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	<updated>2026-06-04T09:23:33Z</updated>
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	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Healing_cover&amp;diff=80255</id>
		<title>Healing cover</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Healing_cover&amp;diff=80255"/>
		<updated>2013-07-16T14:47:13Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: changed wording to reflect more accurately what a healing cover is&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Alchemy]] / [[Natural substances]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|image=healing_cover.jpg&lt;br /&gt;
|result=* '''{{PAGENAME}}'''&lt;br /&gt;
|creation=natural substances&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&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, Gland, Twisted Unicorn Horn, Heart&lt;br /&gt;
4 : Green Mushroom, Lovage, Rosemary, Tooth&lt;br /&gt;
3 : Blue Mushroom, Camelia, Eye, Nettles, Sage, Yellow Mushroom&lt;br /&gt;
2 : Acorns, Barley, Bladder, Brown Mushroom, Garlic, Hoof, Lavender, Lemon, Paw, Sassafras, Tail&lt;br /&gt;
1 : Corn, Onion, Parsley, Pumpkin, Rose, Wemp plant, Wheat&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 poultice of various herbs and other components to be applied on a [[wound]] in order to assist healing. It can be applied in addition to a [[bandage]] or used on its own.&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 its effectiveness, choose &amp;quot;Alchemy &amp;gt; Lore&amp;quot; (requires at least 10 natural substances skill)&lt;br /&gt;
# To make the healing cover, choose &amp;quot;Alchemy &amp;gt; Mix&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Result ==&lt;br /&gt;
* Healing cover (0.02-0.51 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;
Chance of success is affected by [[First Aid]] skill, the [[quality]] of the cover and the severity of the wound. Failure to apply has a small chance to make the wound worse.&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 [[garlic]] (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;4&amp;quot; | 5&lt;br /&gt;
| [[Black mushroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted unicorn horn|Unicorn Twisted horn]]&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;11&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;
| [[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;8&amp;quot; | 1&lt;br /&gt;
| [[Corn]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Onion]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Parsley]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pumpkin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Reed plants]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rose]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wemp plants]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wheat]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strength identification ==&lt;br /&gt;
The [[Quality level|quality]] of a healing cover is of no consequence to the strength of the cover. To identify whether the cover 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.'' (6-9)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be good''' against wounds.'' (10-12)&lt;br /&gt;
* ''A bunch of interwoven grass mixed with various healing ingredients. It will '''be very good''' against wounds.'' (15-16)&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;
'''UPDATE:''' For those of you that organize based on power, '''pretty efficient''' and '''good''' ranges changed. '''pretty good''' no longer exists. Power (12) has been moved to '''good''' and power (9) has moved to '''pretty efficient'''.&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;
* Quality of the Healing cover increases the chance to successfully apply it.&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;
* [http://69.60.120.243/wurm/healingcovers.php Healing Cover Calculator] &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;
* [[Healing Guide]]&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>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Channeling&amp;diff=76196</id>
		<title>Channeling</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Channeling&amp;diff=76196"/>
		<updated>2012-12-14T10:52:09Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Channeling]] is the [[skill]] used in the casting of [[:Category:Spells|spells]] in order to enchant [[item]]s. You will need to be a [[priest]] and have your god's [[statuette]] activated in order to channel.&lt;br /&gt;
&lt;br /&gt;
The mechanism of casting takes into account a number of factors. When a cast is made your channelling skill, [[alignment]], [[soul depth]] and spell difficulty are used to generate a result. This result can be positive or negative. As your skills and attributes improve the chance and degree of a negative cast will be reduced but never completely removed.&lt;br /&gt;
&lt;br /&gt;
If the result is positive then depending on the value a power rating is generated. If the item cast on does not have the enchant already it will be assigned this power value. If the item already has this enchant then the power rating is updated and appropriate messages are produced. Here is where we get the improve or frown messages.&lt;br /&gt;
&lt;br /&gt;
If the cast is negative then the cast failed and if the absolute value of power of the cast is less than the quality then nothing happens. If the cast falls between 1/3 of the quality and the quality then the item is damaged. If the power is higher than the quality the item is shattered. Higher quality items are therefore less likely to shatter.&lt;br /&gt;
&lt;br /&gt;
For example a 30QL item will shatter if the power of the cast is worse than -30 and take damage if the power is  worse than -10. A 90QL item will shatter only if the cast is worse than -90 and take damage up to a power of -30. &lt;br /&gt;
&lt;br /&gt;
The absolute range of power generated is not actually known  but from observations it is seen to range from at least -250 to + 103. At low skill levels on harder spells it is quite easy to get higher negative casts and unless you use higher quality items you can shatter a significant portion of the items being cast on. As you raise your skills and attributes you will be able to see the median moving. For Vynora priests watching the power of opulence casts makes this easy as you can have a large number of items all at the same quality on which to cast.&lt;br /&gt;
&lt;br /&gt;
An important note is that the system is such that it is impossible to guarantee that an item being cast on will not shatter. At higher skills with higher quality items it will be very unlikely but it can not be ruled out even then. For a caster there is no such thing as high enough channelling, the more the better. This is especially an aim of Vynora priests as the more channelling they have. the higher the chance of getting a 90+ power on a cast in either [[Wind of Ages]] or [[Circle of Cunning]], the two most desired enchants. &lt;br /&gt;
&lt;br /&gt;
===Tips for early skilling===&lt;br /&gt;
* Fo priests should concentrate on [[Bless]]ing, [[Morning Fog]], [[healing]] and enchanting [[Pottery flask|flask]]s of [[water]] with [[Fo's Touch]].&lt;br /&gt;
* Vynora priests should bless things until 15 channeling, then [[Opulence]] [[meal]]s/food items until 40 channeling (The quality of the food affects the chance to succesfully cast Opulence, so a high [[quality]] food results in less fails), then use either [[Vynora's Touch]] on flasks of water or the various item augmentations ([[Circle of Cunning]], [[Wind of Ages]], [[Frostbrand]] etc)&lt;br /&gt;
* Magranon priests should [[Bless]] objects and make [[Light token]] until 10 channeling, then enchant water with [[Magranon's Shield]] (in a [[flask]] for example)&lt;br /&gt;
* Libila priests should bless objects until 5 channeling, then use the drain spells on a penned animal until 15 channeling, then enchant flasks of water with [[Libila's Scale]]&lt;br /&gt;
* Using a higher quality statuette is not known to affect success chance or skillgain if it is augmented with [[Circle of Cunning]].&lt;br /&gt;
* Priests whom do not worship Fo should not use buff spells to gain experience (such as [[Sixth Sense]]), as they yield significantly less skill when compared to enchantment spells such as [[Opulence]] or [[Bless]].&lt;br /&gt;
* If you absolutely must use a buff spell for skilling for whatever reason, do not cast it on your own body as this will further reduce the skillgain. Use a penned animal or another player instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Titles]]===&lt;br /&gt;
* Channeler at 50 skill&lt;br /&gt;
* Conduit at 70 skill&lt;br /&gt;
* Casting specialist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]] &lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Channeling&amp;diff=76195</id>
		<title>Channeling</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Channeling&amp;diff=76195"/>
		<updated>2012-12-14T10:51:39Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Channeling]] is the [[skill]] used in the casting of [[:Category:Spells|spells]] in order to enchant [[item]]s. You will need to be a [[priest]] and have your god's [[statuette]] activated in order to channel.&lt;br /&gt;
&lt;br /&gt;
The mechanism of casting takes into account a number of factors. When a cast is made your channelling skill, [[alignment]], [[soul depth]] and spell difficulty are used to generate a result. This result can be positive or negative. As your skills and attributes improve the chance and degree of a negative cast will be reduced but never completely removed.&lt;br /&gt;
&lt;br /&gt;
If the result is positive then depending on the value a power rating is generated. If the item cast on does not have the enchant already it will be assigned this power value. If the item already has this enchant then the power rating is updated and appropriate messages are produced. Here is where we get the improve or frown messages.&lt;br /&gt;
&lt;br /&gt;
If the cast is negative then the cast failed and if the absolute value of power of the cast is less than the quality then nothing happens. If the cast falls between 1/3 of the quality and the quality then the item is damaged. If the power is higher than the quality the item is shattered. Higher quality items are therefore less likely to shatter.&lt;br /&gt;
&lt;br /&gt;
For example a 30QL item will shatter if the power of the cast is worse than -30 and take damage if the power is  worse than -10. A 90QL item will shatter only if the cast is worse than -90 and take damage up to a power of -30. &lt;br /&gt;
&lt;br /&gt;
The absolute range of power generated is not actually known  but from observations it is seen to range from at least -250 to + 103. At low skill levels on harder spells it is quite easy to get higher negative casts and unless you use higher quality items you can shatter a significant portion of the items being cast on. As you raise your skills and attributes you will be able to see the median moving. For Vynora priests watching the power of opulence casts makes this easy as you can have a large number of items all at the same quality on which to cast.&lt;br /&gt;
&lt;br /&gt;
An important note is that the system is such that it is impossible to guarantee that an item being cast on will not shatter. At higher skills with higher quality items it will be very unlikely but it can not be ruled out even then. For a caster there is no such thing as high enough channelling, the more the better. This is especially an aim of Vynora priests as the more channelling they have. the higher the chance of getting a 90+ power on a cast in either [[Wind of Ages]] or [[Circle of Cunning]], the two most desired enchants. &lt;br /&gt;
&lt;br /&gt;
===Tips for early skilling===&lt;br /&gt;
* Fo priests should concentrate on [[Bless]]ing, [[Morning Fog]], [[healing]] and enchanting [[Pottery flask|flask]]s of [[water]] with [[Fo's Touch]].&lt;br /&gt;
* Vynora priests should bless things until 15 channeling, then [[Opulence]] [[meal]]s/food items until 40 channeling (The quality of the food affects the chance to succesfully cast Opulence, so a high [[quality]] food results in less fails), then use either [[Vynora's Touch]] on flasks of water or the various item augmentations ([[Circle of Cunning]], [[Wind of Ages]], [[Frostbrand]] etc)&lt;br /&gt;
* Magranon priests should [[Bless]] objects and make [[Light token]] until 10 channeling, then enchant water with [[Magranon's Shield]] (in a [[flask]] for example)&lt;br /&gt;
* Libila priests should bless objects until 5 channeling, then use the drain spells on a penned animal until 15 channeling, then enchant flasks of water with [[Libila's Scale]]&lt;br /&gt;
* Using a higher quality statuette is not known to affect success chance or skillgain if it is augmented with [[Circle of Cunning]].&lt;br /&gt;
* Priests whom do not worship Fo should using buff spells to gain experience (such as [[Sixth Sense]]), as they yield significantly less skill when compared to enchantment spells such as [[Opulence]] or [[Bless]].&lt;br /&gt;
* If you absolutely must use a buff spell for skilling for whatever reason, do not cast it on your own body as this will further reduce the skillgain. Use a penned animal or another player instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Titles]]===&lt;br /&gt;
* Channeler at 50 skill&lt;br /&gt;
* Conduit at 70 skill&lt;br /&gt;
* Casting specialist at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]] &lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Sixth_sense&amp;diff=76194</id>
		<title>Sixth sense</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Sixth_sense&amp;diff=76194"/>
		<updated>2012-12-14T10:48:07Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=6&lt;br /&gt;
|favor=15&lt;br /&gt;
|difficulty=20&lt;br /&gt;
|target=Creature&lt;br /&gt;
|castingtime=10&lt;br /&gt;
|god=[[Vynora]], [[Magranon]], [[Fo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
''&amp;quot;You will now detect hidden dangers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Lasts roughly 2.5 minutes per power, when it wears off you will get this event.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;You are no longer affected by Sixth Sense.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is known to alert the affected to the presence of traps in the immediate vicinity (1-2 tiles). It does so by an orange 'TRAP!' message displayed in event. No further information on the trap is divulged. Can be cast on all creatures, but is known only to have an effect on humans.&lt;br /&gt;
&lt;br /&gt;
Sixth Sense yields little [[channeling]] skillgain on successful casts at nearly any skill level, and is a poor choice for skilling priests accordingly.&lt;br /&gt;
&lt;br /&gt;
===Method===&lt;br /&gt;
# Activate your [[Gods]] [[channeling]] item, and right-click a person. Select Spells/[[Sixth Sense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Fo Spells]]&lt;br /&gt;
[[Category:Magranon Spells]]&lt;br /&gt;
[[Category:Babel/S]]&lt;br /&gt;
[[Category:Buff spells]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Aura_of_Shared_Pain&amp;diff=76193</id>
		<title>Aura of Shared Pain</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Aura_of_Shared_Pain&amp;diff=76193"/>
		<updated>2012-12-14T10:46:41Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=25&lt;br /&gt;
|favor=35&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Vynora]], [[Magranon]]&lt;br /&gt;
|cooldowntime=5 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''{{PAGENAME}}''' makes the item it is cast upon cause damage to the opponent when the holder is being hit. The spell only is effective if it is cast on an armor piece other than shields.&lt;br /&gt;
&lt;br /&gt;
Some unique creatures like dragons are known to resist this spell.&lt;br /&gt;
&lt;br /&gt;
The power and effect of the spell is given in the bracket [x] ranging from 1 to 103. The spell can be cast multiple times to try to improve the effect of it. Success of casting the spell depends on your channeling skill.&lt;br /&gt;
&lt;br /&gt;
This spell will not stack with [[Web armour]].&lt;br /&gt;
&lt;br /&gt;
==Warning==	 &lt;br /&gt;
There is a risk that this spell will destroy the item if you fail casting it. This spell, like all other weapon/armor enchantment spells, has a significant chance of shattering an item when cast below 40 channeling on items below 50ql.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Magranon Spells]]&lt;br /&gt;
[[Category:Babel/A]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Category:Mushrooms&amp;diff=43714</id>
		<title>Category:Mushrooms</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Category:Mushrooms&amp;diff=43714"/>
		<updated>2009-05-01T05:22:13Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: formatting issues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / [[:Category:Mushrooms|Mushrooms]]&lt;br /&gt;
&lt;br /&gt;
All [[Mushrooms]] go here. Add &amp;lt;nowiki&amp;gt; [[Category:Mushrooms]] &amp;lt;/nowiki&amp;gt; to the bottom of your page to have it listed here.&lt;br /&gt;
&lt;br /&gt;
Mushrooms are excellent food sources for new players, though their scarcity and seemingly region-based growth patterns may make them difficult to find initially. However, it is speculated that dropping a mushroom by a tree will encourage others to spawn around it - so when you go picking for mushrooms, please try to leave at least one behind!&lt;br /&gt;
&lt;br /&gt;
Mushrooms are also excellent [[healing cover]] ingredients on the go.&lt;br /&gt;
&lt;br /&gt;
Mushrooms decay quite quickly inside the inventory, but appear to last months when dropped on the ground.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]][[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Category:Mushrooms&amp;diff=43713</id>
		<title>Category:Mushrooms</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Category:Mushrooms&amp;diff=43713"/>
		<updated>2009-05-01T05:21:59Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: expanded information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / [[:Category:Mushrooms|Mushrooms]]&lt;br /&gt;
&lt;br /&gt;
All [[Mushrooms]] go here. Add &amp;lt;nowiki&amp;gt; [[Category:Mushrooms]] &amp;lt;/nowiki&amp;gt; to the bottom of your page to have it listed here.&lt;br /&gt;
Mushrooms are excellent food sources for new players, though their scarcity and seemingly region-based growth patterns may make them difficult to find initially. However, it is speculated that dropping a mushroom by a tree will encourage others to spawn around it - so when you go picking for mushrooms, please try to leave at least one behind!&lt;br /&gt;
&lt;br /&gt;
Mushrooms are also excellent [[healing cover]] ingredients on the go.&lt;br /&gt;
&lt;br /&gt;
Mushrooms decay quite quickly inside the inventory, but appear to last months when dropped on the ground.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]][[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Golden_valley&amp;diff=41299</id>
		<title>Golden valley</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Golden_valley&amp;diff=41299"/>
		<updated>2009-01-28T05:08:26Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Description==&lt;br /&gt;
The realm of the Golden Valley is an interesting one, lying but an arm's reach from the main realm of Wurm. A world seemingly locked in stasis - in an eternal loop that completely wipes the land clean every now and then. All new souls entering the Wurm universe will appear within this tiny landscape, and are perfectly free to explore or colonize it as they choose. However, come with a friend, as the realm contains perils far greater than the mere search for food and water..&lt;br /&gt;
&lt;br /&gt;
The server is the starting point for all free to play characters (see [[Account Types#Basic|Basic account]]), and has the presence of two kingdoms on it - [[Mol-Rehan]] and [[Jenn-Kellon]]. Your choice of kingdom will not affect your real kingdom in the true Wurm realm, so choose whatever you feel fits you best, as you can change before you leave for wider lands. Take note however - the fearsome [[Horde of the Summoned]] do not have access to this fabled realm, and as such, a teleporter to their lands does not exist. You must seek out a member of the Horde to join their cause personally.&lt;br /&gt;
&lt;br /&gt;
Due to a mysterious pacifying force, [[PvP]] combat is disabled on this server. Deed and tower guard constructs are not immune to this force however, so tread on controlled soil at your own peril. This force is rumored to weaken the animal inhabitants of this realm.&lt;br /&gt;
&lt;br /&gt;
Once you step through one of the many portals inhabiting this realm, beware - for you are unable to return. The choices you make in the Golden Valley are as permanent as you wish them to be.&lt;br /&gt;
&lt;br /&gt;
==Landscape==&lt;br /&gt;
&lt;br /&gt;
The Golden Valley boasts a fairly mild landscape, sporting aspects of all three servers combined. The MR section of the map is mountainous, wild and untamed - very similar to both the territories controlled by [[Mol-Rehan]] on the [[Wild]] server, and the overall terrain on the [[Mol-Rehan]] home server. Adversely, the [[Jenn-Kellon]] lands are flatter and easier to colonize, but hunting and resources are more sparse than normal. &lt;br /&gt;
&lt;br /&gt;
Compared to the true realm, the Golden Valley is astonishingly small - a mere twelfth of the size of other continents in the Wurm universe.&lt;br /&gt;
&lt;br /&gt;
==Astronomy and Geography==&lt;br /&gt;
&lt;br /&gt;
See [[Golden Valley by Kinoss]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/G]]&lt;br /&gt;
[[Category:Servers]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tree&amp;diff=41298</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tree&amp;diff=41298"/>
		<updated>2009-01-28T04:59:29Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Trees can be cut down by using an [[axe]] as well as with a myriad of other tools. [[Sprout]]s can be picked from trees using a [[sickle]], and can be used to [[plant]] new trees elsewhere. Trees that are left sprouting long enough will plant sprouts nearby on their own.&lt;br /&gt;
&lt;br /&gt;
There are different types of trees, primarily grouped by their lumber production. Non-lumber trees can be [[harvest]]ed while in season, usually with a sickle. See the [[seasons]] article for specific harvest times.&lt;br /&gt;
&lt;br /&gt;
== Tree Types ==&lt;br /&gt;
http://img95.imageshack.us/img95/5742/treesfs2.jpg&lt;br /&gt;
&lt;br /&gt;
=== Lumber Trees ===&lt;br /&gt;
Lumber trees give large amounts of [[wood]] when chopped at an old age. Most types of wood also have special properties.&lt;br /&gt;
&lt;br /&gt;
* [[Birch]] - Birchwood burns better than other wood.&lt;br /&gt;
* [[Cedar]] - Items made of cedarwood decay slower than other items; also good for arrows.&lt;br /&gt;
* [[Pine]] - Pinewood has no special properties, but pines are abundant and grow fast.&lt;br /&gt;
* [[Oak]] - Oakenwood items yield no inherent bonuses, but are often a signet of wealth due to their rarity. An oak will kill other trees within 1 tile.&lt;br /&gt;
* [[Willow]] - Willow wood is good for [[bow]]s and [[fishing rod]]s. Items made from willow wood are suspected to damage faster. A willow will kill other trees within 2 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Fruit Trees ===&lt;br /&gt;
[[Fruit]] trees have fruits which can be [[harvest]]ed during harvest season, but they give very little wood. They are also notorious (with the exception of [[Olive tree]]s for spreading incredibly fast and removing potential growth locations for other trees with more utility.&lt;br /&gt;
&lt;br /&gt;
* [[Apple]] - apples&lt;br /&gt;
* [[Cherry]] - cherries&lt;br /&gt;
* [[Lemon]] - lemons&lt;br /&gt;
* [[Maple]] - maple sap (using a container, like a [[bucket]] - not a sickle)&lt;br /&gt;
* [[Olive]] - olives&lt;br /&gt;
&lt;br /&gt;
=== Bushes ===&lt;br /&gt;
Bushes don't give any wood at all when chopped down. Like fruit trees, they can also be harvested.&lt;br /&gt;
&lt;br /&gt;
* [[Camellia]] - camellia&lt;br /&gt;
* [[Grape]] - grapes&lt;br /&gt;
* [[Lavender]] - lavender&lt;br /&gt;
* [[Oleander]] - oleander&lt;br /&gt;
* [[Rose]] - rose petals&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Trees generally take several weeks to grow to &amp;quot;old&amp;quot;, &amp;quot;very old&amp;quot; or &amp;quot;overaged&amp;quot;, which are the prime types for cutting. Oak is known to take several months - in some cases, years to reach old age.&lt;br /&gt;
* Trees infected by [[mycelium]] do not produce fruit.&lt;br /&gt;
* Old, very old and overaged trees give a felled tree when chopped down. Other age groups give a log.&lt;br /&gt;
* If a tree is left long enough with enough of the same tree in the immediate area, it can wither from overaged to the 'old and shriveled' status. Shriveled trees yield no fruit and shriveled lumber trees yield wood similar to that of a fruit tree.&lt;br /&gt;
* [[Sprout]]ing very old trees prevents them from becoming overaged. It is not known whether overaged trees give more or less wood than normal, but it is known that overaged trees shrivel more quickly.&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category:Babel/T]]&lt;br /&gt;
[[category:trees| ]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mining&amp;diff=41297</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mining&amp;diff=41297"/>
		<updated>2009-01-28T04:37:13Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: don't completely remove it, dispute it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{disputed&lt;br /&gt;
|reason=Optimal skillgain: 90 mining experience speaks otherwise (SPECIFY)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Mining is the skill of excavating rock and ore veins. The act of mining increases several [[characteristics]]: [[body strength]], [[body stamina]], [[mind logic]] and [[soul strength]].&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
There are several &amp;quot;modes&amp;quot; of mining, depending on where and what you mine. The method is much the same for all of them: Activate a [[pickaxe]], right-click the place to mine and select Mining -&amp;gt; (action).&lt;br /&gt;
&lt;br /&gt;
Remember that Wurm is a 2D world. The cave layer is essentially a second world beneath the surface world. It is possible to mine upwards and downwards with a few limitations.  You may not  mine upward out of rock and into the dirt that is covering it.  You can mine downward until you reach the water table, but can not mine deeper than one tile level below water level. It is also  not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel.  This can be useful when done intentionally.  It can also ruin your mine if unplanned.  Planning your mine with an overhead view of your mine on graph paper can save you some heartache.&lt;br /&gt;
&lt;br /&gt;
=== Surface excavation ===&lt;br /&gt;
&lt;br /&gt;
The first step in all mines is to make a mine entrance on the surface. This can be done on any [[cliff]] or [[rock]] tile. Surface mining is fairly quick compared to tunnel and ore mining. After 51 mining actions, the message &amp;quot;You will soon create an entrance&amp;quot; will appear. A few actions later an entrance will be created. The exact value is random, averaging around 5 mining actions after the message appears.&lt;br /&gt;
&lt;br /&gt;
Surface excavation will produce [[rock shards]] on some actions. The probability seems to be around 25%.&lt;br /&gt;
&lt;br /&gt;
NOTE: Mining on a shallow slope is dangerous since you are basically mining straight down and so are probably gonna dig yourself into a pit. A slope of 10+ is probably safe (estimate).&lt;br /&gt;
&lt;br /&gt;
=== Mine doors ===&lt;br /&gt;
&lt;br /&gt;
You can limit access to your mine with the use of a [[mine door]]. Several types of mine doors are available.&lt;br /&gt;
&lt;br /&gt;
=== Tunnel Excavation ===&lt;br /&gt;
&lt;br /&gt;
Mining a cave wall inside a mine will create a tunnel further into the mine. It takes 45 mining actions to produce the message &amp;quot;The wall will break soon&amp;quot;, after which it takes average 5 actions to open the tunnel.&lt;br /&gt;
&lt;br /&gt;
Tunnel excavation produces [[rock shards]] on every action.&lt;br /&gt;
&lt;br /&gt;
==== Dropshaft ====&lt;br /&gt;
&lt;br /&gt;
To create a dropshaft, you need to mine a tile that is either above or below a tile that has already been dug out.&lt;br /&gt;
&lt;br /&gt;
Primary uses of dropshafts are fast travel from one level of a mine to a lower level.&lt;br /&gt;
&lt;br /&gt;
For example, if you dig down to water level to get a source of water, you can create a water filled cave and mine out over that cave to get a dropshaft that takes you straight down to the water.&lt;br /&gt;
&lt;br /&gt;
There is no falling damage inside mines.&lt;br /&gt;
&lt;br /&gt;
=== Tunnel Exits ===&lt;br /&gt;
&lt;br /&gt;
*You '''cannot''' mine out from a tunnel if the tile outside has dirt on it.&lt;br /&gt;
*You '''can''' mine out from a tunnel if the tile outside is bare rock.&lt;br /&gt;
&lt;br /&gt;
''Thanks, Kediec, for that info.''&lt;br /&gt;
&lt;br /&gt;
=== Ore mining ===&lt;br /&gt;
&lt;br /&gt;
Ore is produced by mining ore veins found inside a mine. When an ore vein is depleted, a tunnel is created as when tunnel mining. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore veins for tunneling purposes.&lt;br /&gt;
&lt;br /&gt;
Each action will produce one [[ore]] of the vein's type.&lt;br /&gt;
&lt;br /&gt;
=== Floor and ceiling mining ===&lt;br /&gt;
&lt;br /&gt;
Mining the floor or ceiling of a cave does not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. Note that as with [[digging]], these actions affect the closest corner of the tile, and not the tile itself.  A ceiling tile can be mined upward approximately 40-50 times before it is too high to reach.  A floor tile can be mined downward a maximum of ?? times.  Excavating a new tile from a tile that has raised ceiling or lowered floor does not open at those levels.  The new tile will be standard hight with the the ceiling and floor sloping as appropriate.&lt;br /&gt;
&lt;br /&gt;
== Cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Any excavated cave tile has a chance of caving in. When this happens, the tile is simply returned to its former non-excavated state and can be excavated again. If you mine a tile soon after it collapses, it won't need as many mine actions as usual to re-open. Ore veins may appear in cave-ins. &lt;br /&gt;
&lt;br /&gt;
Reinforcing a cave wall with a [[support beam]] lowers the chance of cave-ins, but reinforced walls cannot be excavated or mined. Ore veins are said to count as reinforced for purposes of stability.&lt;br /&gt;
&lt;br /&gt;
== Skill and difficulty ==&lt;br /&gt;
&lt;br /&gt;
Different ore veins have different difficulty. The easiest is mining plain rock, followed by iron ore and copper ore. The hardest are silver and gold. As with most things in Wurm, too low difficulty leads to reduced skillgain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL rock or ore.&lt;br /&gt;
&lt;br /&gt;
Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile QL.&lt;br /&gt;
&lt;br /&gt;
''Optimal Skill Gain''&lt;br /&gt;
&lt;br /&gt;
*Rock 1-50&lt;br /&gt;
*Iron 50-60&lt;br /&gt;
*Copper 60-70&lt;br /&gt;
*Tin or lead 70-85&lt;br /&gt;
*Silver 90-99&lt;br /&gt;
&lt;br /&gt;
For the best skill gain, you will want to fail to mine the ore sometimes, about 10-15 failures (1QL) is the best skill gain. If you fail more, improve your pickaxe or downgrade an ore difficulty.&lt;br /&gt;
&lt;br /&gt;
''Note: Never mine gold for skill, it is a waste of materials and time. You have less than the optimal skill gain %chance to get ore-QL &amp;gt; 1/2 skill.''&lt;br /&gt;
&lt;br /&gt;
''Note: You will need to adjust your pickaxe quality to stay at the line of optimal %chance success. For the most part, 20-30QL pickaxe will work for skill gain.''&lt;br /&gt;
&lt;br /&gt;
== Other considerations ==&lt;br /&gt;
&lt;br /&gt;
You can either mine &amp;quot;up&amp;quot;, &amp;quot;down&amp;quot; or level when mining a tile. Only the last mining action is relevant to determine the direction the mine shaft will take.&lt;br /&gt;
Mining up or down represents the equivalent of a 20 dirt slope.&lt;br /&gt;
&lt;br /&gt;
There are slight deviation in slope (up to 1 &amp;quot;dirt&amp;quot;) when a mine shaft progresses. so &amp;quot;level&amp;quot; is actually 0 slope, 1 or -1.&lt;br /&gt;
Note that when connecting two mine shafts, the direction of the mining is irrelevant. one floor will connect to the other floor and ceilings will likewise connect.&lt;br /&gt;
&lt;br /&gt;
== Warning messages ==&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Some of these messages aren't exactly as presented in-game. Feel free to correct the wording.''&lt;br /&gt;
&lt;br /&gt;
Sometimes you will be unable to continue mining and presented with a warning message.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sideshaft.png|frame|right|Side shaft example]]&lt;br /&gt;
&lt;br /&gt;
; You fail to produce anything here. The rock is stone hard. : Occurs on the surface. This means the tile you are attempting to excavate is actually an ore vein. There's nothing to do about it, you simply have to make your entrance on another tile. Note that if you make the entrance one tile below the vein, the tunnel will open right into the vein and cannot be extended until the vein is depleted. The best course of action at this point would probably be to mine out a rock dile next to the one you get this message on.&lt;br /&gt;
; The ground sounds strangely hollow and brittle. You have to abandon the mining operation. : Occurs on the surface. This means there's already a tunnel on the tile you're trying to excavate. There's nothing to do about it, you simply have to make your entrance on another tile. Or you could search for the entrance (possibly caved in) to the existing tunnel.&lt;br /&gt;
; A dangerous crack is starting to form on the floor. You will have to find another way. The cave shudders from some imbalance. : Think it is caused by undermining previous tile mined above. No fix though mining another wall and therefore changing tunnel direction, on same tile worked.&lt;br /&gt;
; ? The cave wall sounds hollow. : Appears when you are mining into another mine shaft and the height difference is not dangerous.&lt;br /&gt;
; ? A dangerous side shaft will appear. : Occurs inside a mine. This message appears when the tile you are excavating shares a single corner with an existing tunnel. To excavate it you must first excavate so the target tile shares an entire wall with the other tunnel. See example on the right.&lt;br /&gt;
; The cave walls look very unstable. You cannot keep mining here. : Occurs inside a mine. Exact cause unknown, it happens when mining close to the top of the rock layer, and can sometimes be avoided by mining downwards.&lt;br /&gt;
; You hear falling rocks on the other side of the wall.  A deep shaft will probably emerge. : Occurs inside a mine.  Caused when there is already another mine nearby, but there is too much of a height difference to connect the two mines.&lt;br /&gt;
; Dirt will flow in. : Occurs inside a mine. Happens when the tile you are mining on will break out to the surface, but the surface is not exposed rock. To excavate it, you must first expose the rock on the surface.&lt;br /&gt;
; There's also a message for attempting to mine underwater, text unknown.&lt;br /&gt;
; There is no space to mine here. Please clear the area before continuing. :  Occurs when the tile you're standing on has 100 items on. Move a few objects and you can continue.&lt;br /&gt;
&lt;br /&gt;
== Ore veins ==&lt;br /&gt;
&lt;br /&gt;
There are several types of ore which can be found while mining.&lt;br /&gt;
&lt;br /&gt;
* [[Iron ore]]&lt;br /&gt;
* [[Copper ore]]&lt;br /&gt;
* [[Gold ore]]&lt;br /&gt;
* [[Silver ore]]&lt;br /&gt;
* [[Lead ore]]&lt;br /&gt;
* [[Tin ore]]&lt;br /&gt;
* [[Zinc ore]]&lt;br /&gt;
&lt;br /&gt;
For details about ore location, see [[prospecting]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Pickaxe]]&lt;br /&gt;
* [[Prospecting]]&lt;br /&gt;
* [[Support Beam]]&lt;br /&gt;
* [[Stuck]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Bay_of_Bros&amp;diff=41294</id>
		<title>Settlement:Bay of Bros</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Bay_of_Bros&amp;diff=41294"/>
		<updated>2009-01-28T03:05:38Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: I must have said this like, 20 times now - please stop with the stupid great clunking extimages that totally breaks the page on lower resolutions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;3&amp;quot; style=&amp;quot;width: 25em; text-align: center; font-size: 95%; border: 2px solid #aaa&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: orange; text-align: center;&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin: 0; cellpadding: 0; padding: 0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Bro Vegas Civic Area - &amp;quot;In Bronicorn we trust.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; style=&amp;quot;background: orange;&amp;quot; valign=&amp;quot;top&amp;quot; | '''Founded:'''  &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot; | January 2009  &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; style=&amp;quot;background: orange;&amp;quot; valign=&amp;quot;top&amp;quot; | '''Current players:'''  &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot; | 20+&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; style=&amp;quot;background: orange;&amp;quot; valign=&amp;quot;top&amp;quot; | '''Current Homesteads and villages:'''  &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; style=&amp;quot;background: orange;&amp;quot; valign=&amp;quot;top&amp;quot; | '''Kingdom:'''  &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot; | JK Home   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
{{extimage&lt;br /&gt;
|http://img99.imageshack.us/img99/1135/mapfz8.jpg&lt;br /&gt;
|Map of surrounding area.&lt;br /&gt;
}}&lt;br /&gt;
Bay of Bros is the area in which the Bro settlement of [[Bro Vegas]] resides. Adjacent to [[Bay of Swedes]] and annexed on it's other side by the mountains, it has links from Newtown via the private roads owned by Bay of Swedes.&lt;br /&gt;
It is occupied by a friendly group of Bromads running a political system known as Bromunism.&lt;br /&gt;
&lt;br /&gt;
Bay of Bros is known for the Iconic &amp;quot;Bronicorn&amp;quot; - Mascot and prize catch the brave citizens in Bro Vegas.&lt;br /&gt;
&lt;br /&gt;
====Distinguishing features:====&lt;br /&gt;
*Bronicorn.&lt;br /&gt;
*Fort Awesome.&lt;br /&gt;
*Fort Minor.&lt;br /&gt;
*Hilly city-sprawl.&lt;br /&gt;
*Phenomenal Bro Meeting Hall.&lt;br /&gt;
*Peat close to the East of Bro Vegas City Limits&lt;br /&gt;
&lt;br /&gt;
====Current Projects:====&lt;br /&gt;
*Lighting the city.&lt;br /&gt;
*Starting trade with other townships/settlements.&lt;br /&gt;
*Public relations with neighbours.&lt;br /&gt;
*Increasing Mining Infrastructure.&lt;br /&gt;
*Removing obsolete buildings.&lt;br /&gt;
&lt;br /&gt;
==Civic Information==&lt;br /&gt;
&lt;br /&gt;
There is only the Bromunity of [[Bro Vegas]] within the Bay of Bros. There are however many facilities that can be accessed within:&lt;br /&gt;
&lt;br /&gt;
*Luis Memorial Public Ovens.&lt;br /&gt;
*Luis Memorial Public Forge.&lt;br /&gt;
*Broside Café.&lt;br /&gt;
*Trade Center.&lt;br /&gt;
*Port Authority.&lt;br /&gt;
*Inn.&lt;br /&gt;
*Fort Awesome food barrel.&lt;br /&gt;
*Local mineshafts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Traps&amp;diff=41055</id>
		<title>Traps</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Traps&amp;diff=41055"/>
		<updated>2009-01-25T02:30:34Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The Traps skill is a [[Thievery]] subskill.&lt;br /&gt;
&lt;br /&gt;
Believed to affect trap placement and disarm chances.&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Axe_trap&amp;diff=41031</id>
		<title>Axe trap</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Axe_trap&amp;diff=41031"/>
		<updated>2009-01-24T16:26:00Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: removed dispute&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|active=[[large nails]]&lt;br /&gt;
|passive=[[plank]]&lt;br /&gt;
|group=Trap&lt;br /&gt;
|materials=* 4 x [[Plank]]&lt;br /&gt;
* 1 x [[Axe]]&lt;br /&gt;
* 1 x [[Spring]]&lt;br /&gt;
* 1 x [[Bow String]]&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (50.0 kg)&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Suspected to be among the strongest of the [[Trap]] class, sided closely with the [[Scythe trap]]. No information is present on the damage capability of the trap at this time, but it would be safe to assume it deals higher amounts of damage than say, a [[Stick trap]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Trap]] &lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Affinity&amp;diff=41030</id>
		<title>Affinity</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Affinity&amp;diff=41030"/>
		<updated>2009-01-24T16:23:24Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: expanded article, added skill decay protection, added suspected skill increase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''affinity''' is a bonus to skillgain in a given [[skill]]. Each player starts off with one affinity in a random skill or characteristic.&lt;br /&gt;
&lt;br /&gt;
Additional affinities may be gained by killing other players in combat, provided the opponent is premium, has an affinity, and is of an enemy kingdom. It is possible to gain up to five affinities in each skill this way.&lt;br /&gt;
&lt;br /&gt;
Skills for which you have an affinity can be seen by an asterisk symbol (*) next to their name in the skills window. Note that if you haven't unlocked that particular skill yet, it won't show up even if you have an affinity for it.&lt;br /&gt;
&lt;br /&gt;
Affinities also stop skill decay on their selected skills after 70. The effect on experience gain is '''rumored''' (no definite info at this time) to be anywhere from 3-10% per affinity, stacking up to 5 times (possibly with a diminishing effect). It would be reasonable to assume that the maximum possible skillgain accrued from affinities (at the maximum stack) would be in the range of 15-25%.&lt;br /&gt;
[[Category:Babel/A]].&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User_talk:Mouthwindow&amp;diff=40962</id>
		<title>User talk:Mouthwindow</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User_talk:Mouthwindow&amp;diff=40962"/>
		<updated>2009-01-23T11:08:40Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Editing frequency==&lt;br /&gt;
&lt;br /&gt;
For the sake of the resident wikihounds that comb recent changes for any disputed articles, please try and edit your pages all at once. Spamming recent changes with a million instances is not going to help anybody out with that. &lt;br /&gt;
--[[User:Ephemeral|Ephemeral]] 07:25, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
It's not harsh. Tone down the picture or I'll continue removing it. It's a bloody eyesore. --[[User:Ephemeral|Ephemeral]] 05:08, 23 January 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Sixth_sense&amp;diff=40862</id>
		<title>Sixth sense</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Sixth_sense&amp;diff=40862"/>
		<updated>2009-01-21T14:06:37Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: confirmation of effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
''&amp;quot;You will now detect hidden dangers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
After roughly 45 minutes, you will get this event.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;You are no longer affected by Sixth Sense.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All [[Gods]] give priests the spell [[Sixth Sense]] at 30 [[Faith]]. Costs 15 [[Favor]] to use.&lt;br /&gt;
&lt;br /&gt;
It is known to alert the affected to the presence of traps in the immediate vicinity (1-2 tiles). It does so by an orange 'TRAP!' message displayed in event. No further information on the trap is divulged. Can be cast on all creatures, but is known only to have an effect on humans.&lt;br /&gt;
&lt;br /&gt;
===Method===&lt;br /&gt;
# Activate your [[Gods]] [[channeling]] item, and right-click a person. Select Spells/[[Sixth Sense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Fo Spells]]&lt;br /&gt;
[[Category:Magranon Spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Category:Disputed&amp;diff=40861</id>
		<title>Category:Disputed</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Category:Disputed&amp;diff=40861"/>
		<updated>2009-01-21T14:02:39Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: New page: The articles residing within this category have been disputed by a source or a number of sources. Some/all of the information contained within these articles may not be correct. View at yo...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The articles residing within this category have been disputed by a source or a number of sources. Some/all of the information contained within these articles may not be correct. View at your own peril.&lt;br /&gt;
&lt;br /&gt;
If you are knowledgeable on the subjects within this category, and have ample proof to prove/disprove the dispute, please do so in the page's discussion area. Remove the tag only when you feel you have justified your reasoning enough.&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Talk:Axe_trap&amp;diff=40781</id>
		<title>Talk:Axe trap</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Talk:Axe_trap&amp;diff=40781"/>
		<updated>2009-01-21T08:22:55Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: dispute&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damage==&lt;br /&gt;
Can we get some credible research on the effects of this trap please? The word of some random forumgoer without proof or even pictures does not constitute information that should be on the wiki --[[User:Ephemeral|Ephemeral]] 02:22, 21 January 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Axe_trap&amp;diff=40780</id>
		<title>Axe trap</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Axe_trap&amp;diff=40780"/>
		<updated>2009-01-21T08:21:58Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: disputing damage information accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disputed&lt;br /&gt;
|reason=No proof on damage other than an obscure player's word, research required&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|active=[[large nails]]&lt;br /&gt;
|passive=[[plank]]&lt;br /&gt;
|group=Trap&lt;br /&gt;
|materials=* 4 x [[Plank]]&lt;br /&gt;
* 1 x [[Axe]]&lt;br /&gt;
* 1 x [[Spring]]&lt;br /&gt;
* 1 x [[Bow String]]&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (50.0 kg)&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Believed to be the strongest of all the traps. Does a 70+ damage severe blow at 50QL to an unarmored person.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trap]] &lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=40670</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=40670"/>
		<updated>2009-01-19T14:19:55Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: perimeter control&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]]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 [[Item: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]] for a size 5, while [[homestead deed]]s start at 5 [[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;
== 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]]. 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 of a democracy cannot be removed, they must leave on their own volition using ''/revoke &amp;lt;village name&amp;gt;''.&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;
== Deed expansion ==&lt;br /&gt;
Expanding 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. &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;
&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;
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 &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).&lt;br /&gt;
&lt;br /&gt;
Perimeter control also 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.&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;
Guard columns are upkeep per month (actually 28 days). Note: size 5 homestead upkeep deviates from the usual rates.&amp;lt;br&amp;gt;&lt;br /&gt;
The number below &amp;quot;Medium guards&amp;quot; &amp;quot;Heavy guards&amp;quot; and such is the amount of spirit's you get when you choose this guard level.&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;
! Size !! Deed area !! Citizens !! Price !! Light guards !! Medium guards !! Heavy guards !! Light guards !! Medium guards !! Heavy guards&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 11x11&lt;br /&gt;
| 10 || 25s || 2s 50c  || 7s 50c || 12s 50c || 2 || 3 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5s || 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 || 2 || 3 || 5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 21x21&lt;br /&gt;
| 40 || 1g || 10s || 30s || 50s || 5 || 7 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 75s || 7s 50c || 22s 50c || 37s 50c || 5 || 7 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 31x31 || 90 || 2g 25s || 22s 50c || 67s 50c || 1g 12s 50c || 7 || ?? || 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 20&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 41x41&lt;br /&gt;
| 160 || 4g || 40s || 1g 20s || 2g || ?? || ?? || 20&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2g || 20s || 60s || 1g || ?? || ?? || 20&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 101x101 || 1,000 || 20g || 2g || 6g || 10g || 33 || ?? || 66&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 201x201 || 4,000 || 40g || 4g || 12g || 20g || ?? || ?? ||133&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 401x401 || 16,000 || 55g || 5g 50s || 16g 50s || 22g 50s || ?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Golden_valley&amp;diff=40665</id>
		<title>Golden valley</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Golden_valley&amp;diff=40665"/>
		<updated>2009-01-19T13:59:30Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: fixed basic link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The realm of the Golden Valley is an interesting one, lying but an arm's reach from the main realm of Wurm. A world seemingly locked in stasis - in an eternal loop that completely wipes the land clean every now and then. All new souls entering the Wurm universe will appear within this tiny landscape, and are perfectly free to explore or colonize it as they choose. However, come with a friend, as the realm contains perils far greater than the mere search for food and water..&lt;br /&gt;
&lt;br /&gt;
The server is the starting point for all free to play characters (see [[Account Types#Basic|Basic account]]), and has the presence of two kingdoms on it - [[Mol-Rehan]] and [[Jenn-Kellon]]. Your choice of kingdom will not affect your real kingdom in the true Wurm realm, so choose whatever you feel fits you best, as you can change before you leave for wider lands. Take note however - the fearsome [[Horde of the Summoned]] do not have access to this fabled realm, and as such, a teleporter to their lands does not exist. You must seek out a member of the Horde to join their cause personally.&lt;br /&gt;
&lt;br /&gt;
Due to a mysterious pacifying force, [[PvP]] combat is disabled on this server. Deed and tower guard constructs are not immune to this force however, so tread on controlled soil at your own peril. This force is rumored to weaken the animal inhabitants of this realm.&lt;br /&gt;
&lt;br /&gt;
Once you step through one of the many portals inhabiting this realm, beware - for you are unable to return. The choices you make in the Golden Valley are as permanent as you wish them to be.&lt;br /&gt;
&lt;br /&gt;
==Landscape==&lt;br /&gt;
&lt;br /&gt;
The Golden Valley boasts a fairly mild landscape, sporting aspects of all three servers combined. The MR section of the map is mountainous, wild and untamed - very similar to both the territories controlled by [[Mol-Rehan]] on the [[Wild]] server, and the overall terrain on the [[Mol-Rehan]] home server. Adversely, the [[Jenn-Kellon]] lands are flatter and easier to colonize, but hunting and resources are more sparse than normal. &lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/G]]&lt;br /&gt;
[[Category:Servers]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Golden_valley&amp;diff=40664</id>
		<title>Golden valley</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Golden_valley&amp;diff=40664"/>
		<updated>2009-01-19T13:57:23Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: fleshed out article a bit, still needs pictures and proper category and article links + active settlements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The realm of the Golden Valley is an interesting one, lying but an arm's reach from the main realm of Wurm. A world seemingly locked in stasis - in an eternal loop that completely wipes the land clean every now and then. All new souls entering the Wurm universe will appear within this tiny landscape, and are perfectly free to explore or colonize it as they choose. However, come with a friend, as the realm contains perils far greater than the mere search for food and water..&lt;br /&gt;
&lt;br /&gt;
The server is the starting point for all free to play characters (see [[Basic account]]), and has the presence of two kingdoms on it - [[Mol-Rehan]] and [[Jenn-Kellon]]. Your choice of kingdom will not affect your real kingdom in the true Wurm realm, so choose whatever you feel fits you best, as you can change before you leave for wider lands. Take note however - the fearsome [[Horde of the Summoned]] do not have access to this fabled realm, and as such, a teleporter to their lands does not exist. You must seek out a member of the Horde to join their cause personally.&lt;br /&gt;
&lt;br /&gt;
Due to a mysterious pacifying force, [[PvP]] combat is disabled on this server. Deed and tower guard constructs are not immune to this force however, so tread on controlled soil at your own peril. This force is rumored to weaken the animal inhabitants of this realm.&lt;br /&gt;
&lt;br /&gt;
Once you step through one of the many portals inhabiting this realm, beware - for you are unable to return. The choices you make in the Golden Valley are as permanent as you wish them to be.&lt;br /&gt;
&lt;br /&gt;
==Landscape==&lt;br /&gt;
&lt;br /&gt;
The Golden Valley boasts a fairly mild landscape, sporting aspects of all three servers combined. The MR section of the map is mountainous, wild and untamed - very similar to both the territories controlled by [[Mol-Rehan]] on the [[Wild]] server, and the overall terrain on the [[Mol-Rehan]] home server. Adversely, the [[Jenn-Kellon]] lands are flatter and easier to colonize, but hunting and resources are more sparse than normal. &lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/G]]&lt;br /&gt;
[[Category:Servers]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User_talk:Mouthwindow&amp;diff=40663</id>
		<title>User talk:Mouthwindow</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User_talk:Mouthwindow&amp;diff=40663"/>
		<updated>2009-01-19T13:25:56Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: New page: ==Editing frequency==  For the sake of the resident wikihounds that comb recent changes for any disputed articles, please try and edit your pages all at once. Spamming recent changes with ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Editing frequency==&lt;br /&gt;
&lt;br /&gt;
For the sake of the resident wikihounds that comb recent changes for any disputed articles, please try and edit your pages all at once. Spamming recent changes with a million instances is not going to help anybody out with that. &lt;br /&gt;
--[[User:Ephemeral|Ephemeral]] 07:25, 19 January 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Bay_of_Bros&amp;diff=40662</id>
		<title>Settlement:Bay of Bros</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Bay_of_Bros&amp;diff=40662"/>
		<updated>2009-01-19T13:23:51Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: begun page reconstruction in tune with average wiki quality controls, removed gigantic clunking image, will modify extimage class to allow division placement, will also assemble 'Civics' template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;3&amp;quot; style=&amp;quot;width: 25em; text-align: right; font-size: 95%; border: 2px solid #aaa&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: orange; text-align: center;&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin: 0; cellpadding: 0; padding: 0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Bro Vegas Civic Area - &amp;quot;In Bronicorn we trust.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; style=&amp;quot;background: orange;&amp;quot; valign=&amp;quot;top&amp;quot; | '''Founded:'''  &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot; | January 2009  &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; style=&amp;quot;background: orange;&amp;quot; valign=&amp;quot;top&amp;quot; | '''Current players:'''  &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot; | 20+&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; style=&amp;quot;background: orange;&amp;quot; valign=&amp;quot;top&amp;quot; | '''Current Homesteads and villages:'''  &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;60%&amp;quot; style=&amp;quot;background: orange;&amp;quot; valign=&amp;quot;top&amp;quot; | '''Kingdom:'''  &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot; | JK Home   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
&lt;br /&gt;
Bay of Bros is the area in which the Bro settlement of [[Bro Vegas]] resides. Adjacent to [[Bay of Swedes]] and annexed on it's other side by the mountains, it has links from Newtown via the private roads owned by Bay of Swedes.&lt;br /&gt;
It is occupied by a friendly group of Bromads running a political system known as Bromunism.&lt;br /&gt;
&lt;br /&gt;
Bay of Bros is known for the Iconic &amp;quot;Bronicorn&amp;quot; - Mascot and prize catch the brave citizens in Bro Vegas.&lt;br /&gt;
&lt;br /&gt;
====Distinguishing features:====&lt;br /&gt;
*Bronicorn.&lt;br /&gt;
*Fort Awesome.&lt;br /&gt;
*Fort Minor.&lt;br /&gt;
*Hilly city-sprawl.&lt;br /&gt;
*Phenomenal Bro Meeting Hall.&lt;br /&gt;
*Peat close to the East of Bro Vegas City Limits&lt;br /&gt;
&lt;br /&gt;
====Current Projects:====&lt;br /&gt;
*Lighting the city.&lt;br /&gt;
*Starting trade with other townships/settlements.&lt;br /&gt;
*Public relations with neighbours.&lt;br /&gt;
*Increasing Mining Infrastructure.&lt;br /&gt;
*Removing obsolete buildings.&lt;br /&gt;
&lt;br /&gt;
==Civic Information==&lt;br /&gt;
&lt;br /&gt;
There is only the Bromunity of [[Bro Vegas]] within the Bay of Bros. There are however many facilities that can be accessed within:&lt;br /&gt;
&lt;br /&gt;
*Luis Memorial Public Ovens.&lt;br /&gt;
*Luis Memorial Public Forge.&lt;br /&gt;
*Broside Café.&lt;br /&gt;
*Trade Center.&lt;br /&gt;
*Port Authority.&lt;br /&gt;
*Inn.&lt;br /&gt;
*Fort Awesome food barrel.&lt;br /&gt;
*Local mineshafts.&lt;br /&gt;
&lt;br /&gt;
{{extimage&lt;br /&gt;
|http://img99.imageshack.us/img99/1135/mapfz8.jpg&lt;br /&gt;
|Map of surrounding area.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Historical:Referral&amp;diff=40661</id>
		<title>Historical:Referral</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Historical:Referral&amp;diff=40661"/>
		<updated>2009-01-19T13:18:40Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: added ways to give/receive referrals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''referral''' is when a [[Premium Account|premium player]] can express their gratitude to someone who helped them in [[Wurm]], helped them find out about [[Wurm]], or for whatever reason. The choices given to a player being referred are: one extra month of premium game time or 5 [[silver coin]]s.&lt;br /&gt;
&lt;br /&gt;
Referrals can be given/received ingame via the ''/refer'' command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Golden_valley&amp;diff=40564</id>
		<title>Golden valley</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Golden_valley&amp;diff=40564"/>
		<updated>2009-01-17T09:55:42Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: content required, some details on the entry server please?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Continents&amp;diff=40563</id>
		<title>Continents</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Continents&amp;diff=40563"/>
		<updated>2009-01-17T06:08:14Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: reformatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Continental Overview =&lt;br /&gt;
&lt;br /&gt;
There are currently three continents in the game of Wurm. Each continent is more or less separate from the others but Wurm has the unique and beautiful feature that you can swim or sail from one [[server|Wild]] to the other, much like travelling from one continent to another.&lt;br /&gt;
&lt;br /&gt;
== [[Jenn-Kellon]] ==&lt;br /&gt;
[[:Category:Jenn-Kellon_home_settlements | Settlements]]&lt;br /&gt;
&lt;br /&gt;
JK-H is the first continent widely colonized by Wurmians, and as such, is the most populated one in the game. However, the portals to JK-H recently malfunctioned, forcing new arrivals to visit the Golden Valley before they can continue onwards into this server. As with all home servers, JK-H sports weaker monsters, ore caps and an atmosphere facilitating discovery of the game's mechanics without fear of repercussion. &lt;br /&gt;
Home's atmosphere facilitates crafting and indepth discovery of the game's mechanics, offering a safe environment for players to explore the world around them.&lt;br /&gt;
Animals on JK Home are marginally weaker than the same types on Wild, allowing a player to skill up to survive much easier in the harsher environments of the Wilds.&lt;br /&gt;
All Home servers are restricted to medium-grade ore (50 quality cap) and as such are often fairly reliant on the Wild server to provide the ore for higher level crafting.&lt;br /&gt;
&lt;br /&gt;
== The Wilds ==&lt;br /&gt;
[[:Category:Horde_of_the_Summoned_wild_settlements | HOTS Settlements]]&lt;br /&gt;
[[:Category:Jenn-Kellon_wild_settlements | JK Settlements]]&lt;br /&gt;
[[:Category:Mol-Rehan_wild_settlements | MR Settlements]]&lt;br /&gt;
&lt;br /&gt;
Wild is a premium account only continent that is physically west of JKH. It is possible, as mentioned, to swim or sail from the west coast of JKH to the east coast of Wild.&lt;br /&gt;
The Wilds house the White and Black lights, both of which are used to align characters to further their ascent with the gods - known respectively as [[Priest | priesthood]] and [[Champion | championhood]]. Wild is, in many ways, the place for the most experienced and highly skilled characters. The best crafting is often undertaken here under the risk of being attacked by characters from other kingdoms. Animals on the Wild server are almost twice as strong of Home server creatures of equal condition and age (See [[Animal conditions]]).&lt;br /&gt;
&lt;br /&gt;
There are three kingdoms present on the Wild continent. [[Jenn-Kellon]] (JK), [[Mol-Rehan]] (MR) and Horde of the Summoned (HOTS).&lt;br /&gt;
== [[Mol-Rehan]] ==&lt;br /&gt;
[[:Category:Mol-Rehan_home_settlements | Settlements]]&lt;br /&gt;
&lt;br /&gt;
The [[Mol-Rehan]] Home (MRH) continent is another premium server, further west of Wild and, again, it is possible to swim or sail from the west coast of Wild to the east coast of MR. For the pioneer, MRH is the ideal continent, almost entirely virgin territory with great scope for development and lots of work to be done whether on a homestead or in one of the developing villages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MRH is primarily heavily mountainous terrain plastered with hostile animal spawns and precarious drops and ditches which make it among one of the more difficult servers to colonize. Come to MRH prepared with proper digging equipment, as the dirt layer is very thick. Much of MRH is still very much unexplored - while the coastline has been mapped and most mountains scaled and named, there is a multitude of valleys in which many things could hide. It is rumored that among the last members of draconic heritage (See [[Dragon]]) reside within MRH's mountainous sanctuary. Logically, MRH is the server for people who have decided that they want to play Wurm with premium account and with full scope to develop their character but without the risk of battle with players of other kingdoms. &lt;br /&gt;
&lt;br /&gt;
MRH is also ideal for people who enjoy building in small groups and wish to avoid the clutter and bustle of the Jenn-Kellon home server.&lt;br /&gt;
&lt;br /&gt;
== Getting to Mol-Rehan Home ==&lt;br /&gt;
==== From Jenn-Kellon Home ====&lt;br /&gt;
&lt;br /&gt;
If you started your character on JKH, ie on a basic account, then you should travel to the west coast of JKH and then swim west until you cross the boundary to the Wild continent. You need to have a premium account in order to traverse the seas between Home and Wild.&lt;br /&gt;
&lt;br /&gt;
==== From Wild ====&lt;br /&gt;
&lt;br /&gt;
You will need to organize a place to stop along the north/west coast in order to get a convert to the Mol-Rehan kingdom, otherwise you cannot enter home.&lt;br /&gt;
Once this has been arranged, bear west along the north coast and do not change your course. Depending on where you left, the journey will take anywhere from 20 minutes to 2 hours. Taking a boat is advisable, especially during ideal wind conditions (gale from the east, etc).&lt;br /&gt;
[[Category:Babel/C]].&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wine&amp;diff=40560</id>
		<title>Wine</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wine&amp;diff=40560"/>
		<updated>2009-01-17T05:28:23Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: added stamina information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Cooking]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[juice|Blue grape juice]] and [[maple syrup]] can be combined to make red wine. To make white wine, one would need [[juice|green grape juice]] and maple syrup.&lt;br /&gt;
&lt;br /&gt;
Wine [[QL]] goes up over time, unlike most other items.&lt;br /&gt;
The least amount one could use was 1kg maple syrup in a pottery jar (used flasks to get only 1kg) and .36kg of grape juice&lt;br /&gt;
&lt;br /&gt;
Wine has been shown to increase stamina as well as thirst, with the effect multiplying in higher qualities. Wine is being investigated by many players as a valuable [[Fighting]] tool, allowing one to recuperate stamina while fleeing from an enemy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cooking items]]&lt;br /&gt;
[[Category:Babel/W]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Rotten_Touch&amp;diff=40559</id>
		<title>Rotten Touch</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Rotten_Touch&amp;diff=40559"/>
		<updated>2009-01-17T05:24:29Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / [[:Category:Libila spells|Libila spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
== Description ==&lt;br /&gt;
This spell enables the item cast upon to cause more damage to people. Rotten Touch is available to [[Priest/Priestess]] with at least 34 [[Faith]]. It costs 30 [[favor]] to cast.&lt;br /&gt;
&lt;br /&gt;
This spell is stackable with [[Aura of Shared Pain]], [[Circle of Cunning]], [[Wind of Ages]].&lt;br /&gt;
&lt;br /&gt;
The power and effect of spell is given in the bracket [x] Ranging from 1 to 100. The spell can be cast multiple times to try to improve the effect of it. Success of casting the spell depends on your channeling skill.&lt;br /&gt;
&lt;br /&gt;
The additional damage type caused by Rotten Touch is extremely difficult to heal by conventional first aid. Healing covers are often a necessity on RT wounds, as they degrade much faster than normal wounds, rumored to increase in potency as much as 2-3x the normal rate per server tick. In contrast to [[Flaming Aura]], RT deals larger amounts of damage over an extended period of time, likely after the fight is well and truly finished. It hinges purely on the hope that the opponent cannot heal the wounds caused by RT, however - where FA simply causes a larger lump of damage at the time. RT wounds stack much more viciously than FA wounds however, and are far deadlier as higher level wounds. A severe RT wound can kill a person if it is allowed to tick only once.&lt;br /&gt;
&lt;br /&gt;
[[category:spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wind_of_Ages&amp;diff=40558</id>
		<title>Wind of Ages</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wind_of_Ages&amp;diff=40558"/>
		<updated>2009-01-17T05:20:32Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: fighting update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / [[:Category:Vynora spells|Vynora spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Cast on tools to reduce the length of time taken to complete actions with that tool.&lt;br /&gt;
&lt;br /&gt;
[[:Category:spells|Spell]] of [[Vynora]] given to [[priest]]s at 40 [[faith]]. It costs 40 [[favor]] to cast. This will make the item you cast it upon work faster.&lt;br /&gt;
&lt;br /&gt;
This spell is stackable with [[Aura of Shared Pain]], [[Circle of Cunning]], [[Flaming Aura]], [[Wind of Ages]], and [[Rotten Touch]].&lt;br /&gt;
&lt;br /&gt;
The power and effect of spell is given in the bracket [x] Ranging from 0 to 99. The spell can be cast multiple times to try to improve the effect of it. Success of casting the spell depends on your channeling skill.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Wind of ages reduces the time it takes to perform your action by 1/(1+WoA Level). So an item with [25] WoA is 25% faster, [50] WoA is 50% faster, [75] WoA is 75% faster, etc.&lt;br /&gt;
The skill gain experienced while using items enchanted with Wind Of Ages is decreased by the same factor, so working during the same amount time with or without Wind of Ages results in the same skill gain.&lt;br /&gt;
&lt;br /&gt;
In a recent update, Rolf added 2 seconds onto the swing time of every weapon. Wind of ages at 50+ potency removes this, and at 80+ potency knocks a second off the base swing speed further. It is unknown if 90+ or 99 removes another second. ''It is suspected that 2h weapons may lose 2 seconds from 80+ potency rather than 1, but this has not been proved or researched.''&lt;br /&gt;
&lt;br /&gt;
==Warning==	 &lt;br /&gt;
There is a risk that this spell will destroy the item if you fail casting it. Wind of ages does not decrease fishing time nor the frequency of catches.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=40482</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fighting&amp;diff=40482"/>
		<updated>2009-01-15T15:49:11Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: updated to recent patches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]]. &lt;br /&gt;
&lt;br /&gt;
== Targeting ==&lt;br /&gt;
In order to attack someone, right click and select target.&lt;br /&gt;
Then to attack just move up to the person. If you want to guard an area, target an approaching enemy and stand still. You will attack as the enemy approaches. &lt;br /&gt;
&lt;br /&gt;
If you have targeted someone that is too far away and a closer enemy attacks you, you should attack back. Shield bashes and stance changes will be made against the closer creature.&lt;br /&gt;
If you have your bow equipped and have targeted one enemy and have right-clicked to shoot another, you will shoot at the enemy you right-clicked.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;ranged attack&amp;quot; button in the GUI. If you wield a bow you will try to shoot your target when you press it. If you don't use a bow, you will instead throw your selected item at your enemy.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
The height of the main fighting skill determines your chances to hit, and which special moves you may perform.&lt;br /&gt;
&lt;br /&gt;
The best way to train fight skill is by fighting opponents that are near your skill range, that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match.&lt;br /&gt;
&lt;br /&gt;
Fight skill gain against creatures is slowed down at 70 skill.&lt;br /&gt;
&lt;br /&gt;
=== Fighting sub-skills ===&lt;br /&gt;
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons | weapons]] equipped.&lt;br /&gt;
::* [[Aggressive fighting]] - In aggressive mode you will deal more damage per hit. Stamina use is higher, hit speed is slower then normal, and you will only block and parry at 1/3rd the rate of normal. &lt;br /&gt;
::* [[Defensive fighting]] - In defensive mode you will have an increased block and parry rate. Stamina use is lower, damage you deal is lower, and your attack speed suffers.&lt;br /&gt;
::* [[Normal Fighting]] - A middle road fighting style with no boosts or penalties to dodge, parry or attack speed.&lt;br /&gt;
::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. &lt;br /&gt;
::* [[Shield-Bashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in longer time opponent is disabled on ground.&amp;lt;br/&amp;gt; A combination of shield skill and shield bash skill calculate chance to hit.&amp;lt;br/&amp;gt; Shield-bashing does some damage to the opponent.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skills ===&lt;br /&gt;
Don't use a weapon you are not skilled in against something that is stronger or as strong as you, it's better to use these weapons against weak animals.&lt;br /&gt;
&lt;br /&gt;
Balancing your weapon skill and fight skill can give you an upper edge over your opponent, try to use one weapon and not switch between weapons a-lot. (A good combo is [[longsword|Longsword]] and a [[maul| Medium maul]], the sword does the parrys while the maul does the hard hitting.)&lt;br /&gt;
&lt;br /&gt;
An easy way to gain weaponskill with [[Axes]] and [[Swords]] ([[longsword]] and [[huge sword]] respectively) is to cut trees down with [[Woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[Body]] and [[Woodcutting]] skillgain to boot.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
{{:Focus}}&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill. &lt;br /&gt;
&lt;br /&gt;
If you target your opponents left side and he targets your right side you clinch stances.&lt;br /&gt;
This means both of you have worse chance of hitting eachother. &lt;br /&gt;
&lt;br /&gt;
At primary weapon skill level 50 you receive defensive stances.&lt;br /&gt;
If you choose one of those, you will clinch with a bonus in several stances at once, but you will not attack. &lt;br /&gt;
&lt;br /&gt;
You can bind stances to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
== Special moves ==&lt;br /&gt;
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.&lt;br /&gt;
&lt;br /&gt;
Special moves are kingdom dependent, so other kingdoms have other moves.&lt;br /&gt;
There is no need to try to learn your enemies special moves since you can't counter them anyways. &lt;br /&gt;
&lt;br /&gt;
* Mol Rehan have quick stamina cheap moves that do less damage and punish the opponents combat rating.&lt;br /&gt;
* HOTS have slow high damage moves that cost more stamina and often drains stamina.&lt;br /&gt;
* Jenn Kellon have medium time moves that create multiple wounds.&lt;br /&gt;
&lt;br /&gt;
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail. &lt;br /&gt;
&lt;br /&gt;
You can bind special moves to keys, see [[Client Key Bindings]].&lt;br /&gt;
&lt;br /&gt;
Also see: [[Special moves]]&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
The height of your weapon skill determines which stances you may take.&lt;br /&gt;
:* Primary weapon should be wielded in the right hand, as the left hand will attack and parry less often.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have the highest parry rate and do a moderate base damage before armor modifiers with a moderate speed.&lt;br /&gt;
:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not parry so should be considered strongly for use with Aggressive fighting. Axes are fast weapons that deal moderate damage. In essence, damage at the expense of defense.&lt;br /&gt;
:* [[:Category:Mauls | Mauls]] deal bashing damage. Mauls do the highest base damage of all weapons, but are among the slowest and only sport a mediocre parry rate. Bashing damage is very effective against buildings and heavily armored targets, and thus sees ample usage in [[PvP]].&lt;br /&gt;
&lt;br /&gt;
=== Armour types ===&lt;br /&gt;
'''Each armor type has a distinct a advantage and disadvantage.''' &lt;br /&gt;
&lt;br /&gt;
:* [[:Category:Plate armour|Plate armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a large glance rate and mitigates cutting and piercing damage extremely well, but is highly susceptible to crushing damage from [[Mauls]]. Very rarely sees use due to it's high offensive penalties.&lt;br /&gt;
:* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Receives less damage from crushing attacks, but is highly susceptible to piercing damage. Chain armor is suspected to mitigate creature (bite, claw) damage more effectively than other armors. Chain armor is commonly used.&lt;br /&gt;
:* [[:Category:Leather armour|Leather armour]] - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed.  Leather armour has defensive bonuses to crushing damage, while the equipment itself also gets extra damage from cutting. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.&lt;br /&gt;
:* [[:Category:Studded leather armour|Studded leather armour]] - Generally provides a moderate amount of base defense with similar penalties as leather Armor.  Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in [[PvP]].&lt;br /&gt;
:* [[:Category:Cloth armour|Cloth armour]] - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.&lt;br /&gt;
&lt;br /&gt;
=== Special armour types ===&lt;br /&gt;
:* [[:Category:Drake hide armour|Dragon hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.&lt;br /&gt;
:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are the best armour available. Made out of the scales of a red [[dragon]], this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour. &lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield, up to a maximum of 75%. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the same arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.&lt;br /&gt;
&lt;br /&gt;
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed. &lt;br /&gt;
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.&lt;br /&gt;
:* [[Medium shield]]s - A balance between speed and block percentage.&lt;br /&gt;
:&amp;lt;br&amp;gt;'''''Shields should be wielded on your arm, not your hand.'''''&lt;br /&gt;
&lt;br /&gt;
== Fighting characteristics ==&lt;br /&gt;
:* [[Body control]] - Helps with chance to hit, accuracy or attack speed. Best method to gain body control is by fighting however [[smithing]], [[woodcutting]], [[leatherworking]] and [[carpentry]] all offer good skill gain.&lt;br /&gt;
:* [[Mind speed]] - Helps with chance to hit, accuracy or attack speed. Best method to gain Mind Speed is by fighting however yo-yoing and [[tracking]] also provides some skill gain.&lt;br /&gt;
:* [[Body strength]] - Helps with damage per hit as well as damage to walls per hit. Best method to gain strength is [[mining]] however coal making, [[farming]], [[digging]] and [[woodcutting]] all provide good skill gain.&lt;br /&gt;
:* [[Body stamina]] - Determines the amount of damage you can take before death, as well as how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacks. Raised by [[mining]], [[digging]], and [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous fighting rules/tips ==&lt;br /&gt;
:* If you get hit, you can start &amp;quot;hurting&amp;quot;. That means you move slower.&lt;br /&gt;
:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you.&lt;br /&gt;
:* There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.&lt;br /&gt;
:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry if your shield skill and weapon skill is below 40. &lt;br /&gt;
:* Use 'Spam Mode' to show missed blows or blows for zero damage.&lt;br /&gt;
:* Try not to fight while climbing.&lt;br /&gt;
:* Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.&lt;br /&gt;
:* Running out of stamina during a fight almost completely removes your capacity to deal and defend incoming damage.&lt;br /&gt;
:* Take a look at the [[combat rating]] page for some tips on fighting.&lt;br /&gt;
&lt;br /&gt;
== Ranged attacks ==&lt;br /&gt;
For details on ranged attacks, see [[archery]] and [[catapult]]s.&lt;br /&gt;
&lt;br /&gt;
== Damage messages ==&lt;br /&gt;
Slap - 1-3 damage&lt;br /&gt;
Irritates - 5-8 damage&lt;br /&gt;
Hurts - 8-13 damage&lt;br /&gt;
Harms - 13-19 damage&lt;br /&gt;
Damages - 20+ damage&lt;br /&gt;
(Values are estimates and are not certain at this point)&lt;br /&gt;
&lt;br /&gt;
Damage messages are not what damage the object has dealt to another, but rather the state of the wound that the object has dealed damage to. Hitting a preexisting 20+ wound with a 1 damage attack will still show damages, even though it should be a slap. This is a presumed bug.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Large_maul&amp;diff=40473</id>
		<title>Large maul</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Large_maul&amp;diff=40473"/>
		<updated>2009-01-15T15:30:39Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: fleshed out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Weapon smithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name=large maul&lt;br /&gt;
|active=[[shaft]] (1.0 kg)&lt;br /&gt;
|passive=[[large maul head]] &lt;br /&gt;
|group=Weapons&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (?? kg)&lt;br /&gt;
|skill=weapon smithing}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The iron large maul is the biggest in its family of three, similar to a hammer except on a much greater level. The large maul is something akin to what we know in real-life as a sledge hammer. Although named as a large maul, it is indeed a huge weapon and sports similar attributes to the [[Huge sword]] and [[Huge axe]]. The large maul however, is ludicrously effective against heavily armored targets and deals the most amount of damage to walls that any hand-held weapon can deal. Large mauls have a substantially longer attack speed than other weapons to offset the increased damage.&lt;br /&gt;
&lt;br /&gt;
As with all mauls, the large maul has some capability to parry, but it is greatly diminished in comparison to the [[Huge sword]]. This weapon benefits greatly from [[Wind of ages]] and [[Flaming aura]] enchants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mauls]]&lt;br /&gt;
[[Category:Babel/L]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Huge_axe&amp;diff=40471</id>
		<title>Huge axe</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Huge_axe&amp;diff=40471"/>
		<updated>2009-01-15T15:27:38Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: fleshed out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Weapon smithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name=Huge axe&lt;br /&gt;
|active=[[shaft]] (1.0 kg)&lt;br /&gt;
|passive=[[huge axe head]] &lt;br /&gt;
|group=Weapons&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (2.5 kg)&lt;br /&gt;
|skill=weapon smithing}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The largest axe made with weapon smithing. Hits extremely hard with a reasonable attack speed, but cannot parry. The huge axe is best suited for players who are not tanking (are either in a group with other players or have a pet tanking for them). Huge axes deal slashing damage (similar to swords) but cannot pierce, making them ineffective against heavily armored enemies. On lightly armored ones however, they are extremely effective - capable of killing in three hits at higher skill levels.&lt;br /&gt;
&lt;br /&gt;
As with all huge weapons, the huge axe will benefit tremendously from [[Wind of ages]] and [[Flaming aura]] enchants. &lt;br /&gt;
&lt;br /&gt;
This weapon is best used in [[Aggressive stance]]&lt;br /&gt;
[[Category:Axes]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Huge_sword&amp;diff=40467</id>
		<title>Huge sword</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Huge_sword&amp;diff=40467"/>
		<updated>2009-01-15T15:23:39Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: fleshed out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Weapon smithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Huge sword&lt;br /&gt;
|active=[[huge sword blade]]&lt;br /&gt;
|passive=[[wooden handle]] (0.1 kg)&lt;br /&gt;
|group=Weapons&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (4.0 kg)&lt;br /&gt;
|skill=weapon smithing}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The largest type of [[:Category:Swords|sword]]. This large sword will attack very slowly, but when you hit with it will deal quite some damage. It is wielded in two hands, you cannot wield a [[:Category:Shields|shield]] with it. It's better at parrying then other types of weapons, such as mauls and axes.&lt;br /&gt;
&lt;br /&gt;
While previously, wielding this sword was not feasible when compared to the [[longsword]] and [[large shield]] alternative which offered superior defense and similar damage. However, due to recent changes to both weapon damage and body control, huge weapons are now much more viable than they were previously, sporting a fairly high parry rate and absolutely colossal damage at even low skill levels. However, weapon quality is of key importance with this weapon - as the damage and accuracy fallout on huge weapons is indeed, huge at lower quality grades.&lt;br /&gt;
&lt;br /&gt;
Huge weapons benefit enormously from [[Vynora]] enchants such as [[Wind of ages]], which vastly increases attack speed (and therefore, more damage over time). The large hits also make [[Flaming aura]] much more effective than normal, with 90+ potency enchantments adding up to 10 damage on a normal strike.&lt;br /&gt;
&lt;br /&gt;
[[Category:Swords]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:New_Avalonis&amp;diff=40271</id>
		<title>Settlement:New Avalonis</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:New_Avalonis&amp;diff=40271"/>
		<updated>2009-01-11T12:06:18Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: article creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{settlement&lt;br /&gt;
|name=New Avalonis&lt;br /&gt;
|motto=Paradise reborn&lt;br /&gt;
|type=Homestead&lt;br /&gt;
|size=5&lt;br /&gt;
|mayor=Redshirt&lt;br /&gt;
|population=1&lt;br /&gt;
|allies=&lt;br /&gt;
*[[Fiddler's Green]]&lt;br /&gt;
*[[The Sepulchre]]&lt;br /&gt;
|enemies=Fruit trees serverwide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
New Avalonis is home to Redshirt, an ambitious newbie to the MR-H server which exists for one purpose alone - to eradicate the fruit tree menace plaguing the Wurm universe. Nestled as close to the shoreline as possible, NA is Red's bastion - where he escapes from the choked world and regenerates daily while he wages war with the relentless enemy. NA seeks to achieve victory in a three stage plan, with no profit anywhere in sight.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Stage one consists purely of elevating NA to proper Homestead status and getting some basic infrastructure down. Once base is completed, we will move to stage two.&lt;br /&gt;
&lt;br /&gt;
Stage two is full out war. 900+ tiles of designated forest will be meticulously cleansed of the fruit tree menace, and vigorously liberated to the noble pine tree race, who will resettle it and make the land usable once more.&lt;br /&gt;
&lt;br /&gt;
Stage three consists of a long period of rest before the final stage, which is the largest of all.&lt;br /&gt;
&lt;br /&gt;
Stage four is server-wide combat - as NA attempts to completely eradicate every fruit tree on the server, expanding slowly outwards from Penguin Bay. These areas will be restored at a later date, and purged frequently to prevent any resistance.&lt;br /&gt;
&lt;br /&gt;
Should the plan succeed, NA will house a 90 skill Woodcutter and the fruit tree population of MR will be down by over 80% before the year is over.&lt;br /&gt;
&lt;br /&gt;
'''If you wish to join the war effort, PST Redshirt ingame on MR-H and inform him of your crusades against the menace. He will catalog such acts in the Hall of Viorskera forevermore.'''&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Oak&amp;diff=40180</id>
		<title>Oak</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Oak&amp;diff=40180"/>
		<updated>2009-01-10T03:44:32Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: more additional tree trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / [[:Category:Trees|Trees]] / [[Oak]]&lt;br /&gt;
&lt;br /&gt;
== Oak Tree ==&lt;br /&gt;
A tall, sprawling tree which is particularly rare to come by. Oak grows very, very slowly and yields more wood when cut - but are often used for ornamental purposes rather than utility. Contrary to popular belief oakenwood tools/items do NOT yield any durability bonuses. The wood itself for all purposes is identical to pine, except some may favor items created from it as a luxury or a sign of wealth. Oak sprouts very rarely, sometimes once a month and is known to take several months to reach old age.&lt;br /&gt;
&lt;br /&gt;
MR-H is known to contain several sprawling Oak forests, despite their phenomenal growth time and rarity. The Western edge of the Wilds also contains a few clusters of Oak trees.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
[http://img253.imageshack.us/my.php?image=babyoak1pe.png]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[:WikiPedia:Oak|WikiPedia article on Oak]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
[[Category:Babel/O]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Willow&amp;diff=40179</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Willow&amp;diff=40179"/>
		<updated>2009-01-10T03:43:12Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: additional trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / [[:Category:Trees|Trees]] / [[Willow]]&lt;br /&gt;
&lt;br /&gt;
==Willow tree==&lt;br /&gt;
Willow trees are a larger species of tree that are fairly uncommon and are often spotted naturally growing near sources of water. Willow wood is useful as it provides a significant bonuses to [[bows]] made from it. Willow wood is known to damage slightly faster than other wood types when used in tools such as a [[fishing rod]], and it's sparsity and long growth time make it unfeasible to use as a 'fuel tree'. Willows also kill other trees within 2 tiles of it while growing, due to their massive foliage blocking the sun underneath the tree.&lt;br /&gt;
&lt;br /&gt;
Large quantities of willow trees (ie, forests) that are naturally occuring are extremely rare. JK-H is known to contain one of the only willow forests in the entirety of Wurm.&lt;br /&gt;
&lt;br /&gt;
[[Arrow shaft]]s made from willow wood damage faster.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
[http://img242.imageshack.us/my.php?image=babywillow6bw.png http://img242.imageshack.us/img242/3139/babywillow6bw.th.png]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[WikiPedia: Willow]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
[[Category:Babel/W]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Colossus&amp;diff=40075</id>
		<title>Colossus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Colossus&amp;diff=40075"/>
		<updated>2009-01-03T01:36:17Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: don't add incomplete colossi to the list, seriously&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[colossus brick]]&lt;br /&gt;
|passive=[[clay]] (2.00kg)&lt;br /&gt;
|group=Decorations&lt;br /&gt;
|materials=* 1999x [[clay]] (2kg each)&lt;br /&gt;
* 1999x [[colossus brick]]s&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=masonry&lt;br /&gt;
}}&lt;br /&gt;
A Colossus is a huge statue, 2x the height of a [[Guard tower]] and is 3 tiles long and in width.&lt;br /&gt;
&lt;br /&gt;
== Known Colossi ==&lt;br /&gt;
=== Home ===&lt;br /&gt;
* Colossus of Newtown - ''[[Newtown]]''&lt;br /&gt;
* Colossus of Northern Light - ''[[Northern Light]]''&lt;br /&gt;
* Colossus of BearBack Mountain - ''BBM Crossroads (first finished colossus)''&lt;br /&gt;
* Colossus of Udgaard - ''Udgaard''&lt;br /&gt;
* Colossus of Dottie - ''Lake Cove''&lt;br /&gt;
* Colossus of Stonegate - ''[[Stonegate]]''&lt;br /&gt;
* Colossus of Romulus &amp;amp; Colossus of Remus - ''[[Roadside]]''&lt;br /&gt;
* Colossus of Old Bear &amp;amp; Colossus of The Small Bear- ''[[Village of Small Bears]]''&lt;br /&gt;
* Colossus of Ahkenaten - ''[[Ahkenaten]]''&lt;br /&gt;
* Colossus of Lore - ''Lore''&lt;br /&gt;
&lt;br /&gt;
=== Wild ===&lt;br /&gt;
* Colossus of Landing - ''[[The Landing]]''&lt;br /&gt;
* Colossus of Mole Hill - ''[[Fort Mole]]''&lt;br /&gt;
* Colossus of The Shroud - ''[[The Shroud]]''&lt;br /&gt;
* Colossus of Whosville - ''[[Whosville]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Colossi can be painted but the amount of dye needed is unknown.&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Player:Ephemeral&amp;diff=40035</id>
		<title>Player:Ephemeral</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Player:Ephemeral&amp;diff=40035"/>
		<updated>2008-12-31T06:11:57Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About Me==&lt;br /&gt;
&lt;br /&gt;
From fairly a fairly arduous beginning in the [[Shantytown]] of the Wild server, he has risen to the challenge and become very much your average conglomerate 'jack-of-all-trades-but-great-at-none'. Current resident and reservist archer for the great mountain citadel of [[Coniunctis Viribus]], and is actively working on becoming an avid forgehound of the plate and shield variety. Has been an active resident of [[Kyara]] and [[Bear Bay]] previously. &lt;br /&gt;
&lt;br /&gt;
Part-time theoretical Wurmist. Has written a rendition of the [[The Creation Of Wurm#As told by Ephemeral | creation of Wurm]].&lt;br /&gt;
&lt;br /&gt;
==Titles==&lt;br /&gt;
&lt;br /&gt;
[[Trollslayer]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farwalker_amulet&amp;diff=39786</id>
		<title>Farwalker amulet</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farwalker_amulet&amp;diff=39786"/>
		<updated>2008-12-22T01:17:31Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: removed rules of engagement accomodating new rule ruling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Farwalker amulet was given out by Santa to all premium players who visited him during the week of Christmas 2007.  When used, the amulet will give the player the [[Unstoppable]] condition for 30 seconds.  The amulet was 99 quality when received but with each use it's quality is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
This item is non-craftable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Gifts]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Player:Demondan&amp;diff=39785</id>
		<title>Player:Demondan</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Player:Demondan&amp;diff=39785"/>
		<updated>2008-12-22T00:50:36Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: fixed some grammar and spelling errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HISTORY ==&lt;br /&gt;
&lt;br /&gt;
Started playing in Halloween 2007 on home server and met a fellow Wurmian named [[Ithinor]]. After a long conversation Ithinor invited Demondan to join [[Aestalla]] - after 2 weeks of making coal piles, the village moved on to the Wild server. After a mere 2 weeks on Wild server, Aestalla was attacked by Blacklighters - and destroyed in the ensuing struggle. The only three survivors were [[Demondan]], [[Garah]] and [[Derelict]]. Demondan than joined [[Rivendell]] with Garah, while Derelict joined [[Woodscove]]. Before [[Rivendell]] went MR, [[Demondan]] joined the Vindicators Den with Garrettwademan. [[Rivendell]] eventually disbanded so Demondan held fast in the Vindicators Den until he a means to escape. Soon, he was than invited to join Woodscove (on the [[Mol-Rehan]] side) and stayed there for 1 1/2 months - even sailing to the new lands participating in the town's expeditions there. After a long contemplation of his future, Demondan decided to go back to [[Rivendell]] (which was reestablished on MR-H) and there he now resides. 2 months on, Demondan has come along way. He has become extremely strong and is an avid fighter for the MR war effort. He has returned to Wild and is back in Rivendell.&lt;br /&gt;
&lt;br /&gt;
http://img523.imageshack.us/img523/1920/dddfghhjttynw0.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Villagers of Aestalla'''&lt;br /&gt;
&lt;br /&gt;
'''RIP'''  Aelavel, Ithinor, Imogenus, Senthryse.&lt;br /&gt;
&lt;br /&gt;
You shall never be forgotton.&lt;br /&gt;
&lt;br /&gt;
'''Kill count-'''&lt;br /&gt;
&lt;br /&gt;
Fevfev&lt;br /&gt;
&lt;br /&gt;
BoldeagleOG&lt;br /&gt;
&lt;br /&gt;
Christy&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farwalker_amulet&amp;diff=39784</id>
		<title>Farwalker amulet</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farwalker_amulet&amp;diff=39784"/>
		<updated>2008-12-22T00:35:22Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: added rules of engagement to match new anti-exploit rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Farwalker amulet was given out by Santa to all premium players who visited him during the week of Christmas 2007.  When used, the amulet will give the player the [[Unstoppable]] condition for 30 seconds.  The amulet was 99 quality when received but with each use it's quality is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
This item is non-craftable.&lt;br /&gt;
&lt;br /&gt;
== Rules of Engagement ==&lt;br /&gt;
Due to new rules pertaining to the exploitation of the farwalker items, none can be used by hostile aggressors entering enemy territory to engage opponents. However, the defenders of such territory are within their rights to use these items to any extent. This would include chasing wounded aggressors away. This rule may be subject to change.&lt;br /&gt;
&lt;br /&gt;
''THIS ONLY APPLIES TO WILDSERVER.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Gifts]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement_talk:Mare_Arcanum&amp;diff=39732</id>
		<title>Settlement talk:Mare Arcanum</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement_talk:Mare_Arcanum&amp;diff=39732"/>
		<updated>2008-12-19T07:52:04Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: request for quality control&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quality control is necessary for this article. Please fix.&lt;br /&gt;
-- [[User:Ephemeral|Ephemeral]] 01:52, 19 December 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User_talk:Bobauer&amp;diff=39731</id>
		<title>User talk:Bobauer</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User_talk:Bobauer&amp;diff=39731"/>
		<updated>2008-12-19T07:49:31Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: added request for quality control (G2VR)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gold 2 Village Roadmap Contributions ==&lt;br /&gt;
&lt;br /&gt;
Don't take it personally, but Xallo removed your revision of the G2VR because of certain quality standards people expect from the wiki. If you're going to edit it, please use photoshop (or at least the GIMP) and try to stick the format already present within the map. Sprawling text in neon colours in MSPaint is not the way to go. Please don't reapply your map until you've revised it or had someone to do it for you&lt;br /&gt;
              - [[User:Ephemeral|Ephemeral]] 01:49, 19 December 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Maps&amp;diff=38653</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Maps&amp;diff=38653"/>
		<updated>2008-10-16T09:24:22Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: deleted redundant map link which was deleted by Egal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Complete DB|Main]] / '''Astronomy and geography'''&lt;br /&gt;
&lt;br /&gt;
== Gold 2 maps (11th World, Current) ==&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon Home server ====&lt;br /&gt;
*Official map dump [http://gmapuploader.com/iframe/JHhIgAHM3e  with GoogleMap interface] or [http://www.nickersonm.com/wurm/mapping/jenn002-map.png as a png] (December 17th, 2007)&lt;br /&gt;
*[[Gold 2 Village Roadmap]] (27/07/2008) (Google Maps Version (27/07/2008)[http://gmapuploader.com/iframe/DBgl4MFOuC *])&lt;br /&gt;
*[[Kinoss' + NWMP]] (December 17)&lt;br /&gt;
*[[New World Mapping Project]]&lt;br /&gt;
*[[Dramen's Map]]&lt;br /&gt;
*[[Adamirs Map]] (December 23th)&lt;br /&gt;
*[[Greenside Map]] (05/17/08)&lt;br /&gt;
&lt;br /&gt;
==== Mol Rehan Home server ====&lt;br /&gt;
*[[MR Home by Kinoss]] (September 28)&lt;br /&gt;
&lt;br /&gt;
==== Wild server ====&lt;br /&gt;
*[[The Bushmanla Map]]&lt;br /&gt;
*[[Wildroadmap]]&lt;br /&gt;
*Official map dump [http://gmapuploader.com/iframe/qVEbTx4juO with GoogleMap interface] or [http://www.nickersonm.com/wurm/mapping/wild001-map.png as a png] (December 17th, 2007)&lt;br /&gt;
*Influence map [http://wurmonline.com/wiki/index.php?title=Wild_Influence_Map] (October 2008)&lt;br /&gt;
&lt;br /&gt;
== Alpha / Beta / Gold 1 maps ==&lt;br /&gt;
''Note: The lands these maps depict no longer exist, see above for current maps.''&lt;br /&gt;
=== Gold 1 ===&lt;br /&gt;
*[http://wurmgold.awardspace.com/ Home server map dump], 10th world - Mapdump made by [[User:Notch|Notch]] of home server captured a few months before the [[Wurmageddon]].&lt;br /&gt;
*[http://wurmgold.awardspace.com/wild Wild server], 10th world : Mapdump made by [[User:Notch|Notch]] after the end of Gold-1.&lt;br /&gt;
* [http://img258.imageshack.us/img258/2830/panolabelsus9.jpg Wild server panorama], 10th world - Made by [[User:Jbobj|Jbobj]]&lt;br /&gt;
*[[Newtown Map]], 10th world, homeserver.&lt;br /&gt;
*[[Newtown Roadmap]], 10th world, homeserver.&lt;br /&gt;
*[[Roadmap]] - 10th world, homeserver. Roadmap from Newtown to major towns. [[Acropolis]], [[Seaside]]&lt;br /&gt;
*[[Servermap (Gold 1)]] - 10th world, homeserver. Map by Loganmom. Mostly complete, but not very accurate (works well for reference however).&lt;br /&gt;
*[[Servermap2 (Gold 1)]] - 10th world, homeserver. Map by various (Azami). Tile-based (very accurate), but in-complete.&lt;br /&gt;
*[[Servermap3 (Gold 1)]] - 10th world, homeserver. Map by Sticky Label, based on Loganmom's map. &lt;br /&gt;
*[[Servermap4 (Gold 1)]] - 10th world, homeserver. Loganmom's map with newer towns being added.&lt;br /&gt;
*[[Whosville Island]] - 10th world, homeserver. Map by [[Player:Jbobj|Jbobj]] of [[whosville]] island&lt;br /&gt;
&lt;br /&gt;
=== Alpha / Beta maps ===&lt;br /&gt;
*[[Geographic Research 1]], 9th world : Roadmap by Caeddyn.&lt;br /&gt;
*[[Geographic Research 2]], 9th world : Mapdump made by [[developer]] [[User:Notch|Notch]] shortly before the end of beta.&lt;br /&gt;
*[[WPS]]: Sketches of an old (abandoned), quite unknown positioning system from the 4th world. Never finished, but used by a few players.&lt;br /&gt;
*[http://www.mojang.com/notch/oldwurm/img/map.gif A map of one of the first worlds].&lt;br /&gt;
&lt;br /&gt;
==Astro research archive==&lt;br /&gt;
*[[AstroResearch 1]], 14/9 986, 8th world&lt;br /&gt;
*[[AstroResearch 2]], 22/7 988, 9th world&lt;br /&gt;
*[[Moons]], 9th world&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*[[Annotating googlemaps]] - A simple guide to adding your own markers/roads&lt;br /&gt;
[[Category:Babel/A]]&lt;br /&gt;
[[Category:Misc]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User_talk:Tritus&amp;diff=38598</id>
		<title>User talk:Tritus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=User_talk:Tritus&amp;diff=38598"/>
		<updated>2008-10-14T06:07:13Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: tidbit about the priest guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Priest Guide ==&lt;br /&gt;
&lt;br /&gt;
It's probably ideal if you left the writing of such a guide to someone who knows what they're doing - since you seem to have referenced the guide as a general priest guide but appear to only be focusing on the soul depth attribute gain of a Vynoran priest. It's known that different gods reward soul depth for different actions - Magranon is known to give soul depth for fighting and blacksmithing, for instance. - [[User:Ephemeral|Ephemeral]] 01:07, 14 October 2008 (CDT)&lt;br /&gt;
== Ship list ==&lt;br /&gt;
&lt;br /&gt;
Hey. Good idea about interlinking the ship pages, so I made a template for it ([[Template:Shiplist]]) to ensure consistency and easy updates. It looks quite a bit different from what you added (I used the default floating box used in other templates), so if you want to change the look go ahead. - [[User:Dashiva|Dashiva]] 06:56, 29 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Calm down! ==&lt;br /&gt;
&lt;br /&gt;
Also, hi. It's nice to see you're interested in improving the wiki, but please take a little care. In particular, major changes to templates should not be done without discussion and testing. The talk page of the template is a good place to start discussion, and template testing can be done using [[Template Sandbox]] or a subpage in your user space. - [[User:Dashiva|Dashiva]] 09:14, 26 September 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Dunno how to say this ==&lt;br /&gt;
&lt;br /&gt;
... in a good way. But try to use the preview button more often, you kinda spam the recent changes :P&lt;br /&gt;
&lt;br /&gt;
--[[User:Swedish Phoenix|Swedish Phoenix]] 11:39, 26 September 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== For the love of Fo ==&lt;br /&gt;
&lt;br /&gt;
PLEASE use the preview button and do all your changes to a page on 1-2 revisions! Spamming them as you are doing now clutters up recent changes and also makes it an utter ass to revert the articles in question to older revisions if need be&lt;br /&gt;
&lt;br /&gt;
-- [[User:Ephemeral|Ephemeral]] 19:55, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Yep well I did get that last time but had decided to go through Quickstart step by step because it is so big and because I am keen to have it turn, eventually into and easy to follow step by step guide for new players.&lt;br /&gt;
&lt;br /&gt;
:: Unfortunately my careful, methodical, section by section editing forgot to to take the Recent Changes page into account.&lt;br /&gt;
&lt;br /&gt;
:: In other words, I was using preview, but I was editing one section at a time so that I would be less likely to miss typos and inaccuracies.&lt;br /&gt;
&lt;br /&gt;
:: In fact I did introduce a typo and did not want to correct it on account of spam.&lt;br /&gt;
&lt;br /&gt;
[[User:Tritus|Tritus]] 04:48, 2 October 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Client_Configuration&amp;diff=38597</id>
		<title>Client Configuration</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Client_Configuration&amp;diff=38597"/>
		<updated>2008-10-14T06:03:46Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: added coralized pack updater warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page explains the configuration options available in the Wurm Client login screen. &lt;br /&gt;
&lt;br /&gt;
Click on the Options button on the Wurm Client Login screen to display the configuration options screens. &lt;br /&gt;
&lt;br /&gt;
==Game tab==&lt;br /&gt;
{| &lt;br /&gt;
| [[Image:WurmClient-Options-Game-Tab.jpg]] [[Image:WurmClient-Options-Resolution-Picker.jpg]] &lt;br /&gt;
|}&lt;br /&gt;
;Game renderer&lt;br /&gt;
: You here have the choice between [[JOGL]] + AWT and [[LWJGL]]. If you have an ATI graphics card (Radeon series), you will want to use LWJGL renderer, or you will get a lousy fps no matter what you do.&lt;br /&gt;
;Resolution&lt;br /&gt;
: Choose from the resolutions that are supported by your graphics card. Choosing a too low or too high resolution might effect performance. Some monitors have an optimal resolution. Wurm looks much better at higher resolutions so compare the performance at different settings.&lt;br /&gt;
;Fullscreen&lt;br /&gt;
:Play Wurm in a window or use all of the screen. Windowed and Fullscreen does not have much difference, fullscreen yields a little more performance, not really noticeable unless on an old computer; this may depend on your graphics card.&lt;br /&gt;
;GUI Window opacity&lt;br /&gt;
: The opacity of the interface windows. This can make screens like the inventory see-through, completely solid, or something in between.  &lt;br /&gt;
;Bob viewport when walking&lt;br /&gt;
:Checked tickbox means that camera will bob up and down to simulate walking. This can be annoying as you cannot click objects while walking at the cost of performance. Recommended setting is OFF.&lt;br /&gt;
;Outline hovered objects&lt;br /&gt;
:Make the outline of objects under the cursor glow. Outline hovered objects: Minimal, if any negative effect on performance, have it on so you will have it easier to see what you are actually having under your mouse (sometimes you actually don't know without reading the text). Recommended setting is ON.&lt;br /&gt;
;Censor bad language&lt;br /&gt;
:Will censor bad language in a chat message. No effect on performance.&lt;br /&gt;
;Timestamps in chat&lt;br /&gt;
:Checked tickbox means that any chat windows will have the time printed next to a message. Recommended setting is ON. It helps keep track of when someone said something in the chat window. Minimal or no effect on performance.&lt;br /&gt;
;Loglevel&lt;br /&gt;
:set to Console only unless you want to log what people say, then choose the appropriate option to what you need. Setting to Everything will have effect on performance because there are more writes to the harddrive.&lt;br /&gt;
&lt;br /&gt;
==Graphics Tab==&lt;br /&gt;
[[Image:WurmClient-Options-Graphics-Tab.jpg]]&lt;br /&gt;
&lt;br /&gt;
Note that setting all the graphics settings on the extreme settings is not recommended. It will result in poor frame rate on even the fastest systems. &lt;br /&gt;
&lt;br /&gt;
;Terrain Resolution&lt;br /&gt;
:Choose from Low, Medium, or High. This has some effect on performance and affects the quality. More means more detailed landscape far away from you. If you appreciate a good view then use high unless your computer can't handle it. Settings medium and high also show rocks in the terrain.&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Terrain-low.png|Low]] | [[:Image:Terrain-med.png|Medium]] | [[:Image:Terrain-high.png|High]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Water reflection&lt;br /&gt;
:Choose from None, &amp;quot;Sky only&amp;quot;, &amp;quot;Sky and terrain&amp;quot;, &amp;quot;Sky, terrain, and trees&amp;quot;, &amp;quot;Almost everything&amp;quot;. Have set to NONE unless you have a semi-old card (FX5600 or better at least) and a good CPU (AMD athlon 2000+, 2GHZ P4). It has a great effect on performance, turning it on will use a lot, but with a good comp it only gives a small drop in performance and it does make the water look nice.&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Reflection-none.png|None]] | [[:Image:Reflection-sky.png|Sky only]] | [[:Image:Reflection-terrain.png|Sky and Terrain]] | [[:Image:Reflection-trees.png|Sky, terrain and trees]] | [[:Image:Reflection-full.png|Almost everything]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Tile Decorations&lt;br /&gt;
:Choose from Extremely sparse, Sparse, Normal, Dense, or Extremely dense. Have this set to Extremely Sparse for a performance boost. Using higher settings makes the game  much prettier, but you also have a harder time finding anything on the ground, unless it is on/in dirt, road, water, rock or sand. Large performance drop if used. Using the extreme setting is not recommended, it will effect performance greatly. &lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Decoration-extsparse.png|Extremely sparse]] | [[:Image:Decoration-sparse.png|Sparse]] | [[:Image:Decoration-normal.png|Normal]] | [[:Image:Decoration-dense.png|Dense]] | [[:Image:Decoration-extreme.png|Extremely dense]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Tree Render Distance&lt;br /&gt;
:Choose from Very short, Short, Normal, Far, or Extreme. The amount of trees you can see. Have set to Very Short to have best performance. However, structures, items and animals will not be rendered beyond the tree limit. Short or Normal are optimal for quality versus performance. Only use far or extreme when you have a good computer. Using the extreme setting is not recommended, it will effect performance greatly. &lt;br /&gt;
&lt;br /&gt;
;Structure Render Distance&lt;br /&gt;
:Choose from Very short, Short, Normal, Far, or Extreme. The distance in which you can see structures. Set it to very short for a performance boost when you are in a (large) town. Set to Extreme if you want to see towns from quite a distance away. ''The maximum setting of this option is the setting of Tree Render Distance''&lt;br /&gt;
&lt;br /&gt;
;Item/Creature Render Distance&lt;br /&gt;
:Choose from Very short, Short, Normal, Far, or Extreme. Set this to very short for a performance boost. Setting this to extreme helps looking for items and creatures. ''The maximum setting of this option is the setting of Tree Render Distance''&lt;br /&gt;
&lt;br /&gt;
;Sky Detail&lt;br /&gt;
:Choose from Low, Normal, High. Set to high for more detailed clouds, but much less performance. Set to low for very crude clouds, but heaps of performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Cave Detail&lt;br /&gt;
:Choose from Very Low, Low, Normal, High. Set to normal, the difference in performance from Low to Normal is minimal, and in a cave you don't need great performance mostly. Even set to the highest does not drop your performance too much.&lt;br /&gt;
&lt;br /&gt;
;Shadows&lt;br /&gt;
:Set this to none for a great performance increase. Setting this to the highest setting will cause the client to render everything twice. &lt;br /&gt;
&lt;br /&gt;
;Render Cloud Shadows&lt;br /&gt;
:Turn this off for a noticeable performance increase. &lt;br /&gt;
&lt;br /&gt;
;Pretty trees (models near player)&lt;br /&gt;
:Have it ON unless it really makes the game unplayable. Performance versus Quality is worth it here.&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Trees-ON.png|ON]] | [[:Image:Trees-OFF.png|OFF]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Render Distant Terrain&lt;br /&gt;
:Have ON unless it really makes the game unplayable. Great effect on performance, but good for spotting things early (like enemies).&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Distant-ON.png|ON]] | [[:Image:Distant-OFF.png|OFF]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Render tile transition&lt;br /&gt;
:ON is prettier but it isn't essential as it only makes the Tile Border between tiles blend between the tiles. Turn it OFF to increase performance slightly.&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
| Example screenshots: [[:Image:Transitions-ON.png|ON]] | [[:Image:Transitions-OFF.png|OFF]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Render Bloom(&amp;quot;glow&amp;quot;)&lt;br /&gt;
:Set to OFF for performance. Very pretty, makes the game look great, but has a large effect on performance. Makes the game look...well, more lifelike, look at the sun and you will not see much :P ''The effects of this option depends greatly on your hardware (some users may experience a heavy performance drop, some close to none)''.&lt;br /&gt;
&lt;br /&gt;
;Pretty weather&lt;br /&gt;
:Have OFF for performance. Performance will drop a great deal when it starts to rain, but on will make weather look nicer, but weather is really nice anyway so it´s up to you.&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
;Invert mouse&lt;br /&gt;
:Inverts the y-axis of the mouse control. No impact on performance whatsoever. Your own preference.&lt;br /&gt;
&lt;br /&gt;
==Sound Tab==&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:WurmClient-Options-Sound-Tab.png]]&lt;br /&gt;
|}&lt;br /&gt;
;Sound Engine&lt;br /&gt;
:Choose from None (silent) and Software. This will cause sounds to be played for certain actions, if you have downloaded the optional packs. Your own preference.&lt;br /&gt;
&lt;br /&gt;
==Advanced Tab==&lt;br /&gt;
{| &lt;br /&gt;
| [[Image:WurmClient-Options-Advanced-Tab.png]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Use Large Textures&lt;br /&gt;
:looks nicer but takes more video ram if enabled. Turn it OFF for a performance gain, but on if you want it prettier. If you have a lot of videoram use it! The gain in quality is great.&lt;br /&gt;
&lt;br /&gt;
;Use PBuffers&lt;br /&gt;
:Use OpenGL (http://www.opengl.org/) hardware pixel buffers  (http://oss.sgi.com/projects/ogl-sample/registry/ARB/wgl_pbuffer.txt) when rendering the display. Using PBuffers should give better performance as there is less data to be transferred between the CPU and graphics card. However, some graphics cards implement PBuffers in such a way that Wurm can crash. If this happens try disabling PBuffer support. Look in your console.log and check the &amp;quot;PBuffer support&amp;quot; and &amp;quot;PBuffer inited&amp;quot; lines. Refer to [[Client Log Messages]] for details of other console.log messages. &lt;br /&gt;
;Terrain bumpmapping&lt;br /&gt;
:Gives the [[:Category:Terrain|terrain tiles]] a slight 3D look. Compare the performance with this turned ON and OFF! The performance drop may be so large that it may not be worth it for you.&lt;br /&gt;
&lt;br /&gt;
;Use occlusion culling&lt;br /&gt;
:Will give a performance boost on some computers, mainly if you're inside buildings or behind larger objects. It spares the rendering of objects you can't see. On computers where it doesn't work, turn it OFF for a small performance gain.&lt;br /&gt;
;Use GLSL shaders if available&lt;br /&gt;
:With newer graphics card that supports it, this will make waves on water and make it look much more real and nice. If this gives you problems or you have a very slow computer, turn it off for a small performance gain. &lt;br /&gt;
&lt;br /&gt;
;Use VBO if available&lt;br /&gt;
:Use OpenGL Vertex Buffers (http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt). Only turn this off if you are having technical problems. Leave it on for performance.&lt;br /&gt;
;Fast Yield&lt;br /&gt;
:If turned on you can get a performance gain, but you can also have trouble writing and moving your mouse in-game, if no keyboard or mouse lag, have it on.&lt;br /&gt;
;Debug Mode&lt;br /&gt;
:Turn this off, it's mostly used by the developers to find bugs. &lt;br /&gt;
;Release OpenGL context each frame&lt;br /&gt;
:If you use LWJGL renderer, and/or have an ATI graphics card, you will want to enable this for a boost in fps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Client 2.4.0 settings (Work In Progress) ==&lt;br /&gt;
;Maximum texture size (Larger sizes use more memory)&lt;br /&gt;
:Choose from 256, 512, 1024 and No Limit. This setting has a heavy impact on performance and graphics quality. It effects the quality of all models in the game. If your video card has lots of memory, choose a high setting. &lt;br /&gt;
&lt;br /&gt;
:Possible technical problems: &lt;br /&gt;
# Some video cards do not support a high setting.&lt;br /&gt;
# If you set a to high setting and your video card memory gets exceeded, your video card will start to swap textures often. This can causes stuttering or pauses in the game.&lt;br /&gt;
&lt;br /&gt;
;Birds, butterflies, fish and falling leaves&lt;br /&gt;
:Choose from ON or OFF. ON looks nicer, OFF will give a trivial effect on performance.&lt;br /&gt;
&lt;br /&gt;
;Nagles Algorithm for combining packets&lt;br /&gt;
:Choose from ON or OFF. Recommended settings is OFF. Setting this to ON will improve the efficiency of communication with the server, but it might cause some problems. &lt;br /&gt;
&lt;br /&gt;
;Coralized Pack Updater&lt;br /&gt;
;Choose from ON or OFF. Recommended to have this off unless you really need it - is known to often cause pack corruption and fail for seemingly random reasons upon startup.&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Details]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Tree&amp;diff=38436</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Tree&amp;diff=38436"/>
		<updated>2008-10-11T05:35:29Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: final tree article revamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Trees can be cut down by using an [[axe]] as well as with a myriad of other tools. [[Sprout]]s can be picked from trees using a [[sickle]], and can be used to [[plant]] new trees elsewhere. Trees that are left sprouting long enough will plant sprouts nearby on their own.&lt;br /&gt;
&lt;br /&gt;
There are different types of trees, primarily grouped by their lumber production. Non-lumber trees can be [[harvest]]ed while in season, usually with a sickle. See the [[seasons]] article for specific harvest times.&lt;br /&gt;
&lt;br /&gt;
== Tree Types ==&lt;br /&gt;
http://img95.imageshack.us/img95/5742/treesfs2.jpg&lt;br /&gt;
&lt;br /&gt;
=== Lumber Trees ===&lt;br /&gt;
Lumber trees give large amounts of [[wood]] when chopped at an old age. Most types of wood also have special properties.&lt;br /&gt;
&lt;br /&gt;
* [[Birch]] - Birches are relatively common and grow quite fast. Often used as an alternative to pine.&lt;br /&gt;
* [[Cedar]] - Items made of cedarwood decay slower than other items; also good for arrows.&lt;br /&gt;
* [[Pine]] - Pinewood has no special properties, but pines are abundant and grow fast.&lt;br /&gt;
* [[Oak]] - Oakenwood items yield no inherent bonuses, but are often a signet of wealth due to their rarity. An oak will kill other trees within 1 tile.&lt;br /&gt;
* [[Willow]] - Willow wood is good for [[bow]]s and [[fishing rod]]s. Items made from willow wood are suspected to damage faster. A willow will kill other trees within 2 tiles.&lt;br /&gt;
&lt;br /&gt;
=== Fruit Trees ===&lt;br /&gt;
[[Fruit]] trees have fruits which can be [[harvest]]ed during harvest season, but they give very little wood. They are also notorious (with the exception of [[Olive tree]]s for spreading incredibly fast and removing potential growth locations for other trees with more utility.&lt;br /&gt;
&lt;br /&gt;
* [[Apple]] - apples&lt;br /&gt;
* [[Cherry]] - cherries&lt;br /&gt;
* [[Lemon]] - lemons&lt;br /&gt;
* [[Maple]] - maple sap (using a container, like a [[bucket]] - not a sickle)&lt;br /&gt;
* [[Olive]] - olives&lt;br /&gt;
&lt;br /&gt;
=== Bushes ===&lt;br /&gt;
Bushes don't give any wood at all when chopped down. Like fruit trees, they can also be harvested.&lt;br /&gt;
&lt;br /&gt;
* [[Camellia]] - camellia&lt;br /&gt;
* [[Grape]] - grapes&lt;br /&gt;
* [[Lavender]] - lavender&lt;br /&gt;
* [[Oleander]] - oleander&lt;br /&gt;
* [[Rose]] - rose petals&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Trees generally take several weeks to grow to &amp;quot;old&amp;quot; or &amp;quot;very old&amp;quot;, which are the prime types for cutting. Oak is known to take several months - in some cases, years to reach old age.&lt;br /&gt;
* Trees infected by [[mycelium]] do not produce fruit.&lt;br /&gt;
* Old and very old trees give a felled tree when chopped down. Other age groups give a log.&lt;br /&gt;
* If a tree is left long enough with enough of the same tree in the immediate area, it can wither from very old to the 'old and shriveled' status. Shriveled trees yield no fruit and shriveled lumber trees yield wood similar to that of a fruit tree.&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category:Babel/T]]&lt;br /&gt;
[[category:trees| ]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Willow&amp;diff=38435</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Willow&amp;diff=38435"/>
		<updated>2008-10-11T05:31:55Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: fleshed out and condensed article - part of a series of tree article revamps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / [[:Category:Trees|Trees]] / [[Willow]]&lt;br /&gt;
&lt;br /&gt;
==Willow tree==&lt;br /&gt;
Willow trees are a larger species of tree that are fairly uncommon and are often spotted naturally growing near sources of water. Willow wood is useful as it provides a significant bonuses to [[bows]] made from it. Willow wood is known to damage slightly faster than other wood types when used in tools such as a [[fishing rod]], and it's sparsity and long growth time make it unfeasible to use as a 'fuel tree'. Willows also kill other trees within 1 tiles of it while growing, due to their massive foliage blocking the sun underneath the tree.&lt;br /&gt;
&lt;br /&gt;
[[Arrow shaft]]s made from willow wood damage faster.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
[http://img242.imageshack.us/my.php?image=babywillow6bw.png http://img242.imageshack.us/img242/3139/babywillow6bw.th.png]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[WikiPedia: Willow]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
[[Category:Babel/W]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Pine&amp;diff=38434</id>
		<title>Pine</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Pine&amp;diff=38434"/>
		<updated>2008-10-11T05:28:50Z</updated>

		<summary type="html">&lt;p&gt;Ephemeral: fleshed out and condensed article - part of a series of tree article revamps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / [[:Category:Trees|Trees]] / [[Pine]]&lt;br /&gt;
&lt;br /&gt;
== Pine Tree ==&lt;br /&gt;
Pine is the most common species of tree - populating almost as fast as fruit trees while yielding large amounts of decent wood. Pinewood does not yield any bonuses or detriment to items made from it - it's only bonus is it's availability in almost every area in Wurm. Like all wood-yielding trees, pine is best felled at old age or later to receive the maximum possible wood.&lt;br /&gt;
&lt;br /&gt;
[[Arrow shaft]]s constructed from pine yield no bonus or detriment.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:WikiPedia:Pine|WikiPedia article on Pine]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Ephemeral</name></author>
		
	</entry>
</feed>