /&gt;
&lt;br /&gt;
*We also need a premium person to break some stone fences and one fence gate.&lt;br /&gt;
&lt;br /&gt;
*If you would like to add stuff to this, please PM (/t Boxxybabe) and with what sections and information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to contact us==&lt;br /&gt;
Please either visit our irc channel or PM either Meis, or prosak in game.&lt;br /&gt;
[irc://irc.heavenlyplace.net/dirtville]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41312</id>
		<title>Settlement:Broville</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Broville&amp;diff=41312"/>
		<updated>2009-01-28T15:43:37Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{s-home-jk}}&lt;br /&gt;
{{settlement&lt;br /&gt;
|motto=Cool story, bro.&lt;br /&gt;
|name=Broville&lt;br /&gt;
|type=Village&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Thraxtril&lt;br /&gt;
|population=9&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Arrowhead]]&lt;br /&gt;
|enemies=Boxxybabe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broville''' is a size 5 [[Jenn-Kellon]] [[Settlement|village]] located north-east of [[Greenside]] and South-west of [[Sanctum]]&lt;br /&gt;
Broville is pretty cool, bro.&lt;br /&gt;
&lt;br /&gt;
=== Citizens of Broville ===&lt;br /&gt;
*Dregas&lt;br /&gt;
*Baeralorn&lt;br /&gt;
*Mordostallon&lt;br /&gt;
*Herpderp&lt;br /&gt;
*Meadows&lt;br /&gt;
*Baddbob&lt;br /&gt;
*Gordonbrohman&lt;br /&gt;
*Joemikkel&lt;br /&gt;
*Thraxtril&lt;br /&gt;
=== Mayor of Broville ===&lt;br /&gt;
*Thraxtril&lt;br /&gt;
&lt;br /&gt;
=== Higher Citizens of Broville ===&lt;br /&gt;
&lt;br /&gt;
*Dregas - because he's super-cool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Lore:The_Senate_Concept&amp;diff=41288</id>
		<title>Lore:The Senate Concept</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Lore:The_Senate_Concept&amp;diff=41288"/>
		<updated>2009-01-27T23:10:08Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Coniunctis Viribus – Political System'''=&lt;br /&gt;
Coniunctis Viribus is unique on many grounds. Just one of these is the system of management that I feel the town deserves both as a revolution and experiment. No other town will have such a solid base of management where every person knows who they are and has something to aim for if they wish.&lt;br /&gt;
&lt;br /&gt;
='''Democracy'''=&lt;br /&gt;
This system is as diplomatic as any town in Wurm is going to be. Ranging from Senators to the Imperator, there will be democratic elections on many levels and here I will try my best to explain the rules by which this will all happen from the lowest to the highest level.&lt;br /&gt;
&lt;br /&gt;
==The Senate==&lt;br /&gt;
The Senate as a whole will contain elected senators, partially elected magistrates and the partially elected Imperator. &lt;br /&gt;
&lt;br /&gt;
====The Imperator====&lt;br /&gt;
The Imperator is the top of the tree, the only role under this category is Dictator – the one who tells everyone else what to do. He is the deed holder and leader of Coniunctis Viribus and has complete power over everything. He is the only person who can appoint magistrates and can, on the same token, dismiss them as he sees fit. The Dictator can also call senate elections whenever the need arises. The Imperator has full access to the senate, including The Star Chamber and The Archives. In extreme circumstance, the Consul can replace the Imperator, or by election.&lt;br /&gt;
&lt;br /&gt;
====The Magistrate====&lt;br /&gt;
The Magistrate is probably the most complicated group of officials in the family. There are nine offices under this section, although multiple people can hold the same office so there is not only necessarily going to be nine magistrates. There are two ways to become a member of the magistrate: one is by being or having been a mayor of a size 10 village with more than 15 premium members (but approved by the imperator). The other way is by private elections held by the current magistrate and imperator. The Magistrates also have full access to the senate, including The Star Chamber and The Archives.&lt;br /&gt;
&lt;br /&gt;
The nine roles are as follows:-&lt;br /&gt;
The '''Consul''' is the person second-in-command under the Dictator and in his absence can make most of the same decisions. The Consul can always call senate elections if a need becomes clear, and if the Dictator is removed from play for any reason, the Consul takes his place. The generally accepted term of absence to justify this is two weeks absent without reason. The Consul is elected from the magistrates or specifically chosen by the imperator.&lt;br /&gt;
&lt;br /&gt;
Those assigned to the role of '''Quaestor'''  have no specific responsibility as such they are the general advisors to the Dictator on any number of issues. They will step up when the Dictator makes a wrong decision and help set up the general policies and rulings of the family&lt;br /&gt;
&lt;br /&gt;
It is the job of the '''Censor''' to help to maintain a good reputation for the village and to maintain foreign relations. Another duty of the Censor is a sort of spokesperson for the village who helps to handle recruitment ads, and general promotion of the village. Required is a decent knowledge of spies and spy alts, as the Censor is also partly responsible for ensuring that the forum and town are free of unwanted people.&lt;br /&gt;
&lt;br /&gt;
The '''Governor''' is quite simply the person who is assigned to maintain the general relations whitin the sister villages of the Coniunctis Viribus family. They are responsible that for every village there is a representative in either Coniunctis Viribus or in the sister village. This is not to undermine current town mayors. The aim of the Governor is to maintain good relationships with sister villages and to keep them inspired to follow the greater cause of the family.&lt;br /&gt;
&lt;br /&gt;
The '''Commerciante''', who is the person that is responsible of all internal and external trade between family, allies, and foreign civilisations. This role is important to be done well and with respect to all partys. Trade is a big factor in establishing good relationships but money has to be made. This person will work closely together with the Imperator, who also acts as budget holder.&lt;br /&gt;
&lt;br /&gt;
The '''Praefectus Urbi''' is the director of construction, or ‘town planner’ who works together with the Dictator and Aedile to ensure an efficient defence system and deed layout. They are chief designer of the village and surrounding territory but can also take the role as advisors to help with the designs of the sister villages.&lt;br /&gt;
&lt;br /&gt;
The '''Aedile''', who is the person who makes sure the town is run correctly, in terms of order of physical constructions, such as checking the damage on walls, to the positioning of trees to make sure that nothing causes problems for the town. While appearing to be a small role, the Aedile has considerable leverage over the Praefectus Urbi as the two go hand in hand.&lt;br /&gt;
&lt;br /&gt;
The '''Praefectus Inventorium''', or Head of Logistics/The Town Inventory, makes sure that every citizen is producing what the town needs, and making sure we have enough of everything stockpiled so that none of our citizens miss out on tools and equipment due to lack of availability. This includes trade between towns together with the Commerciante.&lt;br /&gt;
&lt;br /&gt;
The '''Praetor''' is the main commander who all citizens must listen to in the event of PVP situations. Another duty of the Praetor is to oversee training of town fighters to make sure that the town can put up a good fight.&lt;br /&gt;
&lt;br /&gt;
====The Senators====&lt;br /&gt;
The Senators are the next group of officials under the Magistrates. The senators are decided trough public elections where all members of the family can vote on.&lt;br /&gt;
&lt;br /&gt;
The elected candidates will then become eligible for the office of Princeps Senatus who is basically the ‘Chief Senator’. Note: Magistrates may also be selected to fill this position if the Imperator feels this is necessary. &lt;br /&gt;
&lt;br /&gt;
It is the duty of the Senators to keep the town running smoothly and to suggest and decide on changes for the magistrates to put into effect. They have access to the Senate forum where issues within the family will be discussed. To be a senator is still a position of great influence and power, which can help to change the course of the village.&lt;br /&gt;
&lt;br /&gt;
The '''Princeps Senatus''' is similar to the role of the senator however it is a duty to keep the senators in order and, if necessary, to create petitions for magistrates/imperator to remove senators, so it is therefore necessary for the Princeps Senatus to have access to The Star Chamber as well as The Senate.  &lt;br /&gt;
&lt;br /&gt;
==The Elections==&lt;br /&gt;
There are three types of elections; Senator elections, Magistrate elections, Imperator elections. The Senator elections are public where the entire family can vote on and the Magistrate and Imperator elections are private elections, where all the members of The Senate (senators and magistrates) can vote on.&lt;br /&gt;
&lt;br /&gt;
====Senator Elections====&lt;br /&gt;
Senators are elected from the family, by the family. Elections are held whenever needed, though will be frequent if possible. The Senatorial candidates will be selected by the magistrates and imperator. The current senators will remain senator unless they resign or the Magistrate and Imperator decides they are better fit for an other role in the family. &lt;br /&gt;
&lt;br /&gt;
====Magistrate Elections====&lt;br /&gt;
Magistrates elections are a private election. They are elected by the current magistrates and imperator with the final decision of the imperator. Elections are held whenever needed but will not be frequent. Magistrate is a very powerful and important role in the family and can not be decided upon lightly. The responsibility they are given is decided by the imperator together with the new appointed magistrate by looking what role needs to be filled and the personality of the elected magistrate member.&lt;br /&gt;
&lt;br /&gt;
====Imperator Elections====&lt;br /&gt;
The Imperator elections are the only elections that are at fixed moments in time. These elections are public elections that will be held one time, every third month(four times per year). The candidates for this election are all the members of the magistrate that would like to become the new Dictator. This role can not be taken lightly in any way, becoming an imperator means you are responsible for the prosperity of the entire family. &lt;br /&gt;
&lt;br /&gt;
For this election, each candidate will make a post on the www.wurmunited.com family board, explaining:&lt;br /&gt;
- The future of the family&lt;br /&gt;
- Changes they want to put in&lt;br /&gt;
- Why to vote for this person&lt;br /&gt;
&lt;br /&gt;
All the members of the family can then vote for the candidate they see most fit as imperator. The new imperator will be instated whitin one week after the elections are concluded, giving the current imperator the chance to clean up the Imperator Retreat and finish up current projects.&lt;br /&gt;
&lt;br /&gt;
Back to [[Coniunctis Viribus]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Spawn&amp;diff=41287</id>
		<title>Spawn</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Spawn&amp;diff=41287"/>
		<updated>2009-01-27T23:09:52Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spawn is the word used to describe (in this game) the location where [[animals]] are created into the world.  Most animals are spawned from [[lair|lairs]] however animals will also spawn on certain terrain, areas of certain influence such as [[HOTS]], or can be hatched.&lt;br /&gt;
&lt;br /&gt;
Unique creatures are only spawned once with the creation of the world/[[map]], and will not return without [[GM]] intervention.  Exceptions to this are [[dragons]]; female dragons can on rare occasions lay a [[huge egg]] which should hatch.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Spam_Mode&amp;diff=41286</id>
		<title>Spam Mode</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Spam_Mode&amp;diff=41286"/>
		<updated>2009-01-27T23:09:19Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When toggled via right clicking, highlighting modes, then choosing Spam Mode, will show all hits and misses in combat. As well as that of the enemy. Useful when you have lower fighting skill to see how many times you're actually attacking vs how many you are hitting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Coniunctis_Viribus_(Sister_Village)&amp;diff=41284</id>
		<title>Settlement:Coniunctis Viribus (Sister Village)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Coniunctis_Viribus_(Sister_Village)&amp;diff=41284"/>
		<updated>2009-01-27T23:08:44Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Coniunctis Viribus - Sister villages concept''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== '''The concept in short''' ==== &lt;br /&gt;
&lt;br /&gt;
The concept behind sister villages is to create a network of towns helping each other when it is needed. Every town has its ups and downs, being related so closely allows for easy support of each other. This creates the Coniunctis Viribus Family&lt;br /&gt;
&lt;br /&gt;
==== '''Communication''' ====&lt;br /&gt;
&lt;br /&gt;
To keep the sister villages closely affiliated with each other and the mother village, there is need for good ways of communication and interaction. &lt;br /&gt;
&lt;br /&gt;
On the website www.wurmunited.com we will have a homepage, from where there will be links to the forums of the sister villages. These forums can be either on this website, or it can link to an already existing forum/website of that village(we prefer your own website). This should help with communication within the village but also between the villages. &lt;br /&gt;
&lt;br /&gt;
===='''Coniunctis Viribus'''====&lt;br /&gt;
&lt;br /&gt;
Coniunctis Viribus (CV), which means With United Power, should not be seen as a village, but as a family where many can be a part of. The CV deed is a size 15 village on the wild server, where the senate, the magistrate (and the governor magistrates) are located. &lt;br /&gt;
CV will support all of the sister villages in any way possible, as if they are members of this village with equal rights and the same is expected the other way around, as we are one big family. &lt;br /&gt;
&lt;br /&gt;
===='''Visitor house + embassy'''====&lt;br /&gt;
Each sister village will need to have minimum a 1x1 embassy building and 2x1 visitor house with some containers to store items either ondeed or offdeed but attached to it. The embassy will function as a place where the governor magistrate’s alt can live and the visitor house is there to make it easier for citizens of the different sister villages to travel between them, if needed. &lt;br /&gt;
&lt;br /&gt;
The sister village needs an alt of the appointed governor magistrate to live in that village. &lt;br /&gt;
On the sister village wiki page there needs to be a mention that you are a part of the Coniunctis Viribus family.&lt;br /&gt;
&lt;br /&gt;
===='''What the sister villages do'''====&lt;br /&gt;
&lt;br /&gt;
All the members of the sister villages are treated as family, together with the other villages. They are supported by good enchants and tools and supported in other ways as if we are all together, one big village - the family. The members also have voting rights for the senate elections. Anyone of the family can become a senator or magistrate, and even climb up to become the imperator. The senate is located in the mother village, but members of the senate do not have to live in the mother village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note''' that in no way you are submissive to the village of CV on the Wild Server. We are all together one big family that work together, unite, to become more powerful as group. What CV does, is give advice and support. All the members of the family have influence over the family, trough voting and by becoming members of the senate.&lt;br /&gt;
&lt;br /&gt;
http://img227.imageshack.us/my.php?image=cvsistertownconceptdm2.png&lt;br /&gt;
&lt;br /&gt;
Back to [[Coniunctis Viribus]] wiki page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Sculpting_wand&amp;diff=41283</id>
		<title>Sculpting wand</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Sculpting_wand&amp;diff=41283"/>
		<updated>2009-01-27T23:08:14Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sculpting wand was a special item given out in Christmas 2008 as a [[Item:Gift|gift]] to premium players at [[Newtown]], [[The Shroud]], [[Gold Coast]], [[The Landing]] and at [[Alchemist Bay]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Offices&amp;diff=41282</id>
		<title>Offices</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Offices&amp;diff=41282"/>
		<updated>2009-01-27T23:07:48Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On the wild server the leaders of each kingdom can appoint several '''offices''' to players of their choosing, some of which grant the holder special abilities or items, as well as a title.&lt;br /&gt;
&lt;br /&gt;
=== Jenn-Kellon Offices ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! Office name&lt;br /&gt;
! Function&lt;br /&gt;
! Abilities/Items granted&lt;br /&gt;
|-&lt;br /&gt;
! Grand Prince&lt;br /&gt;
| Kingdom leader || Fighting bonus, ability to grant offices&lt;br /&gt;
|-&lt;br /&gt;
! Information Minister&lt;br /&gt;
| Info on enemy || Allows you to see who of the enemy offices are online&lt;br /&gt;
|-&lt;br /&gt;
! Court magus&lt;br /&gt;
| -- || --&lt;br /&gt;
|-&lt;br /&gt;
! Earl Marshal&lt;br /&gt;
| -- || Ability to know when your kingdom's guard towers are under attack&lt;br /&gt;
|-&lt;br /&gt;
! Court Smith&lt;br /&gt;
| Kingdom smith || Higher % when creating items&lt;br /&gt;
|-&lt;br /&gt;
! Court Jester&lt;br /&gt;
| -- || --&lt;br /&gt;
|-&lt;br /&gt;
! Chief of economy&lt;br /&gt;
| -- || --&lt;br /&gt;
|-&lt;br /&gt;
! Royal priest&lt;br /&gt;
| Less favor || Allows priests/champions to cast spells only costing them 1/2 the normal favor&lt;br /&gt;
|-&lt;br /&gt;
! Royal lover&lt;br /&gt;
| -- || --&lt;br /&gt;
|-&lt;br /&gt;
! Royal avenger&lt;br /&gt;
| Fighter || Fighting bonus&lt;br /&gt;
|-&lt;br /&gt;
! Royal cook&lt;br /&gt;
| Cook || Makes meals higher quality&lt;br /&gt;
|-&lt;br /&gt;
! Royal herald&lt;br /&gt;
| Announcer || Ability to write messages to area history and announce players/items in local event windows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Horde of the Summoned Offices ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! Office name&lt;br /&gt;
! Function&lt;br /&gt;
! Abilities/Items granted&lt;br /&gt;
|-&lt;br /&gt;
! Emperor/Empress&lt;br /&gt;
| Kingdom leader || Fighting bonus, ability to grant offices&lt;br /&gt;
|-&lt;br /&gt;
! Bloodwhisperer &lt;br /&gt;
| Info on enemy || Allows you to see who of the enemy offices are online&lt;br /&gt;
|-&lt;br /&gt;
! Shaman&lt;br /&gt;
| -- || --&lt;br /&gt;
|-&lt;br /&gt;
! Chief of the Cabal&lt;br /&gt;
| -- || Ability to know when your kingdom's guard towers are under attack&lt;br /&gt;
|-&lt;br /&gt;
! Armsmaster&lt;br /&gt;
| Kingdom smith || Higher % when creating items&lt;br /&gt;
|-&lt;br /&gt;
! Dancer&lt;br /&gt;
| -- || --&lt;br /&gt;
|-&lt;br /&gt;
! Main thug&lt;br /&gt;
| -- || --&lt;br /&gt;
|-&lt;br /&gt;
! Seer&lt;br /&gt;
| Less favor || Allows priests/champions to cast spells only costing them 1/2 the normal favor&lt;br /&gt;
|-&lt;br /&gt;
! Assassin&lt;br /&gt;
| Fighter || Fighting Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Party fixer&lt;br /&gt;
| Cook || Makes meals higher quality&lt;br /&gt;
|-&lt;br /&gt;
! Harbringer&lt;br /&gt;
| Announcer || Ability to write messages to area history and announce players/items in local event windows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mol Rehan Offices ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! Office name&lt;br /&gt;
! Function&lt;br /&gt;
! Abilities/Items granted&lt;br /&gt;
|-&lt;br /&gt;
! Chancellor&lt;br /&gt;
| Kingdom leader || Fighting bonus, ability to grant offices&lt;br /&gt;
|-&lt;br /&gt;
! Head of the secret police&lt;br /&gt;
| Info on enemy || Allows you to see who out of the enemy offices are online&lt;br /&gt;
|-&lt;br /&gt;
! Court magus&lt;br /&gt;
| -- || --&lt;br /&gt;
|-&lt;br /&gt;
! Defense advisor&lt;br /&gt;
| -- || Ability to know when your kingdom's guard towers are under attack&lt;br /&gt;
|-&lt;br /&gt;
! Court Smith&lt;br /&gt;
| Kingdom smith || --&lt;br /&gt;
|-&lt;br /&gt;
! Economic advisor&lt;br /&gt;
| -- || --&lt;br /&gt;
|-&lt;br /&gt;
! Religious advisor&lt;br /&gt;
| Less favor || Allows priests/champions to cast spells only costing them 1/2 the normal favor&lt;br /&gt;
|-&lt;br /&gt;
! Executioner&lt;br /&gt;
| Fighter || Fighting bonus&lt;br /&gt;
|-&lt;br /&gt;
! Court chef&lt;br /&gt;
| Cook || Meals come out higher quality&lt;br /&gt;
|-&lt;br /&gt;
! Court Announcer&lt;br /&gt;
| Announcer || Ability to write messages to area history and announce players/items in local event windows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/O]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Brotopia&amp;diff=41279</id>
		<title>Settlement:Brotopia</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Brotopia&amp;diff=41279"/>
		<updated>2009-01-27T23:04:49Z</updated>

		<summary type="html">&lt;p&gt;Dregas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A group of kids from some forum out there.  half of them think a map to the place is a virus so they rather spam jk saying  &amp;quot;im lost&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
heres the map on Wurm's Wiki..&lt;br /&gt;
&lt;br /&gt;
==Old Brotopia==&lt;br /&gt;
http://img244.imageshack.us/img244/5089/brotopiaqk2.png&lt;br /&gt;
&lt;br /&gt;
==New Brotopia==&lt;br /&gt;
http://img73.imageshack.us/img73/4992/newbrotopiaii4.png&lt;br /&gt;
&lt;br /&gt;
==F.A.Q.==&lt;br /&gt;
&lt;br /&gt;
'''Basics'''&lt;br /&gt;
*''You can't change your view to 3rd person''&lt;br /&gt;
*''there is no in-game map''&lt;br /&gt;
*''Cursing in JK chat is a fast way to get muted''&lt;br /&gt;
*''Pressing caps lock and typing in all caps letters isnt cute, will get you muted''&lt;br /&gt;
*''You can curse and spam in local chat but only once your outside of the NT area, as that follows jk chat rules''&lt;br /&gt;
*''Your character's speed is equal to your weight carried, no sprinting or turbo speed''&lt;br /&gt;
*''To get back to NT from anywhere in the game, type /suicide,  you will receive a .25 skill loss, unless you have no skills...''&lt;br /&gt;
&lt;br /&gt;
'''Food and Water'''&lt;br /&gt;
*''Press F3''&lt;br /&gt;
*''Equip your starter sword in your right hand''&lt;br /&gt;
*''Equip your starter Sheild on your left Arm''&lt;br /&gt;
*''Hunt ONLY deer or Dogs, anything else will kill you''&lt;br /&gt;
*''Drink water from any body of water, it is all safe fresh water'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Dregas</name></author>
		
	</entry>
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