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	<title>Wurmpedia - User contributions [en]</title>
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	<updated>2026-06-04T13:16:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Colossus&amp;diff=64904</id>
		<title>Colossus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Colossus&amp;diff=64904"/>
		<updated>2011-06-16T14:13:17Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &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;
&lt;br /&gt;
A '''colossus''' is a huge statue twice the height of a [[guard tower]] and 3 [[tile]]s long and wide.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A colossus cannot be painted at the moment, because no current container can hold enough [[dye]] for it, nor is there anybody with enough strength to carry such a container.&lt;br /&gt;
&lt;br /&gt;
== Known Colossi ==&lt;br /&gt;
=== [[Freedom]] ===&lt;br /&gt;
* Colossus of Bay View - ''[[Bay View]]''&lt;br /&gt;
* Robfox - Birthday gift for [[Player:Robfox|Robfox]], located in the water south of ''[[Samling]]''&lt;br /&gt;
* Failossus - ''[[PCG Freedom Village]]''&lt;br /&gt;
* Colossus of Foreverskyz - ''[[Exile's Gate]]''&lt;br /&gt;
* Colossus of the Southern bear - located south-east of  ''[[Free_Bears|Freebears]]''&lt;br /&gt;
* Colossus of Hillside hideout&lt;br /&gt;
* Colossus of Home Sweet Home&lt;br /&gt;
* [[Halcyon]] Colossus&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 Aab - ''[[The Shroud]]''&lt;br /&gt;
* Colossus of Whosville - ''[[Whosville]]''&lt;br /&gt;
* Colossus of Dark Citadel - ''[[Dark Citadel]]''&lt;br /&gt;
* Colossus of the Innkeeper - ''[[Kyara]]''&lt;br /&gt;
&lt;br /&gt;
=== [[Golden Valley (server)|Golden Valley]] ===&lt;br /&gt;
* Colossus of Zephyr - ''[[Glitterdale]]''&lt;br /&gt;
* Brolossus of Brohalla - ''[[Brohalla]]''&lt;br /&gt;
* Colossus of The Mighty Arcania - ''[[Arcania's Crib]]''&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farming&amp;diff=63814</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farming&amp;diff=63814"/>
		<updated>2011-04-18T14:06:15Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[Image:Farm-harvest.png|thumb|200px|Ready to harvest]]&lt;br /&gt;
[[Image:Farm-notready.png|thumb|200px|Not ready to harvest]]&lt;br /&gt;
&lt;br /&gt;
The '''farming''' [[skill]] covers tending [[field]]s, sowing and harvesting the crops. Crops can take several [[day]]s to grow, during which a farmer should farm the field [[tile]]s to remove weeds. This will improve the harvest. [[Quality]] and amount of the harvest increases when you have a high farming skill. Quality of the [[seed]] also effects the growth time of the fields.&lt;br /&gt;
&lt;br /&gt;
The seeds needed to start farming can be found while [[botanizing]] or from harvesting the crops. Harvested [[cotton]], [[wemp]] and [[pumpkin]] must be picked to recover seeds for replanting.&lt;br /&gt;
&lt;br /&gt;
Crops can be harvested at any time after the first growth level, but harvesting too early or too late results in zero return. When the farm is ready to harvest the top of it will turn yellow.&lt;br /&gt;
&lt;br /&gt;
The [[maximum slope]] on which you can sow seeds is 8, where 8 = (highest north-south tile border's slope) + (highest east-west tile border's slope).  For example, the slope can be level EW and 8-steep NS. Or 4-steep EW and 4-steep NS, etc.  Attempting to sow seeds on a greater slope results in a message &amp;quot;The ground is not flat enough for crops to grow. You need to flatten it first&amp;quot;. Farm tiles function the same with a slope 8, flat or anything in between.&lt;br /&gt;
&lt;br /&gt;
The current minimum harvest yield is 2.&lt;br /&gt;
&lt;br /&gt;
== Examine details ==&lt;br /&gt;
&lt;br /&gt;
Anyone can verify if a field needs tending. &amp;quot;The crops grow steadily&amp;quot; means the field is in order, while &amp;quot;It could use a touch from the rake or some other farming tool&amp;quot; means it must be tidied with a [[rake]]. If the description mentions &amp;quot;rotting old weeds&amp;quot;, the field is overgrown and can no longer be harvested.&lt;br /&gt;
&lt;br /&gt;
Level 10 farmers can determine which type of crop is growing in a field, except at the lowest growth level (&amp;quot;freshly sown&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Level 15 farmers can mouse over a field and determine crop type, and whether or not the field is tended or untended (ie needs farming)&lt;br /&gt;
&lt;br /&gt;
Level 20 farmers can determine the growth level of a field. The levels are, chronologically sorted:&lt;br /&gt;
&lt;br /&gt;
# You see a patch of freshly sown field.&lt;br /&gt;
# A few green blades pop out of the ground.&lt;br /&gt;
# Small sprouts with many blades grow here.&lt;br /&gt;
# The sprouts are growing, a bit above half their mature height.&lt;br /&gt;
# The field is almost at full height.&lt;br /&gt;
# '''The field is at full height and ready to harvest!'''&lt;br /&gt;
# '''The field is at full height and ready to harvest!''' (Used to be: The field is overaged, and some crop has been ruined.)&lt;br /&gt;
# (rotten old weeds, crops completely ruined)&lt;br /&gt;
&lt;br /&gt;
Level 30 farmers can determine the growth status of nearby fields using the tool-tip when hovering over a tile. At even higher farming skill this tooltip shows at greater distances.&lt;br /&gt;
&lt;br /&gt;
The stages displayed (in order) are:&lt;br /&gt;
# Freshly sown&lt;br /&gt;
# Sprouting&lt;br /&gt;
# Growing&lt;br /&gt;
# Halfway&lt;br /&gt;
# Almost ripe&lt;br /&gt;
# Ripe&lt;br /&gt;
# Only weeds&lt;br /&gt;
&lt;br /&gt;
Level 60 farmers can determine the number of items they will get after a harvest when they examine the field. It should be noted however, that the number it shows is not very accurate but more of a minimum, since luck and other factors change the final number.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[Rake]] for farming&lt;br /&gt;
* [[Scythe]] for harvesting [[wheat]], [[barley]], [[oat]] and [[rye]]&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
* [[Barley]]&lt;br /&gt;
* [[Corn]]&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Garlic]]&lt;br /&gt;
* [[Oat]]&lt;br /&gt;
* [[Onion]]&lt;br /&gt;
* [[Potato]]&lt;br /&gt;
* [[Pumpkin]]&lt;br /&gt;
* [[Rye]]&lt;br /&gt;
* [[Wemp]]&lt;br /&gt;
* [[Wheat]]&lt;br /&gt;
&lt;br /&gt;
== Yields ==&lt;br /&gt;
the higher the skill the better chance of getting a higher yield at harvest(all levels were tested on cotton fields so it may differ on other crops)&lt;br /&gt;
* at 20 skill you will get a guaranteed 3&lt;br /&gt;
* at 39 skill you will get a guaranteed 4&lt;br /&gt;
* at 57 skill you will get a guaranteed 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Farmer at 50 skill&lt;br /&gt;
* Crofter at 70 skill&lt;br /&gt;
* Master Farmer at 90 skill&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Farming With Tritus]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Dairy farming]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farming&amp;diff=63725</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farming&amp;diff=63725"/>
		<updated>2011-04-15T11:55:18Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[Image:Farm-harvest.png|thumb|200px|Ready to harvest]]&lt;br /&gt;
[[Image:Farm-notready.png|thumb|200px|Not ready to harvest]]&lt;br /&gt;
&lt;br /&gt;
The '''farming''' [[skill]] covers tending [[field]]s, sowing and harvesting the crops. Crops can take several [[day]]s to grow, during which a farmer should farm the field [[tile]]s to remove weeds. This will improve the harvest. [[Quality]] and amount of the harvest increases when you have a high farming skill. Quality of the [[seed]] also effects the growth time of the fields.&lt;br /&gt;
&lt;br /&gt;
The seeds needed to start farming can be found while [[botanizing]] or from harvesting the crops. Harvested [[cotton]], [[wemp]] and [[pumpkin]] must be picked to recover seeds for replanting.&lt;br /&gt;
&lt;br /&gt;
Crops can be harvested at any time after the first growth level, but harvesting too early or too late results in zero return. When the farm is ready to harvest the top of it will turn yellow.&lt;br /&gt;
&lt;br /&gt;
The [[maximum slope]] on which you can sow seeds is 8, where 8 = (highest north-south tile border's slope) + (highest east-west tile border's slope).  For example, the slope can be level EW and 8-steep NS. Or 4-steep EW and 4-steep NS, etc.  Attempting to sow seeds on a greater slope results in a message &amp;quot;The ground is not flat enough for crops to grow. You need to flatten it first&amp;quot;. Farm tiles function the same with a slope 8, flat or anything in between.&lt;br /&gt;
&lt;br /&gt;
The current minimum harvest yield is 2.&lt;br /&gt;
&lt;br /&gt;
== Examine details ==&lt;br /&gt;
&lt;br /&gt;
Anyone can verify if a field needs tending. &amp;quot;The crops grow steadily&amp;quot; means the field is in order, while &amp;quot;It could use a touch from the rake or some other farming tool&amp;quot; means it must be tidied with a [[rake]]. If the description mentions &amp;quot;rotting old weeds&amp;quot;, the field is overgrown and can no longer be harvested.&lt;br /&gt;
&lt;br /&gt;
Level 10 farmers can determine which type of crop is growing in a field, except at the lowest growth level (&amp;quot;freshly sown&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Level 15 farmers can mouse over a field and determine crop type, and whether or not the field is tended or untended (ie needs farming)&lt;br /&gt;
&lt;br /&gt;
Level 20 farmers can determine the growth level of a field. The levels are, chronologically sorted:&lt;br /&gt;
&lt;br /&gt;
# You see a patch of freshly sown field.&lt;br /&gt;
# A few green blades pop out of the ground.&lt;br /&gt;
# Small sprouts with many blades grow here.&lt;br /&gt;
# The sprouts are growing, a bit above half their mature height.&lt;br /&gt;
# The field is almost at full height.&lt;br /&gt;
# '''The field is at full height and ready to harvest!'''&lt;br /&gt;
# '''The field is at full height and ready to harvest!''' (Used to be: The field is overaged, and some crop has been ruined.)&lt;br /&gt;
# (rotten old weeds, crops completely ruined)&lt;br /&gt;
&lt;br /&gt;
Level 30 farmers can determine the growth status of nearby fields using the tool-tip when hovering over a tile. At even higher farming skill this tooltip shows at greater distances.&lt;br /&gt;
&lt;br /&gt;
The stages displayed (in order) are:&lt;br /&gt;
# Freshly sown&lt;br /&gt;
# Sprouting&lt;br /&gt;
# Growing&lt;br /&gt;
# Halfway&lt;br /&gt;
# Almost ripe&lt;br /&gt;
# Ripe&lt;br /&gt;
# Only weeds&lt;br /&gt;
&lt;br /&gt;
Level 60 farmers can determine the number of items they will get after a harvest when they examine the field. It should be noted however, that the number it shows is not very accurate but more of a minimum, since luck and other factors change the final number.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[Rake]] for farming&lt;br /&gt;
* [[Scythe]] for harvesting [[wheat]], [[barley]], [[oat]] and [[rye]]&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
* [[Barley]]&lt;br /&gt;
* [[Corn]]&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Garlic]]&lt;br /&gt;
* [[Oat]]&lt;br /&gt;
* [[Onion]]&lt;br /&gt;
* [[Potato]]&lt;br /&gt;
* [[Pumpkin]]&lt;br /&gt;
* [[Rye]]&lt;br /&gt;
* [[Wemp]]&lt;br /&gt;
* [[Wheat]]&lt;br /&gt;
&lt;br /&gt;
== Yields ==&lt;br /&gt;
the higher the skill the better chance of getting a higher yield at harvest(all levels were tested on cotton fields so it may differ on other crops)&lt;br /&gt;
* at 20 skill you will get a guaranteed 3&lt;br /&gt;
* at 37 skill you will get a guaranteed 4(?)&lt;br /&gt;
* at 57 skill you will get a guaranteed 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Farmer at 50 skill&lt;br /&gt;
* Crofter at 70 skill&lt;br /&gt;
* Master Farmer at 90 skill&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Farming With Tritus]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Dairy farming]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Farming&amp;diff=63724</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Farming&amp;diff=63724"/>
		<updated>2011-04-15T11:47:27Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[Image:Farm-harvest.png|thumb|200px|Ready to harvest]]&lt;br /&gt;
[[Image:Farm-notready.png|thumb|200px|Not ready to harvest]]&lt;br /&gt;
&lt;br /&gt;
The '''farming''' [[skill]] covers tending [[field]]s, sowing and harvesting the crops. Crops can take several [[day]]s to grow, during which a farmer should farm the field [[tile]]s to remove weeds. This will improve the harvest. [[Quality]] and amount of the harvest increases when you have a high farming skill. Quality of the [[seed]] also effects the growth time of the fields.&lt;br /&gt;
&lt;br /&gt;
The seeds needed to start farming can be found while [[botanizing]] or from harvesting the crops. Harvested [[cotton]], [[wemp]] and [[pumpkin]] must be picked to recover seeds for replanting.&lt;br /&gt;
&lt;br /&gt;
Crops can be harvested at any time after the first growth level, but harvesting too early or too late results in zero return. When the farm is ready to harvest the top of it will turn yellow.&lt;br /&gt;
&lt;br /&gt;
The [[maximum slope]] on which you can sow seeds is 8, where 8 = (highest north-south tile border's slope) + (highest east-west tile border's slope).  For example, the slope can be level EW and 8-steep NS. Or 4-steep EW and 4-steep NS, etc.  Attempting to sow seeds on a greater slope results in a message &amp;quot;The ground is not flat enough for crops to grow. You need to flatten it first&amp;quot;. Farm tiles function the same with a slope 8, flat or anything in between.&lt;br /&gt;
&lt;br /&gt;
The current minimum harvest yield is 2.&lt;br /&gt;
&lt;br /&gt;
== Examine details ==&lt;br /&gt;
&lt;br /&gt;
Anyone can verify if a field needs tending. &amp;quot;The crops grow steadily&amp;quot; means the field is in order, while &amp;quot;It could use a touch from the rake or some other farming tool&amp;quot; means it must be tidied with a [[rake]]. If the description mentions &amp;quot;rotting old weeds&amp;quot;, the field is overgrown and can no longer be harvested.&lt;br /&gt;
&lt;br /&gt;
Level 10 farmers can determine which type of crop is growing in a field, except at the lowest growth level (&amp;quot;freshly sown&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Level 15 farmers can mouse over a field and determine crop type, and whether or not the field is tended or untended (ie needs farming)&lt;br /&gt;
&lt;br /&gt;
Level 20 farmers can determine the growth level of a field. The levels are, chronologically sorted:&lt;br /&gt;
&lt;br /&gt;
# You see a patch of freshly sown field.&lt;br /&gt;
# A few green blades pop out of the ground.&lt;br /&gt;
# Small sprouts with many blades grow here.&lt;br /&gt;
# The sprouts are growing, a bit above half their mature height.&lt;br /&gt;
# The field is almost at full height.&lt;br /&gt;
# '''The field is at full height and ready to harvest!'''&lt;br /&gt;
# '''The field is at full height and ready to harvest!''' (Used to be: The field is overaged, and some crop has been ruined.)&lt;br /&gt;
# (rotten old weeds, crops completely ruined)&lt;br /&gt;
&lt;br /&gt;
Level 30 farmers can determine the growth status of nearby fields using the tool-tip when hovering over a tile. At even higher farming skill this tooltip shows at greater distances.&lt;br /&gt;
&lt;br /&gt;
The stages displayed (in order) are:&lt;br /&gt;
# Freshly sown&lt;br /&gt;
# Sprouting&lt;br /&gt;
# Growing&lt;br /&gt;
# Halfway&lt;br /&gt;
# Almost ripe&lt;br /&gt;
# Ripe&lt;br /&gt;
# Only weeds&lt;br /&gt;
&lt;br /&gt;
Level 60 farmers can determine the number of items they will get after a harvest when they examine the field. It should be noted however, that the number it shows is not very accurate but more of a minimum, since luck and other factors change the final number.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[Rake]] for farming&lt;br /&gt;
* [[Scythe]] for harvesting [[wheat]], [[barley]], [[oat]] and [[rye]]&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
* [[Barley]]&lt;br /&gt;
* [[Corn]]&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Garlic]]&lt;br /&gt;
* [[Oat]]&lt;br /&gt;
* [[Onion]]&lt;br /&gt;
* [[Potato]]&lt;br /&gt;
* [[Pumpkin]]&lt;br /&gt;
* [[Rye]]&lt;br /&gt;
* [[Wemp]]&lt;br /&gt;
* [[Wheat]]&lt;br /&gt;
&lt;br /&gt;
== Yields ==&lt;br /&gt;
the higher the skill the better chance of getting a higher yield at harvest(all levels were tested on cotton fields so it may differ on other crops)&lt;br /&gt;
at 20 skill you will get a guaranteed 3&lt;br /&gt;
at 37 skill you will get a guaranteed 4(?)&lt;br /&gt;
at 57 skill you will get a guaranteed 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Farmer at 50 skill&lt;br /&gt;
* Crofter at 70 skill&lt;br /&gt;
* Master Farmer at 90 skill&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Farming With Tritus]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Dairy farming]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Dredge&amp;diff=63628</id>
		<title>Dredge</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Dredge&amp;diff=63628"/>
		<updated>2011-04-08T20:15:11Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[rope]] (0.50 kg)&lt;br /&gt;
|passive=[[square piece of cloth]] (0.30 kg)&lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 4x [[dredge scraping lip]]&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (4.50 kg)&lt;br /&gt;
|skill=blacksmithing&lt;br /&gt;
|improve=carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A dirty sack with four metal blades along its rim. A rope is attached to it. The idea is that you drag it along the bottom and gather mud.''&lt;br /&gt;
&lt;br /&gt;
The [[dredge]]'s main ability is to dig from below water level. The maximum depth you can dredge is determined by your [[digging]] skill. Also, to dredge deeper than 7 dirts below water level, which is a [[shovel]]'s limit, you need to be on a [[ship|boat or ship]].&lt;br /&gt;
&lt;br /&gt;
== Creating ==&lt;br /&gt;
* The [[quality]] of the [[rope]] affects your success chance.&lt;br /&gt;
* The quality of the [[square piece of cloth]] affects the initial quality of the dredge.&lt;br /&gt;
&lt;br /&gt;
== Using ==&lt;br /&gt;
Dredging works similar to digging: Move on top of the corner you want to dig at, right-click the boat or ship you are on, and select ''Dredge''. You do not have to right-click any tile in particular. The dredged material appears inside the dredge.&lt;br /&gt;
&lt;br /&gt;
On bigger ships you may have to embark as passenger to get the option to dredge, because as the commander you might technically be too far way from the boat to use it. It is also a good idea to [[mooring anchor|moor]] your ship or boat before dredging.&lt;br /&gt;
&lt;br /&gt;
You can dredge all kinds of material, for instance [[clay]]. However, clay, [[peat]] and [[tar]] tiles will only lower if the corner you are digging at is close to some terraformable tile type. The material dug is generally determined by the tile you are closest to its northwest corner. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A dredge can hold, for example, 2 [[pile of dirt|piles of dirt]] or [[heap of sand|heaps of sand]] (40kg), or 36 clay (72kg), before needing emptying.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/D]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement:Hopes_End&amp;diff=62345</id>
		<title>Settlement:Hopes End</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement:Hopes_End&amp;diff=62345"/>
		<updated>2011-02-10T17:30:48Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: Created page with 'Hopes End is a 36x36 deed with 1/4 castle 1/4 farm and 1/2 houses and docks. Hopes End takes on players if they are pay-to-play or f2p if PMed in advance. Hopes End is owned by m…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hopes End is a 36x36 deed with 1/4 castle 1/4 farm and 1/2 houses and docks. Hopes End takes on players if they are pay-to-play or f2p if PMed in advance. Hopes End is owned by minimusmaximus, nervesplitter and zelda.&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Nervesplitter%27s_guide_to_mining&amp;diff=61876</id>
		<title>Guides:Nervesplitter's guide to mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Nervesplitter%27s_guide_to_mining&amp;diff=61876"/>
		<updated>2011-01-20T19:33:35Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==intro==&lt;br /&gt;
hey, im nervesplitter ive been prem since easter 2010 and ive gathered 45 mining skill (i don't do mining much)&lt;br /&gt;
i've put all i know into this guide but it may be incomplete for a few days&lt;br /&gt;
&lt;br /&gt;
==what you will need==&lt;br /&gt;
15+ woodcutting,&lt;br /&gt;
15+ carpentry,&lt;br /&gt;
12+ silver coins,&lt;br /&gt;
A boat/cart&amp;amp;horses,&lt;br /&gt;
time,&lt;br /&gt;
an exposed rock surface,&lt;br /&gt;
nearby clay (optional).&lt;br /&gt;
&lt;br /&gt;
==starting out==&lt;br /&gt;
you will want to buy a low ql, high coc pickaxe. if you're on Freedom i suggest you /tell zuperman as i have been buying enchanted tools off him for ages now and he is cheap. Go to your rock surface and check that there is no other mines anywhere near your mine as you may break into their mine, also you may want to prospect to check for ores.&lt;br /&gt;
&lt;br /&gt;
==mining in==&lt;br /&gt;
this will take around 60 tunneling actions to break into the mountain after that you may want to mine 5-10 tiles into the mountain. If you hit an ore just mine around it.&lt;br /&gt;
&lt;br /&gt;
==searching for ores==&lt;br /&gt;
after you've mined 5-10 tiles into the mountain mine one more tile into the mountain then mine each way so you have a + shape. say into the mountain was north, you would want to mine north then east/west 4 tiles and then mine 3 north then 4 tiles east/west.this it what you should be aiming for: http://jenn001.game.wurmonline.com/mapper/map.html?map=5ab6f9ea19b89ba758f130e16af8f73d000100150015000100150015r2ff02r2ba02000100150015r2ff00r2ff00r2ff00r2a000010000000100150015r209c8cbc9cbr212c8cbc9cbr212c8cbc9cbr212c8cbc9cbr212c8cbc9cbr212c8cbc9cbr212c8cbc9cbr212c8cbc9cbr212c8cbc9cbr20ec8r205cbc9r205cbr20ac8cbr209c9cbr20bc8r204cbc9r204cbr20cc8r204cbc9r204cbr20bc8cbr209c9cbr20bc8r204cbc9r204cbr20cc8r204cbc9r204cbr20bc8cbr209c9cbr20bc8r204cbc9r204cbr20cc8r204cbc9r204cbr20bc8cbr209c9cbr20bc8r209cbr206c800010000&lt;br /&gt;
&lt;br /&gt;
==reinforcing==&lt;br /&gt;
now this is where the carpentry and woodcutting come in! make as many [[support beams]] as you need and fit them in your mine, leave a shaft off if you are transporting them in a cart/boat. also many people normally wait untill they find iron then make the ribbons at their mine and finish them there.&lt;br /&gt;
&lt;br /&gt;
==deeding (optional)==&lt;br /&gt;
you may want to deed the enterance to your mine so nobody can break in deed papers cost 10s. also deeding may give you a chance to make a house outside the mine with BSBs, FSBs, forges and beds which is extra usefull for over-seas mines.&lt;br /&gt;
&lt;br /&gt;
==skill==&lt;br /&gt;
now that you've done the mine you may wish to grind mining a little so heres what you should do:&lt;br /&gt;
mine rock untill 40/5 skill then grind on low ql capped iron/copper veins untill 60/5 skill and finally mine tin/lead untill desired skill&lt;br /&gt;
BUT never mine gold/silver for skill as they can give 1ql ores alot which give no skill gain whatsoever&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Nervesplitter%27s_guide_to_mining&amp;diff=61839</id>
		<title>Guides:Nervesplitter's guide to mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Nervesplitter%27s_guide_to_mining&amp;diff=61839"/>
		<updated>2011-01-18T21:16:12Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==intro==&lt;br /&gt;
hey, im nervesplitter ive been prem since easter 2010 and ive gathered 45 mining skill (i don't do mining much)&lt;br /&gt;
i've put all i know into this guide but it may be incomplete for a few days&lt;br /&gt;
&lt;br /&gt;
==what you will need==&lt;br /&gt;
15+ woodcutting,&lt;br /&gt;
15+ carpentry,&lt;br /&gt;
12+ silver coins,&lt;br /&gt;
A boat/cart&amp;amp;horses,&lt;br /&gt;
time,&lt;br /&gt;
an exposed rock surface,&lt;br /&gt;
nearby clay (optional).&lt;br /&gt;
&lt;br /&gt;
==starting out==&lt;br /&gt;
you will want to buy a low ql, high coc pickaxe. if you're on Freedom i suggest you /tell zuperman as i have been buying enchanted tools off him for ages now and he is cheap. Go to your rock surface and check that there is no other mines anywhere near your mine as you may break into their mine, also you may want to prospect to check for ores.&lt;br /&gt;
&lt;br /&gt;
==mining in==&lt;br /&gt;
this will take around 60 tunneling actions to break into the mountain after that you may want to mine 5-10 tiles into the mountain. If you hit an ore just mine around it.&lt;br /&gt;
&lt;br /&gt;
==searching for ores==&lt;br /&gt;
after you've mined 5-10 tiles into the mountain mine one more tile into the mountain then mine each way so you have a + shape. say into the mountain was north, you would want to mine north then east/west 4 tiles and then mine 3 north then 4 tiles east/west.&lt;br /&gt;
&lt;br /&gt;
==reinforcing==&lt;br /&gt;
now this is where the carpentry and woodcutting come in! make as many [[support beams]] as you need and fit them in your mine, leave a shaft off if you are transporting them in a cart/boat. also many people normally wait untill they find iron then make the ribbons at their mine and finish them there.&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Nervesplitter%27s_guide_to_mining&amp;diff=61838</id>
		<title>Guides:Nervesplitter's guide to mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Nervesplitter%27s_guide_to_mining&amp;diff=61838"/>
		<updated>2011-01-18T20:59:50Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: Created page with '==intro== hey, im nervesplitter ive been prem since easter 2010 and ive gathered 45 mining skill (i don't do mining much) i've put all i know into this guide but it may be incomp…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==intro==&lt;br /&gt;
hey, im nervesplitter ive been prem since easter 2010 and ive gathered 45 mining skill (i don't do mining much)&lt;br /&gt;
i've put all i know into this guide but it may be incomplete for a few days&lt;br /&gt;
&lt;br /&gt;
==what you will need==&lt;br /&gt;
15+ woodcutting,&lt;br /&gt;
15+ carpentry,&lt;br /&gt;
12+ silver coins,&lt;br /&gt;
A boat/cart&amp;amp;horses,&lt;br /&gt;
time,&lt;br /&gt;
an exposed rock surface,&lt;br /&gt;
nearby clay (optional).&lt;br /&gt;
&lt;br /&gt;
==starting out==&lt;br /&gt;
you will want to buy a low ql, high coc pickaxe. if you're on Freedom i suggest you /tell zuperman as i have been buying enchanted tools off him for ages now and he is cheap. Go to your rock surface and check that there is no other mines anywhere near your mine as you may break into their mine, also you may want to prospect to check for ores&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Build_house&amp;diff=61810</id>
		<title>Guides:Build house</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Build_house&amp;diff=61810"/>
		<updated>2011-01-17T19:49:16Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Useful links for beginners]] :: '''The &amp;quot;how do I build a house?&amp;quot; guide'''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
One of the first questions asked in the kingdom chat on the golden valley server is &amp;quot;How can I build a house?&amp;quot;. The answer is quite long, so a guide has been set up to help new players, which is here. This guide should provide the information you need to construct a house.&lt;br /&gt;
&lt;br /&gt;
To construct your house, you will need:&lt;br /&gt;
* A [[Digging|flat]] area of ground.&lt;br /&gt;
* A [[mallet]] or an [[Iron Hammer|iron hammer]].&lt;br /&gt;
* 20 [[planks]] for each wall you build.&lt;br /&gt;
* 1 [[Large Nails|large nail]] for each wall you build.&lt;br /&gt;
&lt;br /&gt;
The largest house you can build is determined by how much [[carpentry|Carpentry]] skill you have. To find the amount of skill you need to build a certain house add the total number of floor tiles and the total number of walls. This formula is a useful one to use:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;''(total number of floor tiles) + (total number of wall sections) = carpentry skill required''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So for a 2x2 house you would need:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;''(4 floor tiles) + (8 wall sections) = carpentry skill of 12''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Helpful tools can be found in the External Tools section towards the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
If you are in a [[village]], you may be able to persuade someone with high carpentry skill to plan your house and then hand over the [[writ]].&lt;br /&gt;
&lt;br /&gt;
== Finding a Location ==&lt;br /&gt;
&lt;br /&gt;
When you think you are ready to make your first house, the first thing you are going to need is a suitable place to do so. Bear in mind that you will want some basic resources nearby such as water, trees, and exposed rock for making a mine tunnel. &lt;br /&gt;
&lt;br /&gt;
Now that you have wandered around a little, if you believe you have found &amp;quot;The Spot&amp;quot; take a moment to check your local chat for other people. If no one is around, try to check around at least 30 tiles in every direction for existing houses and settlements. If you do find some sign of a settlement it is considered proper etiquette to contact the owner before beginning construction. While the established player does not own anything outside their deeded area, building on someone's doorstep is considered very rude. Normally, an established player will ask you to not build close, and may guide you to a location that is just as nice or better nearby. A good relationship with your neighbours improves everyone's experience in Wurm, and helps avoid misunderstandings.&lt;br /&gt;
&lt;br /&gt;
For towns, however, it is considered to be rude to build with 50 to 100 tiles of the town if you do not have the permission of said town. Doing so can cause conflict and even hostility from a large group of players. It is always best to seek permission, and if declined, do not worry, there are more places to settle.&lt;br /&gt;
&lt;br /&gt;
== Flattening the ground ==&lt;br /&gt;
&lt;br /&gt;
After you find a suitable location you normally need to prepare the area. Before you plan your house the ground needs to be relatively flat. In order to flatten the ground &amp;quot;activate&amp;quot; your [[shovel]] by double clicking on it. Then right click on the ground where you want the house. This should display a menu with a Flatten option. Select flatten and you will do just that. Note that flattening affects the eight tiles around the tile you flatten. If you do not have enough skill to flatten the exact spot you can dig dirt from nearby and drop it on the tiles to bring it closer to level. See also [[digging]].&lt;br /&gt;
&lt;br /&gt;
== Woodcutting == &lt;br /&gt;
&lt;br /&gt;
For the [[planks]] and [[mallet]] you'll need to get some lumber - this is easy - activate your [[:Category:axes | axe]] and go to the nearest [[:Category:Trees|tree]]. It's a good idea to right click the tree and &amp;quot;examine&amp;quot; it before you decide to chop it down, as only very old trees will provide a good amount of lumber. When you have found a tree that you are happy with simply right click it while your axe is activated and choose &amp;quot;cut down&amp;quot;. You will need to do this multiple times before the tree is felled. Once it does fall you will see a felled tree on the ground (or just a log if the weight of the tree was below or exactly 24kg). Next you will need to cut up your felled tree in smaller pieces and thus create logs. Right click on the felled tree while you have your axe activated and select &amp;quot;chop up&amp;quot;, now pick up the log and we will go on to planking and creating the mallet.&lt;br /&gt;
&lt;br /&gt;
== Creating planks ==&lt;br /&gt;
Planking is just as simple as any other action in Wurm, which is lucky since you will need&lt;br /&gt;
a lot of planks to build your house, 20 for every wall actually. To make planks you activate &lt;br /&gt;
your saw (starting to see the logic yet?) and right click on your log, choose &amp;quot;create&amp;quot; and then &amp;quot;weapons&amp;quot; and &amp;quot;plank&amp;quot; in the sub-menu of create (plank being in the sub-menu of weapons). This is where you WILL start going wrong, planks can be failed and when you do you will only produce wood scraps, be patient with this because it will happen a lot - it's completely normal. Repeat the&lt;br /&gt;
log cutting and plank-making to create the amount of planks you need for the amount of walls you have.&lt;br /&gt;
&lt;br /&gt;
== Creating the mallet == &lt;br /&gt;
If you fail in any of the following steps and create a wood scrap instead of the item, just start over and try again. Equip your [[Carving Knife]], right click the [[Log]] in your [[inventory]] and select Create/Weapons/Shaft. Do this twice. Then right click one of the [[shaft]] in your [[inventory]] and select Create/Miscellaneous/Mallet Head. Equip the [[Mallet Head]] and right-click the shaft, and select Create/Tools/Mallet. If all succeeded, you now have either a mallet or an unfinished mallet. If you have an unfinished one, you can try finishing it (examine it to see what it needs) or create a new one. There's a 20% chance that you'll create a finished one. &lt;br /&gt;
&lt;br /&gt;
== Iron ==&lt;br /&gt;
Next up is [[iron lump|iron]], this is the hardest part. &lt;br /&gt;
&lt;br /&gt;
To find iron activate your pickaxe, right click on a tile that says &amp;quot;rock&amp;quot; and choose &amp;quot;prospect&amp;quot; from the &amp;quot;mining&amp;quot; sub-menu. Finding iron is very difficult and you may have to search through hundreds of rock tiles before you manage to find an iron mine - its basically complete luck.&lt;br /&gt;
&lt;br /&gt;
[[Prospecting]] for Iron.  When you prospect a rock tile it show all ore veins within a 7x7 area, you can use this to approximate the location of the ever elusive [[Iron Vein]].  Once you get the message there is iron nearby you can start to tunnel for it.  The first rock tile will break after mining it approx 60 times, all further tiles inside the cave take around 50.  After your two tiles in you can start mining at different angles, well up or down anyway.  Once you receive the message 'the wall will break soon' start mining up, mining down or mining(will go level) and your cave will go up, down or level.  There are many methods of building a cave, one of the most thorough methods is to make your main shaft about 10 tiles long, then mine side shafts every other tile going in both directions.&lt;br /&gt;
&lt;br /&gt;
Well, when you have found your precious iron vein, it's time to start mining it to get to the ore. The &amp;quot;mine&amp;quot; options is also found in the &amp;quot;mining&amp;quot; sub-menu. Each mining action will deliver 20kg ore. You'll want to get to the iron inside the rock of these ores so you will have to smelt them. You do this by getting yourself another of those fancy logs and with your axe &amp;quot;create&amp;quot; a [[kindling]] from it. Once you have this little nifty piece of wood you select your steel and flint, right click on the kindling and create a [[campfire]] with it (its under the container sub-menu). Now that you have your camp-fire its time to get smelting! Right click on your camp-fire and &amp;quot;open&amp;quot; it, drag the ore from your inventory to the camp-fires inventory. Next there's waiting - lots of it. &amp;lt;em&amp;gt;MAKE SURE TO FEED THE FIRE WITH WOOD, OTHERWISE THE FLAMES WILL GO OUT AND YOU WILL HAVE TO START THE SMELTING PROCESS OVER FROM SCRATCH!&amp;lt;/em&amp;gt; I suggest you mine more ore while you do this but of course if you want to idle you can do that too. Right click on the ore and examine it to check how hot it is, once it reaches &amp;quot;glowing hot&amp;quot; you are very close to get your [[Iron Lump]]. When the ore has smelted it is replaced by a 1kg [[Iron Lump]] in the camp-fire, you will need at least 2kg for the next step.&lt;br /&gt;
&lt;br /&gt;
== Iron Anvil ==&lt;br /&gt;
The [[Small Anvil]] is a crucial tool in Wurm and this is what you will create now. Get your 2 1.0kg [[Iron Lump]] from the camp-fire, (they have to be glowing hot for this to work) and activate one of them, right click on the other and choose combine. Activate the mallet you made earlier and right click on the 2kg [[Iron Lump]], again choose create and pick iron anvil. If you are extremely lucky you will pull this off at the first try, if you don't put your [[iron scrap]]s in the fire and let them smelt again so they can become [[Iron Lump]] once more (this take a long time though, so rather mine you some more ore and smelt it up). Repeat until you have your anvil.&lt;br /&gt;
&lt;br /&gt;
Note: To reheat scraps they need to be below glowing hot (anything except glowing) before putting them back into the fire, the best time is when they cool down to searing hot (the one below glowing).&lt;br /&gt;
&lt;br /&gt;
== Nails == &lt;br /&gt;
Nails! This is what you need to keep your house together, large iron nails. Pick up a [[Iron Lump]] of at least 0.3kg and activate it, right click on your anvil and create, tools, large iron nails. When you succeed with this you will get a handful of [[Large Nails]], you'll need one of these handfuls per wall of your house.&lt;br /&gt;
&lt;br /&gt;
== Planning the house ==&lt;br /&gt;
For every tile your house will occupy, you'll need 1 carpentry skill. Also, for every wall you'll have you'll need 1 carpentry skill. So if you want to build a 1x1 house (the smallest house possible), you'll need 5 carpentry (4 walls, and 1 tile). To plan the house, go to your flattened piece of land, activate your mallet and right-click a tile, and select 'Plan building'. You can plan&lt;br /&gt;
additional (adjacent) tiles in the same way. When you're satisfied with your building shape, right click on it and select 'Finalize building'. &lt;br /&gt;
&lt;br /&gt;
== Building the house ==&lt;br /&gt;
Finally we can start to actually build the house. Activate your mallet and make sure you have at least one handful of large nails and a plank in your inventory, right click on a side of your house and select build, pick door, wall or window after your choice (remember that you need a door to be able to enter the house though) repeat this on all the walls, but don't move while attaching the planks or you will lose one of the planks(because you will stop creating as soon as you move and you attach the plank 1 second into the action).&lt;br /&gt;
&lt;br /&gt;
When you have put the first plank and nails into every wall, door and window section in the plan, the roof will appear automatically - no extra materials are needed to make roof. &lt;br /&gt;
&lt;br /&gt;
Next you will have to pick up more planks and continue to build, 19 more times on every wall to be exact since they all need 20 planks total.&lt;br /&gt;
&lt;br /&gt;
When this is done so is your house, w00t! {{smiley}}&lt;br /&gt;
&lt;br /&gt;
== Repairing your house ==&lt;br /&gt;
Your house walls may become damaged in time by decay, or can be damaged by someone trying to break into your house. To see the damage on one of your walls, right click the wall and select examine. This will display [[quality]] and [[damage]] of the wall. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To repair your house walls, activate a [[plank]], right-click your house wall, and select '''repair'''. Success rate depends on your [[repairing]] skill. Failure results in losing the plank. &lt;br /&gt;
&lt;br /&gt;
== Improving your house ==&lt;br /&gt;
The higher the [[quality]] of your walls, the slower they [[decay]], and the harder it is to break them for an attacker. To see the quality of one of your walls, right click the wall and select examine. This will display [[quality]] and [[damage]] of the wall. &amp;lt;strong&amp;gt;Tip:&amp;lt;/strong&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To improve your house walls, activate a [[Plank]], right-click your house wall, and select '''Improve'''. Success and amount of improvement depends on your [[carpentry]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Managing your Writ and Securing your Home ==&lt;br /&gt;
&lt;br /&gt;
A [[Writ of Ownership]] will appear in your [[inventory]] the moment you click 'Finalize Building'. Writs are used to control who has access to your home or building, to lock or unlock all doors with a [[door lock]] on them, to change the name of the building, or to destroy the whole structure (and the writ with it). Just right-click the writ and select 'Manage'. Add other players to your friends list, and they will appear on your writ management screen. To allow access, simply select them as guests. :) Writ also acts as a key for all the doors on your building.&lt;br /&gt;
&lt;br /&gt;
Writs cannot be dropped, even if you die, but can be [[trade]]d to another player.&lt;br /&gt;
&lt;br /&gt;
== [[Stone house]]s ==&lt;br /&gt;
&lt;br /&gt;
It's possible to build a house made of stone following the guide above ([[Account Types|premium players]] only), however the material requirements are different :&lt;br /&gt;
&lt;br /&gt;
*Skill requirement : 30 Masonry.&lt;br /&gt;
*[[Trowel]] for building the stone walls.&lt;br /&gt;
*20 x [[Stone Brick]] for each segment of wall.&lt;br /&gt;
*20 x [[Mortar]].&lt;br /&gt;
&lt;br /&gt;
Basically once you have planned the layout of your structure you activate the [[Trowel|iron trowel]] and start building the walls.&lt;br /&gt;
&lt;br /&gt;
== External Tools ==&lt;br /&gt;
&lt;br /&gt;
*[http://files.filefront.com/House+Calculatorexe/;13682710;/fileinfo.html Visual C# Calculator by Phil]&lt;br /&gt;
*[http://webdepp.sense-net.at/~toni/wurm/housecalc.php Web-based Calculator by ???]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Man_trap&amp;diff=61808</id>
		<title>Man trap</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Man_trap&amp;diff=61808"/>
		<updated>2011-01-17T19:25:58Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Blacksmithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|active=[[dredge scraping lip]]&lt;br /&gt;
|passive=[[dredge scraping lip]]&lt;br /&gt;
|group=Trap&lt;br /&gt;
|materials=* 1 x [[Spring]]&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (2.0 kg)&lt;br /&gt;
|skill=Blacksmithing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''This one will hurt. A large steel jaw triggered by a spring that could chop off a foot or two.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]] &lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Square_rig&amp;diff=61766</id>
		<title>Square rig</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Square_rig&amp;diff=61766"/>
		<updated>2011-01-16T11:12:30Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Ship building]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[Medium mast]]&lt;br /&gt;
|passive=[[Square sail]] &lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=*4x [[cordage rope]]&lt;br /&gt;
*2x [[small tackle]]&lt;br /&gt;
*2x [[large tackle]]&lt;br /&gt;
&lt;br /&gt;
|result=*'''{{PAGENAME}}''' (86kg)&lt;br /&gt;
|skill=ship building&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A tall mast, with a square sail and cordage.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*The [[quality]] of the [[medium mast]] affects the success chance when creating.&lt;br /&gt;
*On failure the [[medium mast|mast]] is damaged, and the [[Square sail|sail]] is damaged.&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
*[[Corbita]]&lt;br /&gt;
*[[Caravel]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Boats]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Statuette_of_Vynora&amp;diff=61360</id>
		<title>Statuette of Vynora</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Statuette_of_Vynora&amp;diff=61360"/>
		<updated>2010-12-26T20:08:00Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Jewelry Smithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[glowing]] [[gold lump]] or [[silver lump]] (1.00 kg)&lt;br /&gt;
|passive=[[small anvil]] &lt;br /&gt;
|group=Decorations&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=*'''{{PAGENAME}}''' (1.00 kg)&lt;br /&gt;
|skill=jewelry smithing&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
''A statuette resembling the artists interpretation of the deity Vynora.'' &lt;br /&gt;
&lt;br /&gt;
'''Statuette of Vynora''' is made of gold or silver, using [[jewelry smithing]]. It is used to channel spells by [[Vynora]] priests.&lt;br /&gt;
It can also be used for decoration or for selling to a [[trader]] for money.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Statuette]]&lt;br /&gt;
* [[Statuette of Fo]]&lt;br /&gt;
* [[Statuette of Libila]]&lt;br /&gt;
* [[Statuette of Magranon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Saw&amp;diff=61359</id>
		<title>Saw</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Saw&amp;diff=61359"/>
		<updated>2010-12-26T20:06:27Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Smithing]] / [[Blacksmithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Saw&lt;br /&gt;
|active=[[iron lump]] (1.20 kg)&lt;br /&gt;
|passive=[[small anvil]]&lt;br /&gt;
|group=Tools&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* '''{{PAGENAME}}''' - (1.20 kg)&lt;br /&gt;
* Unfinished '''{{PAGENAME}}'''&lt;br /&gt;
* [[Iron scrap]]&lt;br /&gt;
|skill=Blacksmithing}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A saw, good for creating and sawing planks.''&lt;br /&gt;
&lt;br /&gt;
Your basic metal saw. Used to make [[planks]] out of [[log]]s and [[kindling]] out of [[wood scrap]] with.&lt;br /&gt;
&lt;br /&gt;
The saw given with the starter set from the [[guide]]s is not improvable, but unlike most of the other starter tools it is not made of birchwood and so will not be destroyed by fire.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Rudder&amp;diff=61323</id>
		<title>Rudder</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Rudder&amp;diff=61323"/>
		<updated>2010-12-24T14:51:08Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Ship building]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name=Rudder&lt;br /&gt;
|active=[[shaft]] &lt;br /&gt;
|passive=[[plank]] &lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=:*5x [[plank]]s&lt;br /&gt;
|result=:*Unfinished rudder&lt;br /&gt;
:*'''{{PAGENAME}}''' (13.00 kg)&lt;br /&gt;
|skill=ship building&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''This rudder consists of a flat area with a shaft attached''. Used to build larger [[ship]]s.&lt;br /&gt;
&lt;br /&gt;
On failure both parts are damaged.&lt;br /&gt;
&lt;br /&gt;
uses 1kg of log to improve&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
* [[Corbita]] (2x)&lt;br /&gt;
* [[Cog]]&lt;br /&gt;
* [[Knarr]]&lt;br /&gt;
* [[Caravel]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Rudder&amp;diff=61322</id>
		<title>Rudder</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Rudder&amp;diff=61322"/>
		<updated>2010-12-24T14:33:29Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Ship building]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name=Rudder&lt;br /&gt;
|active=[[shaft]] &lt;br /&gt;
|passive=[[plank]] &lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=:*5x [[plank]]s&lt;br /&gt;
|result=:*Unfinished rudder&lt;br /&gt;
:*'''{{PAGENAME}}''' (13.00 kg)&lt;br /&gt;
|skill=ship building&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''This rudder consists of a flat area with a shaft attached''. Used to build larger [[ship]]s.&lt;br /&gt;
&lt;br /&gt;
On failure both parts are damaged.&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
* [[Corbita]] (2x)&lt;br /&gt;
* [[Cog]]&lt;br /&gt;
* [[Knarr]]&lt;br /&gt;
* [[Caravel]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Square_piece_of_cloth&amp;diff=61223</id>
		<title>Square piece of cloth</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Square_piece_of_cloth&amp;diff=61223"/>
		<updated>2010-12-20T00:12:32Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Cloth Tailoring]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[string of cloth]] (.3 kg)&lt;br /&gt;
|passive=[[floor loom]] &lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=no&lt;br /&gt;
|result='''{{PAGENAME}}''' (.3 kg)&lt;br /&gt;
|skill=cloth tailoring&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''square piece of cloth''' is made from [[cotton]].&lt;br /&gt;
&lt;br /&gt;
The [[quality]] of the [[floor loom]] affects the success chance.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* [[Cloth armor]] &lt;br /&gt;
* [[Dredge]]&lt;br /&gt;
* [[Satchel]]&lt;br /&gt;
* [[Sheet of cloth]]&lt;br /&gt;
* [[Small square sail]]&lt;br /&gt;
* [[Square sail]]&lt;br /&gt;
* [[Triangular sail]]&lt;br /&gt;
* [[Wooden altar]]&lt;br /&gt;
* [[Market stall]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Knarr&amp;diff=60829</id>
		<title>Knarr</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Knarr&amp;diff=60829"/>
		<updated>2010-12-01T11:47:37Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Ship building]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[keel section]]&lt;br /&gt;
|passive=[[keel section]] &lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 1x [[square yard rig]]&lt;br /&gt;
* 10x [[belaying pin]]s&lt;br /&gt;
* 200x [[Rivets]]&lt;br /&gt;
* 10x [[oar]]s&lt;br /&gt;
* 1x [[stern]]&lt;br /&gt;
* 200x [[tenon]]s&lt;br /&gt;
* 1x [[rudder]]&lt;br /&gt;
* 8x [[thick rope]]&lt;br /&gt;
* 400x [[hull plank]]s&lt;br /&gt;
* 100x [[tar]]s&lt;br /&gt;
* 400x [[peg]]s&lt;br /&gt;
* 80x [[deck board]]&lt;br /&gt;
* 3x [[keel section]]&lt;br /&gt;
* 4x [[mooring rope]]&lt;br /&gt;
&lt;br /&gt;
|result=*'''{{PAGENAME}}'''&lt;br /&gt;
|skill=ship building&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description == &lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Knarr Wikipedia Entry]&lt;br /&gt;
&lt;br /&gt;
''It has a clinker-built hull assembled with iron rivets and one mast with a square yard sail. At insufficient wind it is rown with oars. The side rudder is on the starboard side.''&lt;br /&gt;
&lt;br /&gt;
The second largest ship possible to construct. Has permission management.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
*23 [[Mind_logic|Mind Logic]] is required to command &lt;br /&gt;
*You need 29 [[Body Strength]] to drag a Knarr.&lt;br /&gt;
&lt;br /&gt;
== Vessel details ==&lt;br /&gt;
*Passengers: 1 Captain + 10 crew.&lt;br /&gt;
*Maximum total crew: 11&lt;br /&gt;
*Maximum speed: 27 km/h (solo).&lt;br /&gt;
*Maximum speed: ? km/h (full crew).&lt;br /&gt;
*Hold Capacity: &amp;gt;20.000 kg&lt;br /&gt;
*Size: 4 tiles by 1 tiles&lt;br /&gt;
*Height: 8 dirt from water level to deck(?)&lt;br /&gt;
&lt;br /&gt;
{{Infobox|Boat speeds are relative and depend greatly on weather conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{shiplist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Boats]]&lt;br /&gt;
[[Category:Containers]]&lt;br /&gt;
[[Category:Babel/K]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=House&amp;diff=60806</id>
		<title>House</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=House&amp;diff=60806"/>
		<updated>2010-11-30T19:34:01Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
A '''house''' is a structure meant for living, storage, gateway or similar, built of [[wooden house|wood]] or [[stone house|stone]], on relatively flat [[ground]]: houses can be [[building plan|planned]] on maximum [[slope]]s of 8 dirts. The maximum length of a house is 19 tiles.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
A house preserves your possessions by reducing [[decay]], and to a degree, protects them from [[Stealing|theft]]. If the doors are equipped with a [[door lock]], no one may enter your house except the [[friend]]s you give [[writ|permission]] to, unless the door is [[lockpicking|lockpick]]ed.&lt;br /&gt;
&lt;br /&gt;
[[Bed]] only works for sleeping inside a house.&lt;br /&gt;
&lt;br /&gt;
If the owner of a house has not logged in for 1.5 months, the house is marked as abandoned, and takes much higher decay damage. &lt;br /&gt;
&lt;br /&gt;
For more information, see [[The &amp;quot;how do I build a house?&amp;quot; guide.]]&lt;br /&gt;
== how to build ==&lt;br /&gt;
=== 1 === &lt;br /&gt;
use the house calc on the wiki to see what skill you need and how many items you will be needing&lt;br /&gt;
=== 2 ===&lt;br /&gt;
get your skill to the needed skill&lt;br /&gt;
=== 3 ===&lt;br /&gt;
activate [[mallet]] or [[hammer]] and right click on the floor tile you wish to build on and select &amp;quot;plan building&amp;quot; then click on any tile next to the structure and select &amp;quot;plan building&amp;quot; then when finished planning right click on the frame and select &amp;quot;finalize building&amp;quot;&lt;br /&gt;
=== 4 ===&lt;br /&gt;
make the amount of [[plank]]s needed&lt;br /&gt;
=== 5 ===&lt;br /&gt;
make the amount of [[large nails]] needed&lt;br /&gt;
=== 6 ===&lt;br /&gt;
activate  mallet or hammer and click build&amp;gt;door/wall/window&lt;br /&gt;
=== 7 ===&lt;br /&gt;
keep continuing until it is finished&lt;br /&gt;
&lt;br /&gt;
== House examples ==&lt;br /&gt;
Numbers listed above each plan is the minimum [[carpentry]] skill required.&lt;br /&gt;
&lt;br /&gt;
=== 1-4 tiles ===&lt;br /&gt;
 5    8     11         12    14       &lt;br /&gt;
 X    XX    XX  XXX    XX    XXXX  XXX  XXX&lt;br /&gt;
            X          XX          X     X &lt;br /&gt;
&lt;br /&gt;
=== 5 tiles ===&lt;br /&gt;
 15     17&lt;br /&gt;
 XXX    XXXXX  XXXX  XXXX  XXX  XXX  X      X   X&lt;br /&gt;
 XX            X      X    X X  X    XXX  XXX  XXX&lt;br /&gt;
                                X    X    X     X&lt;br /&gt;
&lt;br /&gt;
=== 6 tiles ===&lt;br /&gt;
 16     18&lt;br /&gt;
 XXX    XXXX  XXXX  XXX   XXX  XXX&lt;br /&gt;
 XXX    XX     XX    XXX   XX   XX&lt;br /&gt;
                            X   X&lt;br /&gt;
 20                                                     &lt;br /&gt;
 XXXXXX  XXXXX  XXXXX  XXXXX  XXXX  XXXX   XXXX   XXX&lt;br /&gt;
         X       X       X    X  X  X X   XX     XX X&lt;br /&gt;
 &lt;br /&gt;
  XXXX  XXXX  X      X      X      X  XXX&lt;br /&gt;
  X      X    XXXX  XXXX  XXXX  XXXX  XXX &lt;br /&gt;
  X      X    X     X     X     X      XX&lt;br /&gt;
&lt;br /&gt;
=== Larger examples ===&lt;br /&gt;
 21   32    45     60      77       96&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
      XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
            XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
                   XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
                           XXXXXXX  XXXXXXXX&lt;br /&gt;
                                    XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
== External Tools ==&lt;br /&gt;
&lt;br /&gt;
*[http://files.filefront.com/House+Calculatorexe/;13682710;/fileinfo.html Visual C# Calculator by Phil]&lt;br /&gt;
*[http://webdepp.sense-net.at/~toni/wurm/housecalc.php Web-based Calculator by Toni]&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=60805</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=60805"/>
		<updated>2010-11-30T19:01:22Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Village chat&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;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]&lt;br /&gt;
* A small productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours.&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. &lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession ''(not tested)''. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.&lt;br /&gt;
&lt;br /&gt;
Guards demand payment. Hiring each new guard will cost 1 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 30 copper to the monthly settlement upkeep. &lt;br /&gt;
&lt;br /&gt;
Guards can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days&lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately. &lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Cut old trees: is required for cutting down old trees&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Only works on citizens, not allies. &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 2 Silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 1 silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=60804</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Settlement&amp;diff=60804"/>
		<updated>2010-11-30T18:57:04Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
''To see a list of the current settlements, see the Category [[:Category:Settlements|Settlements]].''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A [[settlement]], or deed, is an area of land owned by a player or group of players: [[mayor]] and optional [[citizen]]s. A settlement is marked by a [[settlement token]] in the exact center.&lt;br /&gt;
&lt;br /&gt;
See this website for details about the new deed system introduced in February of 2010: http://sites.google.com/a/wurmonline.com/new-deed-system/&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
* Control of who is allowed which actions within the settlement area&lt;br /&gt;
* [[Deed guards]] protecting the settlement&lt;br /&gt;
* Setting reputations to keep out unwanted people&lt;br /&gt;
* Reduced [[decay]] on [[structure]]s&lt;br /&gt;
* Village chat&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;
* A settlement token to have your [[bank]] account at&lt;br /&gt;
* Instant logout when leaving Wurm inside the settlement (some exceptions apply)&lt;br /&gt;
* [[Champion player|Champion]]s suiciding on a deed get a 50% chance of not counting as a [[real death]]&lt;br /&gt;
* Automatic lighting of street lamps by night&lt;br /&gt;
* A small productivity bonus to item crafting for the citizens the older the deed is; see ''acquired knowledge'' in the village info at the token.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
To found a settlement, you must first obtain a [[settlement form]]. Unlike [[Writ of Ownership|writs]], which are created by building a [[house]], settlement forms must be purchased from an [[NPC]] [[trader]]. The price of a form is 10 silver.&lt;br /&gt;
&lt;br /&gt;
Stand on the tile that you want your village centre token to be on, right-click the Settlement deed paper in your inventory, and choose Village &amp;gt; Found Village. A series of forms follows where you can set:&lt;br /&gt;
*Settlement size, east-west and north-south&lt;br /&gt;
*Perimeter size, beyond the five free tiles&lt;br /&gt;
*Village name and motto and whether it is a democracy or autocracy&lt;br /&gt;
*Number of guards.&lt;br /&gt;
&lt;br /&gt;
Deed has a rectangular form. One edge of the deed can not be longer than four times the other edge. Minimum is 5.&lt;br /&gt;
Example: Settlement size east-west 5 and north-south 6 will create a deed 11 tiles by 13 tiles. To visualize the area better, make use of the Survey Area button in the forms that places temporary survey markers at the planned borders.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*You need the writs for all buildings within your new settlement area held in your inventory. &lt;br /&gt;
*Settlements can only be founded within your [[kingdom]]. On the [[wild server]], this might require building [[guard tower]]s.&lt;br /&gt;
*If the founding tile of the settlement has a house or fences, the token is moved to a random spot away from them. The deed borders do not move with it. You cannot build a house or fence on the token tile later on either, but [[terraforming]] is possible.&lt;br /&gt;
*Token must be placed at least two tiles away from tiles submersed in water. &lt;br /&gt;
*Token cannot be inside a cave.&lt;br /&gt;
*Aggressive animals in local area prevent planting the deed, kill or lead them away first.&lt;br /&gt;
*The mayor can destroy any building on deed even if he/she has not got the writ&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can test whether you are able to plant a deed at your current location simply by trying to found it. &lt;br /&gt;
&lt;br /&gt;
After founding, you can edit settings from token &amp;gt; Settlement menu, or Settlement deed paper &amp;gt; Village menu.&lt;br /&gt;
&lt;br /&gt;
== Perimeter ==&lt;br /&gt;
The perimeter around a deed disallows non-citizens building structures and the founding of other deeds. Your deed perimeter cannot overlap with the perimeter of another deed, though they can share a perimeter border. On the wild server, the kingdom guards will hunt down any player that have less than -30 reputation in the deed within the perimeter. &lt;br /&gt;
&lt;br /&gt;
The first 5 tiles around a settlement deed are free perimeter. You can extend beyond the free perimeter, but this will come at a cost. Initial fee per tile is 50 iron, with an added monthly upkeep of 5 iron. Perimeter can be resized at any time.&lt;br /&gt;
&lt;br /&gt;
== Resizing ==&lt;br /&gt;
Deeds can be resized by the mayor at the token or with the settlement deed.&lt;br /&gt;
You cannot resize if the settlement is under siege.&lt;br /&gt;
There are no refunds for downsizing.&lt;br /&gt;
&lt;br /&gt;
== Disbanding ==&lt;br /&gt;
* A deed may be disbanded. If manually disbanded, the owner receives half of the cost of the settlement form (5s), and all upkeep in excess of 5 silver. The owner will receive nothing back if the deed is disbanded due to lack of upkeep. The money is placed in the former owner's bank account. It is believed this money comes direct from the King; reasonable since deed money goes to direct to the King.&lt;br /&gt;
* Only people with the '''manage roles''' permission, or the mayor, may disband the settlement; citizens can stop a disband.&lt;br /&gt;
* Disbanding a settlement takes 24 real hours.&lt;br /&gt;
* When a village disbands, all its [[gate]]s are unlocked.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
All settlements have a mayor. The initial mayor is the founder of the settlement. At any given time, the mayor is the one who holds the deed. Trading the deed makes the new owner of the deed the mayor. &lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
Villages can elect a new mayor by a successful vote, by using the command ''/vote''. Success requires a majority: 51% of the votes if the village is a democracy, 81% if it is a dictatorship. Citizens may vote at any time, once per election. The election ends immediately whenever one candidate has received a majority of the votes, or when all votes have been cast. Elections can continue, even though the incumbent mayor is already clearly going to win, until a majority have voted. Each citizen is allowed only one vote per election, and can only vote for another citizen, not for themselves. A vote cannot be changed after it is cast. If a new mayor is elected, the deed transfers into their possession ''(not tested)''. Once an election is completed, a new vote will initiate a new election. &lt;br /&gt;
&lt;br /&gt;
''Note: Vote command gives the confirmation message: &amp;quot;You vote for Name as mayor this week.&amp;quot;, so possibly the mayor can only be changed once per week, regardless of the number of elections?''&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
A village can have many citizens, maximum being the number of deed tiles divided by 11. You may remove even that restriction if you pay double upkeep.&lt;br /&gt;
&lt;br /&gt;
Inviting someone to join your village requires that you have the '''(make people) citizens''' permission. Right-click them and choose ''Invite to join''. They will get a Settlement invitation confirmation window.&lt;br /&gt;
&lt;br /&gt;
If the village is a dictatorship, the mayor can remove citizens. Citizens can also leave on their own volition using the [[chat command]] ''/revoke &amp;lt;village name&amp;gt;''. Citizens of a democracy cannot be removed; they must revoke their citizenship. If you have become a citizen of a settlement in the past 24 hours, you will not be able to join a new village until 24 hours have passed.&lt;br /&gt;
&lt;br /&gt;
Each citizen is assigned a role determining which actions are allowed inside the settlement. Customizing, adding and removing roles requires the '''manage roles''' permission.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Settlements can be protected by heavy [[deed guards]]. Changing the guard settings requires the ''hire guards'' permission. &lt;br /&gt;
&lt;br /&gt;
Guards will attack aggressive [[creature]]s that enter the settlement area, as well as any character with -30 or lower [[reputation]]. Negative reputation is automatically acquired when [[stealing]] and otherwise breaking the settlement rules. Citizens with the '''manage roles''' permission can also set reputations manually.&lt;br /&gt;
&lt;br /&gt;
The maximum number of guards you can have is 1 guard per 49 tiles. Example: Guard amount of a 31x31 deed is 19.&lt;br /&gt;
&lt;br /&gt;
Guards demand payment. Hiring each new guard will cost 1 silver summoning cost. This is deducted immediately from the settlement upkeep, before they spawn. Each guard also adds 30 copper to the monthly settlement upkeep. &lt;br /&gt;
&lt;br /&gt;
Guards can be managed at the token under Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards.&lt;br /&gt;
&lt;br /&gt;
== Upkeep ==&lt;br /&gt;
Upkeep money is taken from the village funds every month. If the upkeep fund is depleted, the settlement is disbanded automatically. A large upkeep fund reduces decay on buildings and [[fence]]s in the settlement. If the fund has more than a month of upkeep, there is no decay at all. Upkeep can be paid at the token under Settlement &amp;gt; Info or Settlement &amp;gt; Manage guards, or from the Settlement deed paper under Village &amp;gt; Manage guards. Anyone can donate money to the upkeep fund at the token, even non-citizens. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep draining ===&lt;br /&gt;
On the Wild server, citizens of the enemy kingdom can drain your token once all your deed guards are dead. An enemy draining your token will remove 15% of the monthly upkeep cost from the upkeep fund, of which the drainer receives half. Upkeep cost is treated as always being at least 5 silver, which gives a minimum drain of 75 copper (37.5 to the drainer). A drain can occur once every 24 real-time hours. Every time a deed is drained, the drained amount will increase by 50%. This is reset if the deed is not drained for 2 days&lt;br /&gt;
&lt;br /&gt;
Draining cannot take more money than the upkeep fund actually contains. If a drain empties the upkeep fund completely, the deed will disband in a short while. (The reason given will be the generic lack of upkeep message.) Unlike normal disbands, no money is refunded to the former mayor.&lt;br /&gt;
&lt;br /&gt;
== Allies and wars ==&lt;br /&gt;
Someone with the ''diplomat'' permission can make alliances or declare wars against other settlements.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
* Allies can respawn on the deed if they die within 50 tiles of it.&lt;br /&gt;
* Allies have their own deed role.&lt;br /&gt;
* Allies have a green outline.&lt;br /&gt;
* Allies can loot your [[corpse]] when you're online.&lt;br /&gt;
* Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
Wars are only possible on the wild server. &lt;br /&gt;
&lt;br /&gt;
When a war is in effect, the normal penalties for same-kingdom fighting do not apply. Enemy citizens will have a red outline. &lt;br /&gt;
When declaring war it will come into effect 24h after the declaration, unless the other side accepts it, in which case it will start immediately. &lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&lt;br /&gt;
=== Permission Roles ===&lt;br /&gt;
Each role can have a different set of permissions enabled. There are no known permissions that control butchering and burying.&lt;br /&gt;
&lt;br /&gt;
; Build : Plan, color, and continue buildings and fences &amp;lt;br&amp;gt; Also allows [[lockpicking]]&lt;br /&gt;
; [[Forestry]] : Chopping down young [[tree]]s, picking [[sprout]]s, planting sprouts&lt;br /&gt;
; Cut old trees: is required for cutting down old trees&lt;br /&gt;
; Destroy buildings : Destroying buildings, [[building plan]]s, fences, and fence plans. Only works on citizens, not allies. &amp;lt;br&amp;gt; Also allows lockpicking&lt;br /&gt;
; Farm : Sowing, [[farming]] and harvesting fields &amp;lt;br&amp;gt; Also allows [[milk]]ing and leading [[animals]]&lt;br /&gt;
; Hire guards : Changing guard level&lt;br /&gt;
; Citizens : Making non-citizens into citizens. If your village has the maximum number of citizens, none can be added.&lt;br /&gt;
; Manage roles : Change role permissions and role assignments, change reputations &amp;lt;br&amp;gt; Also allows disbanding the settlement&lt;br /&gt;
; Mine rock and ore: [[Mining]]&lt;br /&gt;
; [[Terraform]] : Dig, pack, pave and flatten&lt;br /&gt;
; Expand : Expand the settlement with a larger deed&lt;br /&gt;
; Pass all fences : Passing through all fences, even locked ones&lt;br /&gt;
; Lock fences : Locking fences&lt;br /&gt;
; Attack citizen : Attacking citizens&lt;br /&gt;
; Attack non-citizen : Attacking non-citizens&lt;br /&gt;
; Diplomat : Form alliances, declare war, make peace&lt;br /&gt;
; Fish : Allows fishing&lt;br /&gt;
; DELETE : This permission will delete the role if set&lt;br /&gt;
&lt;br /&gt;
These additional permissions are not linked to roles:&lt;br /&gt;
; Politics: Marking this will make the settlement a democracy&lt;br /&gt;
&lt;br /&gt;
; Unlimited citizens: Allows the recruitment of citizens above the maximum amount. While you are above the maximum amount of citizens upkeep is doubled.&lt;br /&gt;
&lt;br /&gt;
; Merchants: Allows placing of personal merchants&lt;br /&gt;
&lt;br /&gt;
; Items and creatures : This allows ''anyone'' to pick up items and [[tame]] animals within the settlement (but not inside buildings). Allies are always able to do this, unchecked or not.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
See the [http://sites.google.com/a/wurmonline.com/new-deed-system/cost-calculator Cost calculator]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile of a settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 200 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for settlement: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 20 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost per tile for a perimeter:&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;  50 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Upkeep cost per tile for a perimeter: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 5 iron &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Cost for hiring guard: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 2 Silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;td&amp;gt; Guard monthly salary: &amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; 1 silver &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=File:Statuette_of_Vynora.jpg&amp;diff=60393</id>
		<title>File:Statuette of Vynora.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=File:Statuette_of_Vynora.jpg&amp;diff=60393"/>
		<updated>2010-11-18T20:59:29Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Faith&amp;diff=60159</id>
		<title>Faith</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Faith&amp;diff=60159"/>
		<updated>2010-11-11T21:49:25Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Religion|Religion]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Faith gives you the ability to cast spells at certain levels. You gain [[faith]] by [[praying]] at [[altar]]s. The maximum amount of [[favor]] you can get is your amount of faith. You can gain faith 5 times a day, with at least 20 minutes apart, any prayers inbetween these 5 prayers will not get your [[faith]] up but will get your [[prayer]] skill up.&lt;br /&gt;
&lt;br /&gt;
You cannot raise faith above 30 without becoming a priest.&lt;br /&gt;
&lt;br /&gt;
At 30 '''faith''' you may travel to the [[Altar of Three]](WL) or the [[Bone Altar]](BL) ((depending which of the [[Gods]] you follow) and become a [[priest]] of your god.&lt;br /&gt;
&lt;br /&gt;
At 50 '''faith''' you can become a champion. See the [[champion player|champion]] page for the other requirements.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
Faith gain is not affected by [[sleep bonus]] or by praying at different types of altars (i.e. made of gold, silver, stone, or wood). Faith skill is not lost when a player dies. It can take a player approximately a month (praying five times a day) to reach the 30 faith needed to become a [[priest]].&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Padre/Norn at 50 faith&lt;br /&gt;
* Devout at 70 faith&lt;br /&gt;
* Enlightened at 90 faith&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water_tile&amp;diff=60158</id>
		<title>Water tile</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water_tile&amp;diff=60158"/>
		<updated>2010-11-11T21:41:09Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &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;
A '''water tile''' is not technically a [[tile]] in itself, but a set elevation level which causes any tile underneath it to become submerged under [[water]]. You can drink, taste, and [[fish]] on water tiles, or use [[boat]]s and [[raft]]s on them. If your religion is [[Vynora]] you can even pray on water tiles.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Water]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category:Babel/W]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Historical:Metal_scrap&amp;diff=60157</id>
		<title>Historical:Metal scrap</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Historical:Metal_scrap&amp;diff=60157"/>
		<updated>2010-11-11T21:36:58Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Smithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
Created from failing to make a metal item. &lt;br /&gt;
&lt;br /&gt;
Cool it down to hot or cooler and re-heat it to [[glowing]] hot to melt it back into metal lumps. The [[quality]] of the scrap is 1/10th quality of the original lump.  &lt;br /&gt;
&lt;br /&gt;
[[Category:Smithing items]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=File:Vyn.jpg&amp;diff=60156</id>
		<title>File:Vyn.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=File:Vyn.jpg&amp;diff=60156"/>
		<updated>2010-11-11T20:41:12Z</updated>

		<summary type="html">&lt;p&gt;Nervesplitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nervesplitter</name></author>
		
	</entry>
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