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		<id>https://www.wurmpedia.com/index.php?title=Bridge&amp;diff=129770</id>
		<title>Bridge</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bridge&amp;diff=129770"/>
		<updated>2025-02-12T18:30:51Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Height difference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Complete DB|Main]] / [[:Category:Structures|Structures]] / [[:Category:Bridges|Bridges]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
A bridge is a player-made structure that spans an open space between two static points, allowing movement across said span. Once complete, a bridge allows for players, land vehicles, and creatures to move across. Bridges can be built between land masses and structures alike as well as in caves, over land, and over water. Bridges can be flat as well as built on a slope from one end to the other.&lt;br /&gt;
&lt;br /&gt;
== Survey ==&lt;br /&gt;
&lt;br /&gt;
Survey will give you information on where the other character is standing regarding distance, direction and height difference.&lt;br /&gt;
&lt;br /&gt;
To survey for a bridge two characters are needed. One character must carry a [[range pole]], the other a [[dioptra]]. The lowest quality of the two items determines how long a bridge is that you can survey.'&lt;br /&gt;
&lt;br /&gt;
The character with the range pole does not have to do much besides holding the range pole. To do this activate the range pole, click the ground and select ''Hold'' from the menu. When the action timer starts face the character with the dioptra.&lt;br /&gt;
&lt;br /&gt;
The character with the dioptra will do the actual survey. Activate the dioptra, right click the player holding the range pole and select ''Survey'' from the menu. &lt;br /&gt;
&lt;br /&gt;
The planning process will print messages in the event log&lt;br /&gt;
&lt;br /&gt;
 You carefully place the dioptra on its tripod in front of you.&lt;br /&gt;
 You make sure the dioptra is level.&lt;br /&gt;
 You point the dioptra at &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You line up the dioptra with &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You read the graduations on the range pole and work out the height difference.&lt;br /&gt;
 &amp;lt;other player&amp;gt; is &amp;lt;x&amp;gt; tiles &amp;lt;direction&amp;gt; of you. Also you appear to be &amp;lt;x&amp;gt; dirt higher than &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You stop surveying.&lt;br /&gt;
 You pack up the dioptra.&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
To plan a bridge two characters are needed. One character must carry a [[range pole]], the other a [[dioptra]].&lt;br /&gt;
&lt;br /&gt;
The tiles you stand on from one side to the other are the total count of the distance of the entire span of the bridge. It is not the tiles in between the person with the dioptra, and the person with the range pole.&lt;br /&gt;
&lt;br /&gt;
The character with the range pole does not have to do much besides holding the range pole. To do this activate the range pole, click the ground and select ''Hold'' from the menu. When the action timer starts face the character with the dioptra.&lt;br /&gt;
&lt;br /&gt;
The character with the dioptra will do the actuall bridge planning. Activate the dioptra, right click the player holding the range pole and select ''Plan bridge'' from the menu. Standing right in front of the other character will create a 1 tile wide bridge. Standing at an offset will create bridges multiple tiles wide.&lt;br /&gt;
&lt;br /&gt;
The planning process will print messages in the event log&lt;br /&gt;
&lt;br /&gt;
 You carefully place the dioptra on its tripod in front of you.&lt;br /&gt;
 looks like bridge would be &amp;lt;'width'x'length'&amp;gt; (East-West)&lt;br /&gt;
 The tile border to your &amp;lt;direction&amp;gt; is level&lt;br /&gt;
 You make sure the dioptra is level.&lt;br /&gt;
 You point the dioptra at &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You wave at &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You line up the dioptra with &amp;lt;other player&amp;gt;.&lt;br /&gt;
 You read the graduations on the range pole and work out the height difference.&lt;br /&gt;
 The tile border to your helpers &amp;lt;direction&amp;gt; is level&lt;br /&gt;
 You check the heights of the plan ends.&lt;br /&gt;
 &amp;lt;Height difference&amp;gt;.&lt;br /&gt;
 You work out the orientation and width for the bridge.&lt;br /&gt;
 You check for clearance between the bridge ends.&lt;br /&gt;
 You check for protruding foliage.&lt;br /&gt;
 You check for nearby cave entrances and any lava.&lt;br /&gt;
 You check for any items in the way.&lt;br /&gt;
 You check that you have permissions to build the bridge.&lt;br /&gt;
 You check for any bridges that may interfere with this bridge.&lt;br /&gt;
 You check there would be no buildings under this bridge.&lt;br /&gt;
 You work out the styles of bridges that would fit.&lt;br /&gt;
 You start working out the bridge components required.&lt;br /&gt;
 Planned bridge area is &amp;lt;x&amp;gt; tiles long and &amp;lt;y&amp;gt; tile wide.&lt;br /&gt;
 (23:ESabFFFFFFFFFFFFFFFBASE)&lt;br /&gt;
 You stop surveying.&lt;br /&gt;
 You pack up the dioptra.&lt;br /&gt;
&lt;br /&gt;
When all requirements are met you are presented with list of possible bridges.&lt;br /&gt;
&lt;br /&gt;
[[Image:bridgepane.jpg]]&lt;br /&gt;
&lt;br /&gt;
The selection depends on planned width, length, height difference and clearance below the planned bridge.&lt;br /&gt;
&lt;br /&gt;
If you have choosen a flat bridge that is longer than 5 tiles then you have the possibility to change the schematic of your bridge plan.&lt;br /&gt;
&lt;br /&gt;
When you have choosen a type of bridge you can name the planned bridge and select the steepness of the bridge if you've choosen an arched bridge.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bridge_Name_Steepness.png]]&lt;br /&gt;
&lt;br /&gt;
After clicking ''Finalize'' a wooden frame for the bridge is constructed.&lt;br /&gt;
&lt;br /&gt;
For each tile of the bridge a bridge segment has to be completed in multiple stages. Those are 'abutments' for the out segments, 'bracing' and 'floating' for stone bridges and 'crown' for rope and wood bridges.&lt;br /&gt;
&lt;br /&gt;
Until the bridge has been completed no other bridge can be started by the character.&lt;br /&gt;
&lt;br /&gt;
'''It is also important to note that, with bridge permissions set accordingly, players other than the original planners of the bridge may work on and complete said bridge.'''&lt;br /&gt;
&lt;br /&gt;
== Bridge Warnings and Possible Solutions ==&lt;br /&gt;
'''Your end of the bridge is too close to the water level!'''&lt;br /&gt;
*Both ends of the bridge need to be 1 dirt or higher than water level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;The quality of the [[dioptra]] makes it too hard to work out the distance.&amp;quot; or &amp;quot;You can't read the graduations on the [[range pole]] at this distance&amp;quot;.'''&lt;br /&gt;
*Improve both items. Note that the lowest QL of the two will determine the max length of bridge you can plan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You notice that there is not enough clearance for a bridge to be built here.'''&lt;br /&gt;
*Remove trees, houses, fences at both end tiles where the bridge should have enough drop off.&lt;br /&gt;
*For bridges from a building, all walls under the bridge must be a solid wall type. Arched, windowed, barred, and doors will not provide enough support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''There are some terrains nearby'''&lt;br /&gt;
*A cave entrance is one factor. Make sure to build the bridge at least 2 tiles away from the opening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The (East) tile border in front of you must be level.'''&lt;br /&gt;
*Level the tile borders where the bridge will connect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Some terrain is in the way!'''&lt;br /&gt;
*Possible solution: lower any tiles that height-wise are near the span of the bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You notice that the xx corner of the plan has changed height since the start of the planning phase.'''&lt;br /&gt;
*Possible solution: move any animals away from the tiles where the bridge will be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You notice that the west bridge end does not butt all to same building all way along.'''&lt;br /&gt;
*Possible solution: In the diagram below try standing on the letter '''B''' for both planners. &lt;br /&gt;
&lt;br /&gt;
   +-----+-----+-----+&lt;br /&gt;
   |A   B|     |     |&lt;br /&gt;
   |  North Building |&lt;br /&gt;
   |C   D|     |     |&lt;br /&gt;
   +-----+-----+-----+&lt;br /&gt;
 W |     |     |     | E&lt;br /&gt;
 e |     |     |     | a&lt;br /&gt;
 s |     |     |     | s&lt;br /&gt;
 t +-----+-----+-----+ t&lt;br /&gt;
   |     |     |D   C|&lt;br /&gt;
   |  South Building |&lt;br /&gt;
   |     |     |B   A|&lt;br /&gt;
   +-----+-----+-----+&lt;br /&gt;
&lt;br /&gt;
== Height difference ==&lt;br /&gt;
Arched bridges have a limit on the maximum height difference between the start and end point, which is between 10 and 11.43 per tile.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Distance !! Start elevation !! Max elevation !! Difference !! Difference per tile&lt;br /&gt;
|-&lt;br /&gt;
|3 || 375 || 405 || 30 || 10&lt;br /&gt;
|-&lt;br /&gt;
|4 || 375 || 415 || 40 || 10&lt;br /&gt;
|-&lt;br /&gt;
|5 || 375 || 432 || 57 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
|6 || 375 || 440 || 65 || 10.83&lt;br /&gt;
|-&lt;br /&gt;
|7 || 375 || 455 || 80 || 11.43&lt;br /&gt;
|-&lt;br /&gt;
|8 || 375 || 465 || 90 || 11.25&lt;br /&gt;
|}&lt;br /&gt;
Note the difference per tile is a mean, not all tile have same slope&lt;br /&gt;
&lt;br /&gt;
== Skill Requirements ==&lt;br /&gt;
&lt;br /&gt;
'''Here is a table of the estimated required skill to plan bridges (by length and material). The person holding the dioptra requires this skill. These numbers are rough, whole-number estimates.''' '''You may require slightly more skill in practice.''' &lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+Required skill by length (tiles) and material&lt;br /&gt;
|-&lt;br /&gt;
!Type/Length in tiles&lt;br /&gt;
!5 &lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
|-&lt;br /&gt;
!Wood&lt;br /&gt;
|10&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|34&lt;br /&gt;
|38&lt;br /&gt;
|41&lt;br /&gt;
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|62&lt;br /&gt;
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|-&lt;br /&gt;
!Rope&lt;br /&gt;
|10&lt;br /&gt;
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|29&lt;br /&gt;
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!Brick&lt;br /&gt;
|30&lt;br /&gt;
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|-&lt;br /&gt;
!Marble/Slate/Sandstone/Rendered&lt;br /&gt;
|40&lt;br /&gt;
|49&lt;br /&gt;
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!Arched Brick&lt;br /&gt;
|50&lt;br /&gt;
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!Arched Marble/Slate/Sandstone/Rendered&lt;br /&gt;
|60&lt;br /&gt;
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|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note to build any bridge section, the skill requirement is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Required skill by material&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Skill&lt;br /&gt;
|-&lt;br /&gt;
|Wood&lt;br /&gt;
|10&lt;br /&gt;
|Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|Rope&lt;br /&gt;
|10&lt;br /&gt;
|Ropemaking&lt;br /&gt;
|-&lt;br /&gt;
|Brick&lt;br /&gt;
|30&lt;br /&gt;
|Masonry&lt;br /&gt;
|-&lt;br /&gt;
|Marble/Slate/Sandstone/Rounded Stone/Rendered&lt;br /&gt;
|40&lt;br /&gt;
|Masonry&lt;br /&gt;
|-&lt;br /&gt;
|Arched Brick&lt;br /&gt;
|30&lt;br /&gt;
|Masonry&lt;br /&gt;
|-&lt;br /&gt;
|Arched Marble/Slate/Sandstone/Rendered&lt;br /&gt;
|40&lt;br /&gt;
|Masonry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When making the [[rope bridge]], how much they sag is based on your character strength with options ranging from 3% to 12% sag.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rope Bridge sag (3%-12%)&lt;br /&gt;
!Body Strength||Sag %&lt;br /&gt;
|-&lt;br /&gt;
|1||12&lt;br /&gt;
|-&lt;br /&gt;
|10||11&lt;br /&gt;
|-&lt;br /&gt;
|20||10&lt;br /&gt;
|-&lt;br /&gt;
|30||9&lt;br /&gt;
|-&lt;br /&gt;
|40||8&lt;br /&gt;
|-&lt;br /&gt;
|50||7&lt;br /&gt;
|-&lt;br /&gt;
|60||6&lt;br /&gt;
|-&lt;br /&gt;
|70||5&lt;br /&gt;
|-&lt;br /&gt;
|80||4&lt;br /&gt;
|-&lt;br /&gt;
|90||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paving ==&lt;br /&gt;
&lt;br /&gt;
The surface of a bridge can be [[Paving|paved]] (Excluding [[Rope bridge|rope bridges]] and [[Wood bridge|wooden bridges]]).&lt;br /&gt;
&lt;br /&gt;
As with reinforced cave floors, this is accomplished first by activating [[mortar]] and using it to '''Prepare''' the surface of the bridge, then using the appropriate pavement material to pave the prepared tile. No diagonal (corner) paving is possible. &lt;br /&gt;
&lt;br /&gt;
[[Pavement]] can be removed from [[bridges]] at any time using a [[crowbar]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
{{spoiler|&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Rope_bridge.jpg|link=Rope bridge|Rope bridge&lt;br /&gt;
File:Wood_bridge.jpg|link=Wood bridge|Wood bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stone_bridge.jpg|link=Brick bridge|Brick bridge&lt;br /&gt;
File:Rounded_stone_bridge.jpg|link=Rounded stone bridge|Rounded stone bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Rendered_bridge.jpg|link=Rendered bridge|Rendered bridge&lt;br /&gt;
File:Sandstone_bridge.jpg|link=Sandstone brick bridge|Sandstone brick bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Slate_bridge.jpg|link=Slate bridge|Slate bridge&lt;br /&gt;
File:Marble_bridge.jpg|link=Marble bridge|Marble bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Pottery_bridge.jpg|link=Pottery brick bridge|Pottery bridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Bridges can be 1-3 tiles wide, no matter the creator's skill, except for wood bridges which cannot exceed 2 tiles in width and rope bridges which are always 1 tile in width. &lt;br /&gt;
* Bridges and their components cannot be dyed.&lt;br /&gt;
* Bridge type is somewhat limited by wall type when connected to a building. Rope bridges can be built with any wall type, but a wood building will only give rope and wood options. Building types using masonry (stone, slate, etc) will give the option to build non-wood bridges using masonry components. &lt;br /&gt;
* The first level of a house is calculated at 33 dirt. Each additional level adds 30 dirt.&lt;br /&gt;
* Brick/marble/wood/slate/sandstone bridges require solid walls directly below, for at least two stories of the building. Example: 3-story house can have a door on the first floor, but must have solid walls for the next two floors on the side with a connecting bridge.&lt;br /&gt;
* Any bridges connected directly to a structure will disappear upon the structure being destroyed.&lt;br /&gt;
* Bridges will only begin to decay after a week of no use.&lt;br /&gt;
* Bridges max slope is 20 per bridge part.&lt;br /&gt;
* Modifying the terrain after planning a bridge will require re-planning the bridge.&lt;br /&gt;
* You can dig under bridges, with the exception of at the ends or next to supports.&lt;br /&gt;
* On neighboring tiles, bridges and buildings do not generally cause a conflict with one another. This is regardless of the order in which each is built.&lt;br /&gt;
* Bridges cannot be built over any tile that has a [[settlement token]] or any opening into a mine. These obstacles must be located 2 tiles away from any bridge component, at least, in order for successful bridge planning to take place. See image on [[rope bridge]] page for visual example (here the mine entrance is located just outside of the interference range).&lt;br /&gt;
*An approximation for the length of a bridge that can be planned is quality x 0.4, but as its almost impossible to stand on the tile borders its best to add 1-2 quality,  Note that the lowest QL  between the two tools ( [[dioptra]] or [[range pole]] ) will determine the max length of bridge you can plan.&lt;br /&gt;
*Flat Bridges over 5 tiles will require 1 or more support tiles added to the bridge plan&lt;br /&gt;
* '''Building Tip:''' Building 2 or more tile wide bridges can be difficult to plan. As the diagram shows below you must offset your two characters (the A and the B in the diagram) by how many tiles wide you want the bridge to be and make the two characters face each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  +-----+-----+&lt;br /&gt;
  |A    |     |&lt;br /&gt;
  |     |     |&lt;br /&gt;
  |     |     |&lt;br /&gt;
  +-----+-----+&lt;br /&gt;
  |     |     | &lt;br /&gt;
  |     |     | &lt;br /&gt;
  |     |     | &lt;br /&gt;
  +-----+-----+ &lt;br /&gt;
  |     |     |&lt;br /&gt;
  |     |     |&lt;br /&gt;
  |     |    B|&lt;br /&gt;
  +-----+-----+&lt;br /&gt;
&lt;br /&gt;
== Vessel clearance ==&lt;br /&gt;
*A wooden flat bridge at 15 above water can not be sailed under.&lt;br /&gt;
*A wooden flat bridge at 20 above water can be sailed under.&lt;br /&gt;
*A masonry flat bridge at 20 above water can not be sailed under.&lt;br /&gt;
*A masonry flat bridge at 30 above water can be sailed under.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * GM testing on Bridge Height requirements for ships to pass underneath https://forum.wurmonline.com/index.php?/topic/124030-community-bridge-project-in-southeast-deliverance/page/2/&amp;amp;tab=comments#comment-1279033 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bridge Types, Required Planning Tools ==&lt;br /&gt;
* [[Dioptra]]&lt;br /&gt;
* [[Range pole]]&lt;br /&gt;
* [[Rope bridge]]&lt;br /&gt;
* [[Wood bridge]]&lt;br /&gt;
* [[Brick bridge]]&lt;br /&gt;
* [[Marble bridge]]&lt;br /&gt;
* [[Pottery brick bridge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Bridges]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129443</id>
		<title>Server travel</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129443"/>
		<updated>2024-11-17T13:06:46Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Starting at Epic Islands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are two ways to move between servers--by boat or by portal. Which option depends on the server cluster. &lt;br /&gt;
&lt;br /&gt;
==Sailing==&lt;br /&gt;
&lt;br /&gt;
You can sail across some server borders using any boat you are the owner of or as a passenger on of a boat. This will leave your skills and items intact. Animals cannot cross server borders unless by the means of [[creature cage|creature cages]]. &lt;br /&gt;
&lt;br /&gt;
'''NOTE:'''  If you are traveling across server borders, make sure all passengers are logged into the ship prior to crossing the border. Players logged off when a ship crosses the border may be left at their last log-in position on the previous server.&lt;br /&gt;
&lt;br /&gt;
Player can use the Plot Course option when right-clicking on their boat to go to any server from any other server. A player will end up on the opposite side of the island from the one they left. If a player sails to the northern edge of a server, they will arrive at the southern border of the new server. &lt;br /&gt;
&lt;br /&gt;
[[File:PlotCourse.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Some server crossings require [[portal]]s. Your items and vehicles will not cross to the new server. This may or many not mean your skills are left behind, depending on which servers you are traveling to and from. Some portal are one way, but most allow travel back and forth.&lt;br /&gt;
&lt;br /&gt;
In starter towns on PVE servers and Chaos is a blue crystal portal, allowing you to select another starter town on your current server or on another server to teleport to.&lt;br /&gt;
&lt;br /&gt;
Your current server and the destination server combination will determine what will transfer together with you&lt;br /&gt;
* Travelling between Southern Freedom Isles (SFI) and Nothern Freedom Isles (NFI) transfers everything but items&lt;br /&gt;
* Travelling to a server which is also reachable with a boat transfers everything that would also transfer when you would be travelling with a boat&lt;br /&gt;
* Existing transfer rules between Northern Freedom Isles and Defiance are unchanged, use the PvP portal like before to travel between these servers&lt;br /&gt;
* Existing transfer rules between Southern Freedom Isles and Epic are unchanged, use an Epic portal like before to travel between these servers&lt;br /&gt;
All servers have a direct link to Guidance, where everything except items will transfer to&lt;br /&gt;
* When leaving Guidance, all items you have will transfer together with you (away from Guidance)&lt;br /&gt;
* When travelling to Guidance from another server, you must return to that server first before you can continue travelling to another server&lt;br /&gt;
The master cape is exempt from item transfer rules and will always follow you to any server&lt;br /&gt;
&lt;br /&gt;
There is a 10 minute cooldown for using the portals&lt;br /&gt;
&lt;br /&gt;
==Starting a Guidance==&lt;br /&gt;
Players on the [[Guidance]] can travel to Southern Freedom Islands  and the Northern Freedom Islands by the blue portals in the starter town. Your items will transfer.&lt;br /&gt;
&lt;br /&gt;
==Starting at Southern Freedom Islands==&lt;br /&gt;
Players can sail between any of the Southern Islands by boat. Travel to Chaos may be disabled in your profile settings-Block PVP Crossing. &lt;br /&gt;
&lt;br /&gt;
Players may also travel to Epic servers via an [[Epic portal]] in the starter towns or created by players for their own deeds. You will not keep your items, but you will share your bank balance. &lt;br /&gt;
Skills transfers from Southern Islands to Epic, except for Faith, Favour, and Alignment and except any skill that shows a 3X on Epic.&lt;br /&gt;
&lt;br /&gt;
Players on the Southern Freedom Islands can travel to the Northern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
The ingame world map shows the standard connections between servers on the Southern Freedom Islands cluster, which includes [[Independence]] [[Deliverance]] [[Exodus]] [[Celebration]] [[Pristine]] [[Release]] [[Xanadu]] and [[Chaos]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Freedom.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
== Starting at Northern Freedom Isles==&lt;br /&gt;
Players on the Northern Freedom Islands have several options. Players may travel between Cadence, Harmony and Melody by boat. &lt;br /&gt;
&lt;br /&gt;
To travel to the Defiance server, players can take a [[Pvp portal]] in the starter towns or one built by players. Your items will not transfer, but all skills except [[Fighting]], [[Faith]], and [[Meditation]] will transfer back and forth. &lt;br /&gt;
&lt;br /&gt;
Players on the Northern Freedom Islands can travel to the Southern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
Map of the server that includes [[Harmony]] [[Melody]] [[Cadence]] and [[Defiance]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Northernisles.png|500px]]&lt;br /&gt;
&lt;br /&gt;
==Starting at Epic Islands==&lt;br /&gt;
Players can sails between the four Epic islands by boat. They may also travel to the Southern Freedom Islands via Epic portal. Items and skills will not transfer, but bank balance will. &lt;br /&gt;
&lt;br /&gt;
They may not travel directly to the Northern Freedom Islands, but will have to travel to Southern Freedom Islands via an Epic portal, and then from a starter town at the Southern Freedom Islands use another portal to travel to Northern Freedom Islands.&lt;br /&gt;
&lt;br /&gt;
Map of the cluster which includes [[Desertion]] [[Affliction]] [[Serenity]] and [[Elevation]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Epicmap.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
==Jackal==&lt;br /&gt;
When it is open, Jackal is only accessible by a [[Jackal lodestone|lodestone]]. Items and skills do not transfer, but skills transfer when you return to Freedom.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Geography]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129442</id>
		<title>Server travel</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129442"/>
		<updated>2024-11-17T13:06:30Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Starting at Epic Islands */ adding links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are two ways to move between servers--by boat or by portal. Which option depends on the server cluster. &lt;br /&gt;
&lt;br /&gt;
==Sailing==&lt;br /&gt;
&lt;br /&gt;
You can sail across some server borders using any boat you are the owner of or as a passenger on of a boat. This will leave your skills and items intact. Animals cannot cross server borders unless by the means of [[creature cage|creature cages]]. &lt;br /&gt;
&lt;br /&gt;
'''NOTE:'''  If you are traveling across server borders, make sure all passengers are logged into the ship prior to crossing the border. Players logged off when a ship crosses the border may be left at their last log-in position on the previous server.&lt;br /&gt;
&lt;br /&gt;
Player can use the Plot Course option when right-clicking on their boat to go to any server from any other server. A player will end up on the opposite side of the island from the one they left. If a player sails to the northern edge of a server, they will arrive at the southern border of the new server. &lt;br /&gt;
&lt;br /&gt;
[[File:PlotCourse.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Some server crossings require [[portal]]s. Your items and vehicles will not cross to the new server. This may or many not mean your skills are left behind, depending on which servers you are traveling to and from. Some portal are one way, but most allow travel back and forth.&lt;br /&gt;
&lt;br /&gt;
In starter towns on PVE servers and Chaos is a blue crystal portal, allowing you to select another starter town on your current server or on another server to teleport to.&lt;br /&gt;
&lt;br /&gt;
Your current server and the destination server combination will determine what will transfer together with you&lt;br /&gt;
* Travelling between Southern Freedom Isles (SFI) and Nothern Freedom Isles (NFI) transfers everything but items&lt;br /&gt;
* Travelling to a server which is also reachable with a boat transfers everything that would also transfer when you would be travelling with a boat&lt;br /&gt;
* Existing transfer rules between Northern Freedom Isles and Defiance are unchanged, use the PvP portal like before to travel between these servers&lt;br /&gt;
* Existing transfer rules between Southern Freedom Isles and Epic are unchanged, use an Epic portal like before to travel between these servers&lt;br /&gt;
All servers have a direct link to Guidance, where everything except items will transfer to&lt;br /&gt;
* When leaving Guidance, all items you have will transfer together with you (away from Guidance)&lt;br /&gt;
* When travelling to Guidance from another server, you must return to that server first before you can continue travelling to another server&lt;br /&gt;
The master cape is exempt from item transfer rules and will always follow you to any server&lt;br /&gt;
&lt;br /&gt;
There is a 10 minute cooldown for using the portals&lt;br /&gt;
&lt;br /&gt;
==Starting a Guidance==&lt;br /&gt;
Players on the [[Guidance]] can travel to Southern Freedom Islands  and the Northern Freedom Islands by the blue portals in the starter town. Your items will transfer.&lt;br /&gt;
&lt;br /&gt;
==Starting at Southern Freedom Islands==&lt;br /&gt;
Players can sail between any of the Southern Islands by boat. Travel to Chaos may be disabled in your profile settings-Block PVP Crossing. &lt;br /&gt;
&lt;br /&gt;
Players may also travel to Epic servers via an [[Epic portal]] in the starter towns or created by players for their own deeds. You will not keep your items, but you will share your bank balance. &lt;br /&gt;
Skills transfers from Southern Islands to Epic, except for Faith, Favour, and Alignment and except any skill that shows a 3X on Epic.&lt;br /&gt;
&lt;br /&gt;
Players on the Southern Freedom Islands can travel to the Northern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
The ingame world map shows the standard connections between servers on the Southern Freedom Islands cluster, which includes [[Independence]] [[Deliverance]] [[Exodus]] [[Celebration]] [[Pristine]] [[Release]] [[Xanadu]] and [[Chaos]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Freedom.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
== Starting at Northern Freedom Isles==&lt;br /&gt;
Players on the Northern Freedom Islands have several options. Players may travel between Cadence, Harmony and Melody by boat. &lt;br /&gt;
&lt;br /&gt;
To travel to the Defiance server, players can take a [[Pvp portal]] in the starter towns or one built by players. Your items will not transfer, but all skills except [[Fighting]], [[Faith]], and [[Meditation]] will transfer back and forth. &lt;br /&gt;
&lt;br /&gt;
Players on the Northern Freedom Islands can travel to the Southern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
Map of the server that includes [[Harmony]] [[Melody]] [[Cadence]] and [[Defiance]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Northernisles.png|500px]]&lt;br /&gt;
&lt;br /&gt;
==Starting at Epic Islands==&lt;br /&gt;
Players can sails between the four Epic islands by boat. They may also travel to the Southern Freedom Islands via Epic portal. Items and skills will not transfer, but bank balance will. &lt;br /&gt;
&lt;br /&gt;
They may not travel directly to the Northern Freedom Islands, but will have to travel to Southern Freedom Islands via an Epic portal, and then from a starter town at the Southern Freedom Islands use another portal to travel to Northern Freedom Islands.&lt;br /&gt;
&lt;br /&gt;
Map of the cluster which [[includes]] [[Desertion]] [[Affliction]] [[Serenity]] and [[Elevation]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Epicmap.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
==Jackal==&lt;br /&gt;
When it is open, Jackal is only accessible by a [[Jackal lodestone|lodestone]]. Items and skills do not transfer, but skills transfer when you return to Freedom.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Geography]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129441</id>
		<title>Server travel</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129441"/>
		<updated>2024-11-17T13:04:42Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Starting at Northern Freedom Isles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are two ways to move between servers--by boat or by portal. Which option depends on the server cluster. &lt;br /&gt;
&lt;br /&gt;
==Sailing==&lt;br /&gt;
&lt;br /&gt;
You can sail across some server borders using any boat you are the owner of or as a passenger on of a boat. This will leave your skills and items intact. Animals cannot cross server borders unless by the means of [[creature cage|creature cages]]. &lt;br /&gt;
&lt;br /&gt;
'''NOTE:'''  If you are traveling across server borders, make sure all passengers are logged into the ship prior to crossing the border. Players logged off when a ship crosses the border may be left at their last log-in position on the previous server.&lt;br /&gt;
&lt;br /&gt;
Player can use the Plot Course option when right-clicking on their boat to go to any server from any other server. A player will end up on the opposite side of the island from the one they left. If a player sails to the northern edge of a server, they will arrive at the southern border of the new server. &lt;br /&gt;
&lt;br /&gt;
[[File:PlotCourse.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Some server crossings require [[portal]]s. Your items and vehicles will not cross to the new server. This may or many not mean your skills are left behind, depending on which servers you are traveling to and from. Some portal are one way, but most allow travel back and forth.&lt;br /&gt;
&lt;br /&gt;
In starter towns on PVE servers and Chaos is a blue crystal portal, allowing you to select another starter town on your current server or on another server to teleport to.&lt;br /&gt;
&lt;br /&gt;
Your current server and the destination server combination will determine what will transfer together with you&lt;br /&gt;
* Travelling between Southern Freedom Isles (SFI) and Nothern Freedom Isles (NFI) transfers everything but items&lt;br /&gt;
* Travelling to a server which is also reachable with a boat transfers everything that would also transfer when you would be travelling with a boat&lt;br /&gt;
* Existing transfer rules between Northern Freedom Isles and Defiance are unchanged, use the PvP portal like before to travel between these servers&lt;br /&gt;
* Existing transfer rules between Southern Freedom Isles and Epic are unchanged, use an Epic portal like before to travel between these servers&lt;br /&gt;
All servers have a direct link to Guidance, where everything except items will transfer to&lt;br /&gt;
* When leaving Guidance, all items you have will transfer together with you (away from Guidance)&lt;br /&gt;
* When travelling to Guidance from another server, you must return to that server first before you can continue travelling to another server&lt;br /&gt;
The master cape is exempt from item transfer rules and will always follow you to any server&lt;br /&gt;
&lt;br /&gt;
There is a 10 minute cooldown for using the portals&lt;br /&gt;
&lt;br /&gt;
==Starting a Guidance==&lt;br /&gt;
Players on the [[Guidance]] can travel to Southern Freedom Islands  and the Northern Freedom Islands by the blue portals in the starter town. Your items will transfer.&lt;br /&gt;
&lt;br /&gt;
==Starting at Southern Freedom Islands==&lt;br /&gt;
Players can sail between any of the Southern Islands by boat. Travel to Chaos may be disabled in your profile settings-Block PVP Crossing. &lt;br /&gt;
&lt;br /&gt;
Players may also travel to Epic servers via an [[Epic portal]] in the starter towns or created by players for their own deeds. You will not keep your items, but you will share your bank balance. &lt;br /&gt;
Skills transfers from Southern Islands to Epic, except for Faith, Favour, and Alignment and except any skill that shows a 3X on Epic.&lt;br /&gt;
&lt;br /&gt;
Players on the Southern Freedom Islands can travel to the Northern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
The ingame world map shows the standard connections between servers on the Southern Freedom Islands cluster, which includes [[Independence]] [[Deliverance]] [[Exodus]] [[Celebration]] [[Pristine]] [[Release]] [[Xanadu]] and [[Chaos]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Freedom.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
== Starting at Northern Freedom Isles==&lt;br /&gt;
Players on the Northern Freedom Islands have several options. Players may travel between Cadence, Harmony and Melody by boat. &lt;br /&gt;
&lt;br /&gt;
To travel to the Defiance server, players can take a [[Pvp portal]] in the starter towns or one built by players. Your items will not transfer, but all skills except [[Fighting]], [[Faith]], and [[Meditation]] will transfer back and forth. &lt;br /&gt;
&lt;br /&gt;
Players on the Northern Freedom Islands can travel to the Southern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
Map of the server that includes [[Harmony]] [[Melody]] [[Cadence]] and [[Defiance]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Northernisles.png|500px]]&lt;br /&gt;
&lt;br /&gt;
==Starting at Epic Islands==&lt;br /&gt;
Players can sails between the four Epic islands by boat. They may also travel to the Southern Freedom Islands via Epic portal. Items and skills will not transfer, but bank balance will. &lt;br /&gt;
&lt;br /&gt;
They may not travel directly to the Northern Freedom Islands, but will have to travel to Southern Freedom Islands via an Epic portal, and then from a starter town at the Southern Freedom Islands use another portal to travel to Northern Freedom Islands.&lt;br /&gt;
&lt;br /&gt;
[[File:Epicmap.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
==Jackal==&lt;br /&gt;
When it is open, Jackal is only accessible by a [[Jackal lodestone|lodestone]]. Items and skills do not transfer, but skills transfer when you return to Freedom.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Geography]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129440</id>
		<title>Server travel</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129440"/>
		<updated>2024-11-17T13:04:27Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Starting at Northern Freedom Isles */ adding links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are two ways to move between servers--by boat or by portal. Which option depends on the server cluster. &lt;br /&gt;
&lt;br /&gt;
==Sailing==&lt;br /&gt;
&lt;br /&gt;
You can sail across some server borders using any boat you are the owner of or as a passenger on of a boat. This will leave your skills and items intact. Animals cannot cross server borders unless by the means of [[creature cage|creature cages]]. &lt;br /&gt;
&lt;br /&gt;
'''NOTE:'''  If you are traveling across server borders, make sure all passengers are logged into the ship prior to crossing the border. Players logged off when a ship crosses the border may be left at their last log-in position on the previous server.&lt;br /&gt;
&lt;br /&gt;
Player can use the Plot Course option when right-clicking on their boat to go to any server from any other server. A player will end up on the opposite side of the island from the one they left. If a player sails to the northern edge of a server, they will arrive at the southern border of the new server. &lt;br /&gt;
&lt;br /&gt;
[[File:PlotCourse.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Some server crossings require [[portal]]s. Your items and vehicles will not cross to the new server. This may or many not mean your skills are left behind, depending on which servers you are traveling to and from. Some portal are one way, but most allow travel back and forth.&lt;br /&gt;
&lt;br /&gt;
In starter towns on PVE servers and Chaos is a blue crystal portal, allowing you to select another starter town on your current server or on another server to teleport to.&lt;br /&gt;
&lt;br /&gt;
Your current server and the destination server combination will determine what will transfer together with you&lt;br /&gt;
* Travelling between Southern Freedom Isles (SFI) and Nothern Freedom Isles (NFI) transfers everything but items&lt;br /&gt;
* Travelling to a server which is also reachable with a boat transfers everything that would also transfer when you would be travelling with a boat&lt;br /&gt;
* Existing transfer rules between Northern Freedom Isles and Defiance are unchanged, use the PvP portal like before to travel between these servers&lt;br /&gt;
* Existing transfer rules between Southern Freedom Isles and Epic are unchanged, use an Epic portal like before to travel between these servers&lt;br /&gt;
All servers have a direct link to Guidance, where everything except items will transfer to&lt;br /&gt;
* When leaving Guidance, all items you have will transfer together with you (away from Guidance)&lt;br /&gt;
* When travelling to Guidance from another server, you must return to that server first before you can continue travelling to another server&lt;br /&gt;
The master cape is exempt from item transfer rules and will always follow you to any server&lt;br /&gt;
&lt;br /&gt;
There is a 10 minute cooldown for using the portals&lt;br /&gt;
&lt;br /&gt;
==Starting a Guidance==&lt;br /&gt;
Players on the [[Guidance]] can travel to Southern Freedom Islands  and the Northern Freedom Islands by the blue portals in the starter town. Your items will transfer.&lt;br /&gt;
&lt;br /&gt;
==Starting at Southern Freedom Islands==&lt;br /&gt;
Players can sail between any of the Southern Islands by boat. Travel to Chaos may be disabled in your profile settings-Block PVP Crossing. &lt;br /&gt;
&lt;br /&gt;
Players may also travel to Epic servers via an [[Epic portal]] in the starter towns or created by players for their own deeds. You will not keep your items, but you will share your bank balance. &lt;br /&gt;
Skills transfers from Southern Islands to Epic, except for Faith, Favour, and Alignment and except any skill that shows a 3X on Epic.&lt;br /&gt;
&lt;br /&gt;
Players on the Southern Freedom Islands can travel to the Northern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
The ingame world map shows the standard connections between servers on the Southern Freedom Islands cluster, which includes [[Independence]] [[Deliverance]] [[Exodus]] [[Celebration]] [[Pristine]] [[Release]] [[Xanadu]] and [[Chaos]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Freedom.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
== Starting at Northern Freedom Isles==&lt;br /&gt;
Players on the Northern Freedom Islands have several options. Players may travel between Cadence, Harmony and Melody by boat. &lt;br /&gt;
&lt;br /&gt;
To travel to the Defiance server, players can take a [[Pvp portal]] in the starter towns or one built by players. Your items will not transfer, but all skills except [[Fighting]], [[Faith]], and [[Meditation]] will transfer back and forth. &lt;br /&gt;
&lt;br /&gt;
Players on the Northern Freedom Islands can travel to the Southern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
Map of the server that includes [[Harmony]] [[Melody]] [[Cadence]] and [[Defiance]]:&lt;br /&gt;
[[File:Northernisles.png|500px]]&lt;br /&gt;
&lt;br /&gt;
==Starting at Epic Islands==&lt;br /&gt;
Players can sails between the four Epic islands by boat. They may also travel to the Southern Freedom Islands via Epic portal. Items and skills will not transfer, but bank balance will. &lt;br /&gt;
&lt;br /&gt;
They may not travel directly to the Northern Freedom Islands, but will have to travel to Southern Freedom Islands via an Epic portal, and then from a starter town at the Southern Freedom Islands use another portal to travel to Northern Freedom Islands.&lt;br /&gt;
&lt;br /&gt;
[[File:Epicmap.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
==Jackal==&lt;br /&gt;
When it is open, Jackal is only accessible by a [[Jackal lodestone|lodestone]]. Items and skills do not transfer, but skills transfer when you return to Freedom.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Geography]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129439</id>
		<title>Server travel</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129439"/>
		<updated>2024-11-17T13:02:41Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Starting at Southern Freedom Islands */ adding server links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are two ways to move between servers--by boat or by portal. Which option depends on the server cluster. &lt;br /&gt;
&lt;br /&gt;
==Sailing==&lt;br /&gt;
&lt;br /&gt;
You can sail across some server borders using any boat you are the owner of or as a passenger on of a boat. This will leave your skills and items intact. Animals cannot cross server borders unless by the means of [[creature cage|creature cages]]. &lt;br /&gt;
&lt;br /&gt;
'''NOTE:'''  If you are traveling across server borders, make sure all passengers are logged into the ship prior to crossing the border. Players logged off when a ship crosses the border may be left at their last log-in position on the previous server.&lt;br /&gt;
&lt;br /&gt;
Player can use the Plot Course option when right-clicking on their boat to go to any server from any other server. A player will end up on the opposite side of the island from the one they left. If a player sails to the northern edge of a server, they will arrive at the southern border of the new server. &lt;br /&gt;
&lt;br /&gt;
[[File:PlotCourse.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Some server crossings require [[portal]]s. Your items and vehicles will not cross to the new server. This may or many not mean your skills are left behind, depending on which servers you are traveling to and from. Some portal are one way, but most allow travel back and forth.&lt;br /&gt;
&lt;br /&gt;
In starter towns on PVE servers and Chaos is a blue crystal portal, allowing you to select another starter town on your current server or on another server to teleport to.&lt;br /&gt;
&lt;br /&gt;
Your current server and the destination server combination will determine what will transfer together with you&lt;br /&gt;
* Travelling between Southern Freedom Isles (SFI) and Nothern Freedom Isles (NFI) transfers everything but items&lt;br /&gt;
* Travelling to a server which is also reachable with a boat transfers everything that would also transfer when you would be travelling with a boat&lt;br /&gt;
* Existing transfer rules between Northern Freedom Isles and Defiance are unchanged, use the PvP portal like before to travel between these servers&lt;br /&gt;
* Existing transfer rules between Southern Freedom Isles and Epic are unchanged, use an Epic portal like before to travel between these servers&lt;br /&gt;
All servers have a direct link to Guidance, where everything except items will transfer to&lt;br /&gt;
* When leaving Guidance, all items you have will transfer together with you (away from Guidance)&lt;br /&gt;
* When travelling to Guidance from another server, you must return to that server first before you can continue travelling to another server&lt;br /&gt;
The master cape is exempt from item transfer rules and will always follow you to any server&lt;br /&gt;
&lt;br /&gt;
There is a 10 minute cooldown for using the portals&lt;br /&gt;
&lt;br /&gt;
==Starting a Guidance==&lt;br /&gt;
Players on the [[Guidance]] can travel to Southern Freedom Islands  and the Northern Freedom Islands by the blue portals in the starter town. Your items will transfer.&lt;br /&gt;
&lt;br /&gt;
==Starting at Southern Freedom Islands==&lt;br /&gt;
Players can sail between any of the Southern Islands by boat. Travel to Chaos may be disabled in your profile settings-Block PVP Crossing. &lt;br /&gt;
&lt;br /&gt;
Players may also travel to Epic servers via an [[Epic portal]] in the starter towns or created by players for their own deeds. You will not keep your items, but you will share your bank balance. &lt;br /&gt;
Skills transfers from Southern Islands to Epic, except for Faith, Favour, and Alignment and except any skill that shows a 3X on Epic.&lt;br /&gt;
&lt;br /&gt;
Players on the Southern Freedom Islands can travel to the Northern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
The ingame world map shows the standard connections between servers on the Southern Freedom Islands cluster, which includes [[Independence]] [[Deliverance]] [[Exodus]] [[Celebration]] [[Pristine]] [[Release]] [[Xanadu]] and [[Chaos]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Freedom.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
== Starting at Northern Freedom Isles==&lt;br /&gt;
Players on the Northern Freedom Islands have several options. Players may travel between Cadence, Harmony and Melody by boat. &lt;br /&gt;
&lt;br /&gt;
To travel to the Defiance server, players can take a [[Pvp portal]] in the starter towns or one built by players. Your items will not transfer, but all skills except [[Fighting]], [[Faith]], and [[Meditation]] will transfer back and forth. &lt;br /&gt;
&lt;br /&gt;
Players on the Northern Freedom Islands can travel to the Southern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Northernisles.png|500px]]&lt;br /&gt;
&lt;br /&gt;
==Starting at Epic Islands==&lt;br /&gt;
Players can sails between the four Epic islands by boat. They may also travel to the Southern Freedom Islands via Epic portal. Items and skills will not transfer, but bank balance will. &lt;br /&gt;
&lt;br /&gt;
They may not travel directly to the Northern Freedom Islands, but will have to travel to Southern Freedom Islands via an Epic portal, and then from a starter town at the Southern Freedom Islands use another portal to travel to Northern Freedom Islands.&lt;br /&gt;
&lt;br /&gt;
[[File:Epicmap.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
==Jackal==&lt;br /&gt;
When it is open, Jackal is only accessible by a [[Jackal lodestone|lodestone]]. Items and skills do not transfer, but skills transfer when you return to Freedom.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Geography]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129438</id>
		<title>Server travel</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Server_travel&amp;diff=129438"/>
		<updated>2024-11-17T12:59:30Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Starting a Guidance */ adding internal links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are two ways to move between servers--by boat or by portal. Which option depends on the server cluster. &lt;br /&gt;
&lt;br /&gt;
==Sailing==&lt;br /&gt;
&lt;br /&gt;
You can sail across some server borders using any boat you are the owner of or as a passenger on of a boat. This will leave your skills and items intact. Animals cannot cross server borders unless by the means of [[creature cage|creature cages]]. &lt;br /&gt;
&lt;br /&gt;
'''NOTE:'''  If you are traveling across server borders, make sure all passengers are logged into the ship prior to crossing the border. Players logged off when a ship crosses the border may be left at their last log-in position on the previous server.&lt;br /&gt;
&lt;br /&gt;
Player can use the Plot Course option when right-clicking on their boat to go to any server from any other server. A player will end up on the opposite side of the island from the one they left. If a player sails to the northern edge of a server, they will arrive at the southern border of the new server. &lt;br /&gt;
&lt;br /&gt;
[[File:PlotCourse.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Some server crossings require [[portal]]s. Your items and vehicles will not cross to the new server. This may or many not mean your skills are left behind, depending on which servers you are traveling to and from. Some portal are one way, but most allow travel back and forth.&lt;br /&gt;
&lt;br /&gt;
In starter towns on PVE servers and Chaos is a blue crystal portal, allowing you to select another starter town on your current server or on another server to teleport to.&lt;br /&gt;
&lt;br /&gt;
Your current server and the destination server combination will determine what will transfer together with you&lt;br /&gt;
* Travelling between Southern Freedom Isles (SFI) and Nothern Freedom Isles (NFI) transfers everything but items&lt;br /&gt;
* Travelling to a server which is also reachable with a boat transfers everything that would also transfer when you would be travelling with a boat&lt;br /&gt;
* Existing transfer rules between Northern Freedom Isles and Defiance are unchanged, use the PvP portal like before to travel between these servers&lt;br /&gt;
* Existing transfer rules between Southern Freedom Isles and Epic are unchanged, use an Epic portal like before to travel between these servers&lt;br /&gt;
All servers have a direct link to Guidance, where everything except items will transfer to&lt;br /&gt;
* When leaving Guidance, all items you have will transfer together with you (away from Guidance)&lt;br /&gt;
* When travelling to Guidance from another server, you must return to that server first before you can continue travelling to another server&lt;br /&gt;
The master cape is exempt from item transfer rules and will always follow you to any server&lt;br /&gt;
&lt;br /&gt;
There is a 10 minute cooldown for using the portals&lt;br /&gt;
&lt;br /&gt;
==Starting a Guidance==&lt;br /&gt;
Players on the [[Guidance]] can travel to Southern Freedom Islands  and the Northern Freedom Islands by the blue portals in the starter town. Your items will transfer.&lt;br /&gt;
&lt;br /&gt;
==Starting at Southern Freedom Islands==&lt;br /&gt;
Players can sail between any of the Southern Islands by boat. Travel to Chaos may be disabled in your profile settings-Block PVP Crossing. &lt;br /&gt;
&lt;br /&gt;
Players may also travel to Epic servers via an [[Epic portal]] in the starter towns or created by players for their own deeds. You will not keep your items, but you will share your bank balance. &lt;br /&gt;
Skills transfers from Southern Islands to Epic, except for Faith, Favour, and Alignment and except any skill that shows a 3X on Epic.&lt;br /&gt;
&lt;br /&gt;
Players on the Southern Freedom Islands can travel to the Northern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
The ingame world map shows the standard connections between servers on the Southern Freedom Islands cluster:&lt;br /&gt;
&lt;br /&gt;
[[File:Freedom.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
== Starting at Northern Freedom Isles==&lt;br /&gt;
Players on the Northern Freedom Islands have several options. Players may travel between Cadence, Harmony and Melody by boat. &lt;br /&gt;
&lt;br /&gt;
To travel to the Defiance server, players can take a [[Pvp portal]] in the starter towns or one built by players. Your items will not transfer, but all skills except [[Fighting]], [[Faith]], and [[Meditation]] will transfer back and forth. &lt;br /&gt;
&lt;br /&gt;
Players on the Northern Freedom Islands can travel to the Southern Freedom Islands by the blue portals in the starter towns. Your items will not transfer, but skills will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Northernisles.png|500px]]&lt;br /&gt;
&lt;br /&gt;
==Starting at Epic Islands==&lt;br /&gt;
Players can sails between the four Epic islands by boat. They may also travel to the Southern Freedom Islands via Epic portal. Items and skills will not transfer, but bank balance will. &lt;br /&gt;
&lt;br /&gt;
They may not travel directly to the Northern Freedom Islands, but will have to travel to Southern Freedom Islands via an Epic portal, and then from a starter town at the Southern Freedom Islands use another portal to travel to Northern Freedom Islands.&lt;br /&gt;
&lt;br /&gt;
[[File:Epicmap.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
==Jackal==&lt;br /&gt;
When it is open, Jackal is only accessible by a [[Jackal lodestone|lodestone]]. Items and skills do not transfer, but skills transfer when you return to Freedom.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Geography]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129009</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129009"/>
		<updated>2024-05-14T21:32:07Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Over water table: (&amp;gt;=1), can plant, can meditate, can drop tent, can plan house&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant [1], no meditate [2], cant drop tent [3], no plan house [4]&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: north-western corner at most 12 dirts below water level (&amp;gt;=-12)&lt;br /&gt;
* Passable by deep draft boats: twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: up to twenty five dirts below water level (&amp;gt;=-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: up to twenty five dirts below water level (&amp;gt;=-25)&lt;br /&gt;
* [[Mining#Leveling|Mine floor raising]]: with concrete up to twenty five dirts below water level (&amp;gt;=-25)&lt;br /&gt;
* Plant [[Reed tile]]: over thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
Messages on water table:&lt;br /&gt;
*[1] &amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;&lt;br /&gt;
*[2] &amp;quot;You can not meditate here. It is too wet.&amp;quot;&lt;br /&gt;
*[3] &amp;quot;The ground is too wet to pitch your tent there. You'll need to drop it on higher ground.&amp;quot;&lt;br /&gt;
*[4] &amp;quot;You can't build on water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129008</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129008"/>
		<updated>2024-05-14T21:30:55Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Over water table: (&amp;gt;=1), can plant, can meditate, can drop tent, can plan house&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant [1], no meditate [2], cant drop tent [3], no plan house [4]&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: north-western corner at most 12 dirts below water level (&amp;gt;=-12)&lt;br /&gt;
* Passable by deep draft boats: twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: up to twenty five dirts below water level (&amp;gt;=-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: up to twenty five dirts below water level (&amp;gt;=-25)&lt;br /&gt;
* [[Mining#Leveling]]: raising with concrete up to twenty five dirts below water level (&amp;gt;=-25)&lt;br /&gt;
* Plant [[Reed tile]]: over thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
Messages on water table:&lt;br /&gt;
*[1] &amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;&lt;br /&gt;
*[2] &amp;quot;You can not meditate here. It is too wet.&amp;quot;&lt;br /&gt;
*[3] &amp;quot;The ground is too wet to pitch your tent there. You'll need to drop it on higher ground.&amp;quot;&lt;br /&gt;
*[4] &amp;quot;You can't build on water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129007</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129007"/>
		<updated>2024-05-14T21:29:09Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Over water table: (&amp;gt;=1), can plant, can meditate, can drop tent, can plan house&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant [1], no meditate [2], cant drop tent [3], no plan house [4]&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: north-western corner at most 12 dirts below water level (&amp;gt;=-12)&lt;br /&gt;
* Passable by deep draft boats: twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: up to twenty five dirts below water level (&amp;gt;=-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: up to twenty five dirts below water level (&amp;gt;=-25)&lt;br /&gt;
* [[Mining#Floor raising]]: with concrete up to twenty five dirts below water level (&amp;gt;=-25)&lt;br /&gt;
* Plant [[Reed tile]]: over thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
Messages on water table:&lt;br /&gt;
*[1] &amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;&lt;br /&gt;
*[2] &amp;quot;You can not meditate here. It is too wet.&amp;quot;&lt;br /&gt;
*[3] &amp;quot;The ground is too wet to pitch your tent there. You'll need to drop it on higher ground.&amp;quot;&lt;br /&gt;
*[4] &amp;quot;You can't build on water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129006</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129006"/>
		<updated>2024-05-14T21:27:28Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Over water table: (&amp;gt;=1), can plant, can meditate, can drop tent, can plan house&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant [1], no meditate [2], cant drop tent [3], no plan house [4]&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: orth-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: up to twenty five dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
Messages on water table:&lt;br /&gt;
*[1] &amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;&lt;br /&gt;
*[2] &amp;quot;You can not meditate here. It is too wet.&amp;quot;&lt;br /&gt;
*[3] &amp;quot;The ground is too wet to pitch your tent there. You'll need to drop it on higher ground.&amp;quot;&lt;br /&gt;
*[4] &amp;quot;You can't build on water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129005</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129005"/>
		<updated>2024-05-14T21:25:34Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Over water table: (&amp;gt;=1), can plant, can meditate, can drop tent, can plan house&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant [1], no meditate [2], cant drop tent [3], no plan house [4]&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
Messages on water table:&lt;br /&gt;
*[1] &amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;&lt;br /&gt;
*[2] &amp;quot;You can not meditate here. It is too wet.&amp;quot;&lt;br /&gt;
*[3] &amp;quot;The ground is too wet to pitch your tent there. You'll need to drop it on higher ground.&amp;quot;&lt;br /&gt;
*[4] &amp;quot;You can't build on water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129004</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129004"/>
		<updated>2024-05-14T21:17:23Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Over water table: (&amp;gt;=1), can plant, can meditate, can drop tent, can plan house&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant (&amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;), no meditate (&amp;quot;You can not meditate here. It is too wet.&amp;quot;), cant drop tent (&amp;quot;The ground is too wet to pitch your tent there. You'll need to drop it on higher ground.&amp;quot;), no plan house (&amp;quot;You can't build on water.&amp;quot;)&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129003</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129003"/>
		<updated>2024-05-14T21:12:11Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Over water table: (&amp;gt;=1), can plant, can meditate, can plan house&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant (&amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;), no meditate (&amp;quot;You can not meditate here. It is too wet.&amp;quot;), no plan house (&amp;quot;You can't build on water.&amp;quot;)&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129002</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129002"/>
		<updated>2024-05-14T21:04:38Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant [[Sprout]] (&amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;), no build house (&amp;quot;You can't build on water.&amp;quot;), no meditate (&amp;quot;You can not meditate here. It is too wet.&amp;quot;)&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129001</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129001"/>
		<updated>2024-05-14T21:03:39Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant [[Sprout]] (&amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;), no build house (&amp;quot;[23:03:12] You can't build on water.&amp;quot;), no meditate&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=129000</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=129000"/>
		<updated>2024-05-14T21:02:57Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant [[Sprout]] (&amp;quot;The ground is too moist here, so the bouquet of orange-red flowers would rot.&amp;quot;), no build house, no meditate&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Highway&amp;diff=128866</id>
		<title>Highway</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Highway&amp;diff=128866"/>
		<updated>2024-05-05T17:10:56Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Additions and Maintenance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Highway|Highway]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
[[File:Highway_1.jpg|300px|thumb|right|A highway protected and linked by catseyes.]]&lt;br /&gt;
&lt;br /&gt;
A highway is a paved road that is at least 2 tiles wide, connecting two or more deeds.&lt;br /&gt;
&lt;br /&gt;
== Creating an Official Protected Highway ==&lt;br /&gt;
&lt;br /&gt;
* A road can be turned into an official highway if it is at least two tiles wide and connects a minimum of two deeds. The start of a highway is marked by a waystone on a deed. A second waystone on the second deed marks the end, or destination, of the highway. The highway is complete once both waystones are linked by catseyes. &lt;br /&gt;
&lt;br /&gt;
* Official protected highways use a marker at each tile corner which will protect all 4 tiles around them. These markers are called [[Catseye|Catseyes]] and [[Waystone|Waystones]]. Official highways are used by wagoners to transport goods as well as for general transportation purposes.&lt;br /&gt;
&lt;br /&gt;
* Slope for a highway must not exceed 20 straight or 14/14 diagonally.&lt;br /&gt;
 &lt;br /&gt;
*Highways cannot be established on PVP servers. &lt;br /&gt;
&lt;br /&gt;
*For additional information and troubleshooting topics on adding to existing highways, see [https://docs.google.com/document/d/1enAogVQhXsDvKrOT0DCna5zWh-z4RCsN9ABxMnDSmjw].&lt;br /&gt;
&lt;br /&gt;
== Additions and Maintenance ==&lt;br /&gt;
&lt;br /&gt;
* Highways can be illuminated by [[Bless|blessed]] lamps without the need of refueling. While they will shine without further work, they still may experience some decay. &lt;br /&gt;
&lt;br /&gt;
* Connected deeds can hire a [[Wagoner|wagoner]] to deliver bulk items to other connected deeds. &lt;br /&gt;
&lt;br /&gt;
* Bridges can be included on highways, if they fulfil general surface requirements. &lt;br /&gt;
&lt;br /&gt;
* Cave highways can be included if paved with reinforced and prepared floor. Cave highways tiles are protected from cave-ins, cannot collapse .&lt;br /&gt;
&lt;br /&gt;
* Cave highways across bridges needs to have tile below each bridge ends reinforced.&lt;br /&gt;
&lt;br /&gt;
* Highways located on the deed perimeter are protected by the deed permissions. &lt;br /&gt;
&lt;br /&gt;
*Repaving a tile is possible without removing the [[catseye]] or a [[waystone]]:&lt;br /&gt;
** Activate the material needed for the [[pavement]] type, right-click a paved tile and select ''Re-pave'' &amp;gt; ''Tile'' or ''Nearest corner''&lt;br /&gt;
&lt;br /&gt;
[[File:Highway_2.jpg|300px|thumb|left|A junction with a waystone and a [[wagoner container]].]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Highway]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128865</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128865"/>
		<updated>2024-05-05T17:05:47Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Cave-ins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Mining is the skill of excavating [[stone shards]], [[marble shards]], [[slate shards]], [[sandstone shards]] and [[ore]] veins.'''&lt;br /&gt;
&lt;br /&gt;
== Opening a mine (Tunnel) ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' any [[cliff]] or [[rock tile]] and select '''mining''' &amp;gt; '''tunnel'''. '''[[Mining warnings|Find potential error messages here.]]'''&lt;br /&gt;
*The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].&lt;br /&gt;
*The minimum slope of the rock surface to be mined is +1 but also have further requirements. The two lowest corners of your tile will form the bottom edge of your opening. If there are not two corners lower than the others (not equal) you cant tunnel. After opening that lower border will be reshaped completely flat at level of the lower corner.&lt;br /&gt;
*If there are two lower corners identified then the opposite border will be the top of your mine opening and will be completely flat as well, leveled at lower corner of the opposite border. &lt;br /&gt;
*'''You cannot [[Mining#Surface_mining|surface mine]] to correct an oddly shaped entrance once it is open.''' So you must make sure to have the tile in the exact shape you want it to be before you open the mine.&lt;br /&gt;
*When tuneling, entrance tile is limited by reinforced cave floor as any others (requires that all four corner of the entrance tile not be also one of a reinforced tile). So, when you are tunneling an entrance from the outside and receive the message, {{event|inline|The ground sounds strangely hollow and brittle. You have to abandon the mining operation.}}, you most likely have a reinforced floor inside the tunnel you are trying to open. Enter the mine from another angle and remove the reinforced floor.&lt;br /&gt;
*Tunel from outside will ever make a downgoing entrance 20 slope or more, even if there is a flat cave inside. Tunnel out from inside will only remove the rock walls without changing the ground level.&lt;br /&gt;
*To correct that entry slope you can further raise the mine corner floor with concrete but if ground reach is deep underwater. If you don't want any ugly water on the floor in the mine, ensure that both lower corners of the entrance are at least at height 28 (hover the corner with the mouse).&lt;br /&gt;
*Each tunneling action has a chance to create a [[stone shards|stone shard]]. After a number of [[stone shards]] are created, usually 9, the message {{event|inline|You will soon create an entrance}} will appear, after 51 actions. A stone shard or two later, and an entrance will be created.&lt;br /&gt;
*The maximum height of a tunnel entrance is 270 slope, but you would not be able to continue mining because of ceiling height restrictions. Tunnel slopes should be less than 235.&lt;br /&gt;
*The maximum height of an tunnel entrance is 90 slope if you plan to add a mine door. &lt;br /&gt;
*You may create a mine entrance up to 3 tiles wide.&lt;br /&gt;
**To widen a tunnel, the tile you mine must only be connected to ONE open tunnel only&lt;br /&gt;
** Mine doors can be placed on tunnel entrances that are 1 tile or wider, except on PvP servers. Note that you will need more than one mine door for wider entrances!&lt;br /&gt;
** It is not possible to create an opening next to an opening that has a mine door attached.&lt;br /&gt;
&lt;br /&gt;
== Tunnel excavation ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' on [[rock tile]] select '''mining''' &amp;gt; '''mine'''.&lt;br /&gt;
&lt;br /&gt;
Mining a cave wall inside of a mine will remove that tile of rock. It takes 45 mining actions to produce the message {{event|inline|The wall will break soon}} after which it takes 1 to 11 actions to fully remove the tile.&lt;br /&gt;
&lt;br /&gt;
* It is possible to mine up, down or flat but only the final action is taken into account.  The resulting slope of up or down will be approximately 20. Ceiling will be 30 above the created floor whatever its shape is.&lt;br /&gt;
* There are slight deviations in mine slopes (up to 3 &amp;quot;Slope&amp;quot;) when a mine shaft progresses.This is based off Mining Skill.&lt;br /&gt;
** skill less than 50, +-3&lt;br /&gt;
** skill = 50, variance is +-2&lt;br /&gt;
** skill = 70, variance is +-1&lt;br /&gt;
** skill = 90+ no variance&lt;br /&gt;
* When mining a tile next to an opened tile, slope of the existing tile will be kept but may also change with same variance.&lt;br /&gt;
* When connecting two mine shafts, the direction of the mining is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.&lt;br /&gt;
* Each action will produce one stone shard.&lt;br /&gt;
* All items mined from the cave wall will appear in a pile on the ground on the tile you're standing; this often includes items such as [[salt]] and [[gem]]s, all of which are found randomly.&lt;br /&gt;
* It is not possible to create an exit from the inside if there is dirt covering the planned exit, this must be fully uncovered and bare just as if you were to create an entrance from the outside.&lt;br /&gt;
* If the outside tile is covered by dirt while trying to mine out, the message {{event|inline|The cave wall looks very unstable and dirt flows in. You would be buried alive}}&lt;br /&gt;
&lt;br /&gt;
== Mining resources==&lt;br /&gt;
[[Ore]] is produced by mining metal ore [[vein]]s found inside of a mine. [[Marble]], [[slate]], [[rock salt vein|rock salt]], and [[sandstone vein|sandstone]] veins produce shards. A [[Rock salt]] tile has about the same amount of shards as a regular rock tile, approximately 50 shards. &lt;br /&gt;
&lt;br /&gt;
*When an ore or shard vein is depleted a tunnel is created. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore and shard veins for tunneling purposes.&lt;br /&gt;
&lt;br /&gt;
== Mining floors and ceiling ==&lt;br /&gt;
*Mining the floor or ceiling of a cave will not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. '''Note that, as with [[digging]], these actions affect the closest corner of the tile and not the tile itself.''' &lt;br /&gt;
*A ceiling tile can be mined upward around 31 times before you will receive the message {{event|inline|You cannot reach the ceiling}}. (given that you haven't lowered the floor before you start).&lt;br /&gt;
*A floor tile can be mined down well past swimming depth to let boats pass through. It is a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level. &lt;br /&gt;
*Each rock tile removed will have that standard ceiling height, so each ceiling tile must be mined individually, if you want them to be higher. The floor section will match up (providing you didn't mine up or down). &lt;br /&gt;
*You can fix slopes with [[concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.&lt;br /&gt;
*Mining ceilings for stone shards is much faster than mining on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.&lt;br /&gt;
*If you have raised the ceiling and try to mine the floor too low, you will receive the message:{{event|inline|Lowering the floor further would make the cavern unstable}} before hitting the water level.&lt;br /&gt;
*For the best access in a mine it is recommended not to mine the floor directly, because it can create uneven surfaces making it hard to move around. &lt;br /&gt;
*The actions '''mine up''' and '''mine down''' create predictable slopes of 20 and are good if you want a sloped passage, although floor mining can be very useful if used in the right way. &lt;br /&gt;
'''Proceed with caution when adjusting the floors as mining is not easily reversed.''' When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining.&lt;br /&gt;
&lt;br /&gt;
== Mine Up/Down ==&lt;br /&gt;
* Mining up/down will create a slope of 20 or to the corresponding next level, if there is another tunnel (see [[Mining#Dropshaft|Dropshaft]])&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
Standing on a flat cave tile will permit the leveling of an adjacent tile so that it will be at the same height.  To see if a tile is flat, activate a pickaxe and hover over the tile (as long as you have at least 15 mining skill).&lt;br /&gt;
&lt;br /&gt;
Activate a pickaxe and '''right click''' the cave floor tile, select '''Mining''' &amp;gt; '''Level'''.&lt;br /&gt;
*Will mine the highest corners and make the tile flat.&lt;br /&gt;
Activate [[concrete]] '''right click''' the corner to be raised select '''raise corner'''.&lt;br /&gt;
&lt;br /&gt;
'''The corner you are standing nearest will be raised, so make sure you are standing in the correct spot.'''&lt;br /&gt;
*To raise corners [[concrete]] must be held in the inventory and activated.&lt;br /&gt;
*One concrete will raise one corner equivalent to 1 [[dirt]]. &lt;br /&gt;
*Concrete can be used to raise an underwater cave tile as long as the tile is 25 [[dirt]]s deep or less; below that you get the message: {{event|inline|The water is too deep and would only dissolve the concrete.}}&lt;br /&gt;
&lt;br /&gt;
== Surface mining ==&lt;br /&gt;
Activate [[pickaxe]] and '''right click''' [[cliff]] or [[rock tile]], select '''Mining''' &amp;gt; '''Mine'''.&lt;br /&gt;
&lt;br /&gt;
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons. &lt;br /&gt;
*To mine on the surface, all adjacent corners of the tile must be clear of dirt. '''You will need dig all four corners of a tile to expose rock.''' &lt;br /&gt;
*When mining into water the maximum depth permitted is -25 from the water level. &lt;br /&gt;
*It may take one or more actions to lower a single [[dirt]] level of [[rock]].  &lt;br /&gt;
*Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]].&lt;br /&gt;
*You will only be able to mine slopes which are 3 times your mining skill. For example, if you mining skill is 3, you can mine slopes of 9 or below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Slope reduction: {{event|inline|You mine some stone shards.}}&lt;br /&gt;
:No reduction: {{event|inline|You chip away at the rock.}}&lt;br /&gt;
&lt;br /&gt;
== Mine doors ==&lt;br /&gt;
You can limit access to your mine with the use of a '''[[mine door]]'''. Several types of mine doors are available.  &lt;br /&gt;
&lt;br /&gt;
'''Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does NOT protect mine doors.'''&lt;br /&gt;
* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a mine door.&lt;br /&gt;
* On [[Elevation]] and [[Defiance]] servers, there must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area. There is a check in a 5 tile radius around the door being placed.&lt;br /&gt;
&lt;br /&gt;
== Dropshaft ==&lt;br /&gt;
Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts.  They are not easily traveled through. Vehicles and horses will not be able to move between the levels, and a player must [[Climbing|climb]] to move between the two.&lt;br /&gt;
&lt;br /&gt;
*When a drop shaft is going to be created you will receive this message before the wall breaks: {{event|inline|You hear falling rocks from the other side of the wall. A deep shaft will probably emerge.}}&lt;br /&gt;
&lt;br /&gt;
*Should a dropshaft be required, simply mine out the rock tile which separates two mines of different levels.  Some players have created dropshafts to gain fast access to water or create short-cuts.  There is no falling [[damage]] inside mines, so falling down these shafts is not going to injure the player.&lt;br /&gt;
&lt;br /&gt;
'''Proceed with caution as these are very hard, often impossible, to modify once created.''' &lt;br /&gt;
*Collapsing a dropshaft tile with the [[Strongwall]] spell or a [[shaker orb]] will allow you to remine a tile to the height of the tiles around it, but proceed carefully and ask for assistance, as careful planning is required. &lt;br /&gt;
&lt;br /&gt;
== Cave-ins ==&lt;br /&gt;
Any excavated cave tile has a chance of caving in. &lt;br /&gt;
&lt;br /&gt;
*When a tile caves in the it will become either a rock, ore or shard vein and will need to be re-excavated.  &lt;br /&gt;
*A recently collapsed rock tile may not require as many actions to re-open, however an ore tile will likely require many hundred, or even thousand, actions to remove.&lt;br /&gt;
*Reinforcing a cave wall with a [[support beam]] will lower the chance of a cave-in on tiles surrounding that support.  Once reinforced they may not be excavated, however a mayor may mine out the support should it reside on their deed.  This would take approximately 50 actions just to remove the support.  &lt;br /&gt;
'''A cave wall reinforced with a [[support beam]] off deed is literally impossible to remove. Please be mindful of this.''' Note that underground [[highway]]s are protected from cave-ins, thus tunnels for them dont require reinforcement on side walls.&lt;br /&gt;
*Ore veins are considered similar to reinforced walls for purposes of stability.&lt;br /&gt;
*The chance that a tile is replaced with a vein or shard other than rock is extremely low.&lt;br /&gt;
*You also have the option to manually cave in mine tiles using the spell [[Strongwall]] or using a [[shaker orb]] which can be bought from a trader for 4 silver and is a one time use item.&lt;br /&gt;
&lt;br /&gt;
== Skillgain ==&lt;br /&gt;
&lt;br /&gt;
'''Ore Difficulty'''&lt;br /&gt;
&lt;br /&gt;
*The easiest is mining plain rock or [[zinc]], followed by [[iron vein]]s and [[tin vein]]s. &lt;br /&gt;
*The hardest are silver and gold. &lt;br /&gt;
'''As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL shard.'''&lt;br /&gt;
&lt;br /&gt;
*Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile quality.&lt;br /&gt;
&lt;br /&gt;
'''Note''': In order to gain skill from a mining action the by&amp;amp;#8209;product has to be anywhere in between 1.01 and 39.99 quality range.&lt;br /&gt;
&lt;br /&gt;
'''Note''': All tests were done with a 25ql pickaxe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]], [[Zinc vein|Zinc]] || 1-25&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron vein|Iron]], [[Rock salt]] || 25-35&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein|Tin]] || 35-50&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper vein|Copper]], [[Slate]], [[Lead vein|Lead]] || 50-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver vein|Silver]] || 75-90&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein|Gold]], [[Marble]], [[Sandstone vein|Sandstone]] || 90+&lt;br /&gt;
|-&lt;br /&gt;
|+ Optimal Skill Gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Optimal Pickaxe Selection for Skill Gain'''&lt;br /&gt;
&lt;br /&gt;
If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining.  You can use the formula:&lt;br /&gt;
&lt;br /&gt;
'''(Skill + Tool QL) divided by 2, then subtract 20 = &amp;lt;optimal difficulty&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Plug in the variables you know, and solve for the remaining variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore type !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Stone || 2&lt;br /&gt;
|-&lt;br /&gt;
| Zinc || 2&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tin || 10&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 20&lt;br /&gt;
|-&lt;br /&gt;
| Slate || 20&lt;br /&gt;
|-&lt;br /&gt;
| Lead || 20&lt;br /&gt;
|-&lt;br /&gt;
| Rock salt || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Silver || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gold || 40&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced || 40&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sandstone || 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
There are several types of resource which can be found while mining:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Mining By-Products&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]] || [[Stone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Rock salt vein]] || [[Rock salt|Rock salt shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Slate]] || [[Slate shards]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone vein]] || [[Sandstone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Marble vein|Marble]] || [[Marble shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Iron vein]] || [[Iron ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Copper vein]] || [[Copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein]] || [[Tin ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Zinc vein]] || [[Zinc ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead vein]] || [[Lead ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Silver vein]] || [[Silver ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein]] || [[Gold ore]]&lt;br /&gt;
|+ Mining Resources &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other resources which can be found include [[salt]], [[gems]], [[source crystal]]s and [[flint]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Mining speed is determined by mining skill, pickaxe [[quality]], pickaxe skill, and the [[Wind of ages]] or [[Botd]] cast, ordered from greatest effect to least.&lt;br /&gt;
*Because Wurm is not a true 3D world, the cave layer is essentially a second world beneath the surface. It is possible to mine upwards and downwards with a few [[Mining warnings|limitations]].&lt;br /&gt;
*Mining straight mines at zero slope. Mining upward or downward mines at a slope of 20 in that direction. From this, a set of variants is applied based on skill which ultimately determines the final slope of the tile. This skill-based variance set is such that: &amp;lt;50 skill is +/- 3, 50-70 is +/- 2, 70-90 is +/- 1, 90+ is 0. Only the final action that breaks the wall (upward, downward, or straight) determines the direction mined.  &lt;br /&gt;
* You may not mine upward out of rock and into the [[dirt]] that is covering it.&lt;br /&gt;
* You can mine downward until you reach 25 dirts below the [[water]] table.&lt;br /&gt;
* It is not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel. &lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope for surface mining is limited to your 1x mining skill on [[Defiance]] and [[Epic]] servers and capped at 60 slope. &lt;br /&gt;
* There is a minimum of 3 tiles required between mine doors on all PVP servers.&lt;br /&gt;
&lt;br /&gt;
==Mining Warning Messages==&lt;br /&gt;
See: [[Mining warnings]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pickaxe]]&lt;br /&gt;
* [[Prospecting]]&lt;br /&gt;
* [[Support beam]]&lt;br /&gt;
* [[Clad]]&lt;br /&gt;
* [[Stuck]]&lt;br /&gt;
* [[Mining warnings]]&lt;br /&gt;
* [[Strongwall]]&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Mining&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]] (On PVE servers only)&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Miner at 50 skill&lt;br /&gt;
* Prime Minester at 70 skill&lt;br /&gt;
* Mastermine at 90 skill&lt;br /&gt;
* The World is Mine at 100 skill&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Mining can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
* See [[Mining warnings]] for more indepth information on each situation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128864</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128864"/>
		<updated>2024-05-05T17:05:01Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Cave-ins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Mining is the skill of excavating [[stone shards]], [[marble shards]], [[slate shards]], [[sandstone shards]] and [[ore]] veins.'''&lt;br /&gt;
&lt;br /&gt;
== Opening a mine (Tunnel) ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' any [[cliff]] or [[rock tile]] and select '''mining''' &amp;gt; '''tunnel'''. '''[[Mining warnings|Find potential error messages here.]]'''&lt;br /&gt;
*The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].&lt;br /&gt;
*The minimum slope of the rock surface to be mined is +1 but also have further requirements. The two lowest corners of your tile will form the bottom edge of your opening. If there are not two corners lower than the others (not equal) you cant tunnel. After opening that lower border will be reshaped completely flat at level of the lower corner.&lt;br /&gt;
*If there are two lower corners identified then the opposite border will be the top of your mine opening and will be completely flat as well, leveled at lower corner of the opposite border. &lt;br /&gt;
*'''You cannot [[Mining#Surface_mining|surface mine]] to correct an oddly shaped entrance once it is open.''' So you must make sure to have the tile in the exact shape you want it to be before you open the mine.&lt;br /&gt;
*When tuneling, entrance tile is limited by reinforced cave floor as any others (requires that all four corner of the entrance tile not be also one of a reinforced tile). So, when you are tunneling an entrance from the outside and receive the message, {{event|inline|The ground sounds strangely hollow and brittle. You have to abandon the mining operation.}}, you most likely have a reinforced floor inside the tunnel you are trying to open. Enter the mine from another angle and remove the reinforced floor.&lt;br /&gt;
*Tunel from outside will ever make a downgoing entrance 20 slope or more, even if there is a flat cave inside. Tunnel out from inside will only remove the rock walls without changing the ground level.&lt;br /&gt;
*To correct that entry slope you can further raise the mine corner floor with concrete but if ground reach is deep underwater. If you don't want any ugly water on the floor in the mine, ensure that both lower corners of the entrance are at least at height 28 (hover the corner with the mouse).&lt;br /&gt;
*Each tunneling action has a chance to create a [[stone shards|stone shard]]. After a number of [[stone shards]] are created, usually 9, the message {{event|inline|You will soon create an entrance}} will appear, after 51 actions. A stone shard or two later, and an entrance will be created.&lt;br /&gt;
*The maximum height of a tunnel entrance is 270 slope, but you would not be able to continue mining because of ceiling height restrictions. Tunnel slopes should be less than 235.&lt;br /&gt;
*The maximum height of an tunnel entrance is 90 slope if you plan to add a mine door. &lt;br /&gt;
*You may create a mine entrance up to 3 tiles wide.&lt;br /&gt;
**To widen a tunnel, the tile you mine must only be connected to ONE open tunnel only&lt;br /&gt;
** Mine doors can be placed on tunnel entrances that are 1 tile or wider, except on PvP servers. Note that you will need more than one mine door for wider entrances!&lt;br /&gt;
** It is not possible to create an opening next to an opening that has a mine door attached.&lt;br /&gt;
&lt;br /&gt;
== Tunnel excavation ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' on [[rock tile]] select '''mining''' &amp;gt; '''mine'''.&lt;br /&gt;
&lt;br /&gt;
Mining a cave wall inside of a mine will remove that tile of rock. It takes 45 mining actions to produce the message {{event|inline|The wall will break soon}} after which it takes 1 to 11 actions to fully remove the tile.&lt;br /&gt;
&lt;br /&gt;
* It is possible to mine up, down or flat but only the final action is taken into account.  The resulting slope of up or down will be approximately 20. Ceiling will be 30 above the created floor whatever its shape is.&lt;br /&gt;
* There are slight deviations in mine slopes (up to 3 &amp;quot;Slope&amp;quot;) when a mine shaft progresses.This is based off Mining Skill.&lt;br /&gt;
** skill less than 50, +-3&lt;br /&gt;
** skill = 50, variance is +-2&lt;br /&gt;
** skill = 70, variance is +-1&lt;br /&gt;
** skill = 90+ no variance&lt;br /&gt;
* When mining a tile next to an opened tile, slope of the existing tile will be kept but may also change with same variance.&lt;br /&gt;
* When connecting two mine shafts, the direction of the mining is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.&lt;br /&gt;
* Each action will produce one stone shard.&lt;br /&gt;
* All items mined from the cave wall will appear in a pile on the ground on the tile you're standing; this often includes items such as [[salt]] and [[gem]]s, all of which are found randomly.&lt;br /&gt;
* It is not possible to create an exit from the inside if there is dirt covering the planned exit, this must be fully uncovered and bare just as if you were to create an entrance from the outside.&lt;br /&gt;
* If the outside tile is covered by dirt while trying to mine out, the message {{event|inline|The cave wall looks very unstable and dirt flows in. You would be buried alive}}&lt;br /&gt;
&lt;br /&gt;
== Mining resources==&lt;br /&gt;
[[Ore]] is produced by mining metal ore [[vein]]s found inside of a mine. [[Marble]], [[slate]], [[rock salt vein|rock salt]], and [[sandstone vein|sandstone]] veins produce shards. A [[Rock salt]] tile has about the same amount of shards as a regular rock tile, approximately 50 shards. &lt;br /&gt;
&lt;br /&gt;
*When an ore or shard vein is depleted a tunnel is created. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore and shard veins for tunneling purposes.&lt;br /&gt;
&lt;br /&gt;
== Mining floors and ceiling ==&lt;br /&gt;
*Mining the floor or ceiling of a cave will not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. '''Note that, as with [[digging]], these actions affect the closest corner of the tile and not the tile itself.''' &lt;br /&gt;
*A ceiling tile can be mined upward around 31 times before you will receive the message {{event|inline|You cannot reach the ceiling}}. (given that you haven't lowered the floor before you start).&lt;br /&gt;
*A floor tile can be mined down well past swimming depth to let boats pass through. It is a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level. &lt;br /&gt;
*Each rock tile removed will have that standard ceiling height, so each ceiling tile must be mined individually, if you want them to be higher. The floor section will match up (providing you didn't mine up or down). &lt;br /&gt;
*You can fix slopes with [[concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.&lt;br /&gt;
*Mining ceilings for stone shards is much faster than mining on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.&lt;br /&gt;
*If you have raised the ceiling and try to mine the floor too low, you will receive the message:{{event|inline|Lowering the floor further would make the cavern unstable}} before hitting the water level.&lt;br /&gt;
*For the best access in a mine it is recommended not to mine the floor directly, because it can create uneven surfaces making it hard to move around. &lt;br /&gt;
*The actions '''mine up''' and '''mine down''' create predictable slopes of 20 and are good if you want a sloped passage, although floor mining can be very useful if used in the right way. &lt;br /&gt;
'''Proceed with caution when adjusting the floors as mining is not easily reversed.''' When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining.&lt;br /&gt;
&lt;br /&gt;
== Mine Up/Down ==&lt;br /&gt;
* Mining up/down will create a slope of 20 or to the corresponding next level, if there is another tunnel (see [[Mining#Dropshaft|Dropshaft]])&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
Standing on a flat cave tile will permit the leveling of an adjacent tile so that it will be at the same height.  To see if a tile is flat, activate a pickaxe and hover over the tile (as long as you have at least 15 mining skill).&lt;br /&gt;
&lt;br /&gt;
Activate a pickaxe and '''right click''' the cave floor tile, select '''Mining''' &amp;gt; '''Level'''.&lt;br /&gt;
*Will mine the highest corners and make the tile flat.&lt;br /&gt;
Activate [[concrete]] '''right click''' the corner to be raised select '''raise corner'''.&lt;br /&gt;
&lt;br /&gt;
'''The corner you are standing nearest will be raised, so make sure you are standing in the correct spot.'''&lt;br /&gt;
*To raise corners [[concrete]] must be held in the inventory and activated.&lt;br /&gt;
*One concrete will raise one corner equivalent to 1 [[dirt]]. &lt;br /&gt;
*Concrete can be used to raise an underwater cave tile as long as the tile is 25 [[dirt]]s deep or less; below that you get the message: {{event|inline|The water is too deep and would only dissolve the concrete.}}&lt;br /&gt;
&lt;br /&gt;
== Surface mining ==&lt;br /&gt;
Activate [[pickaxe]] and '''right click''' [[cliff]] or [[rock tile]], select '''Mining''' &amp;gt; '''Mine'''.&lt;br /&gt;
&lt;br /&gt;
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons. &lt;br /&gt;
*To mine on the surface, all adjacent corners of the tile must be clear of dirt. '''You will need dig all four corners of a tile to expose rock.''' &lt;br /&gt;
*When mining into water the maximum depth permitted is -25 from the water level. &lt;br /&gt;
*It may take one or more actions to lower a single [[dirt]] level of [[rock]].  &lt;br /&gt;
*Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]].&lt;br /&gt;
*You will only be able to mine slopes which are 3 times your mining skill. For example, if you mining skill is 3, you can mine slopes of 9 or below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Slope reduction: {{event|inline|You mine some stone shards.}}&lt;br /&gt;
:No reduction: {{event|inline|You chip away at the rock.}}&lt;br /&gt;
&lt;br /&gt;
== Mine doors ==&lt;br /&gt;
You can limit access to your mine with the use of a '''[[mine door]]'''. Several types of mine doors are available.  &lt;br /&gt;
&lt;br /&gt;
'''Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does NOT protect mine doors.'''&lt;br /&gt;
* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a mine door.&lt;br /&gt;
* On [[Elevation]] and [[Defiance]] servers, there must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area. There is a check in a 5 tile radius around the door being placed.&lt;br /&gt;
&lt;br /&gt;
== Dropshaft ==&lt;br /&gt;
Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts.  They are not easily traveled through. Vehicles and horses will not be able to move between the levels, and a player must [[Climbing|climb]] to move between the two.&lt;br /&gt;
&lt;br /&gt;
*When a drop shaft is going to be created you will receive this message before the wall breaks: {{event|inline|You hear falling rocks from the other side of the wall. A deep shaft will probably emerge.}}&lt;br /&gt;
&lt;br /&gt;
*Should a dropshaft be required, simply mine out the rock tile which separates two mines of different levels.  Some players have created dropshafts to gain fast access to water or create short-cuts.  There is no falling [[damage]] inside mines, so falling down these shafts is not going to injure the player.&lt;br /&gt;
&lt;br /&gt;
'''Proceed with caution as these are very hard, often impossible, to modify once created.''' &lt;br /&gt;
*Collapsing a dropshaft tile with the [[Strongwall]] spell or a [[shaker orb]] will allow you to remine a tile to the height of the tiles around it, but proceed carefully and ask for assistance, as careful planning is required. &lt;br /&gt;
&lt;br /&gt;
== Cave-ins ==&lt;br /&gt;
Any excavated cave tile has a chance of caving in. &lt;br /&gt;
&lt;br /&gt;
*When a tile caves in the it will become either a rock, ore or shard vein and will need to be re-excavated.  &lt;br /&gt;
*A recently collapsed rock tile may not require as many actions to re-open, however an ore tile will likely require many hundred, or even thousand, actions to remove.&lt;br /&gt;
*Reinforcing a cave wall with a [[support beam]] will lower the chance of a cave-in on tiles surrounding that support.  Once reinforced they may not be excavated, however a mayor may mine out the support should it reside on their deed.  This would take approximately 50 actions just to remove the support.  &lt;br /&gt;
'''A cave wall reinforced with a [[support beam]] off deed is literally impossible to remove. Please be mindful of this.''' Note that [[highway]]s are protected from cave-ins, thus tunnels for them dont require reinforcement.&lt;br /&gt;
*Ore veins are considered similar to reinforced walls for purposes of stability.&lt;br /&gt;
*The chance that a tile is replaced with a vein or shard other than rock is extremely low.&lt;br /&gt;
*You also have the option to manually cave in mine tiles using the spell [[Strongwall]] or using a [[shaker orb]] which can be bought from a trader for 4 silver and is a one time use item.&lt;br /&gt;
&lt;br /&gt;
== Skillgain ==&lt;br /&gt;
&lt;br /&gt;
'''Ore Difficulty'''&lt;br /&gt;
&lt;br /&gt;
*The easiest is mining plain rock or [[zinc]], followed by [[iron vein]]s and [[tin vein]]s. &lt;br /&gt;
*The hardest are silver and gold. &lt;br /&gt;
'''As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL shard.'''&lt;br /&gt;
&lt;br /&gt;
*Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile quality.&lt;br /&gt;
&lt;br /&gt;
'''Note''': In order to gain skill from a mining action the by&amp;amp;#8209;product has to be anywhere in between 1.01 and 39.99 quality range.&lt;br /&gt;
&lt;br /&gt;
'''Note''': All tests were done with a 25ql pickaxe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]], [[Zinc vein|Zinc]] || 1-25&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron vein|Iron]], [[Rock salt]] || 25-35&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein|Tin]] || 35-50&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper vein|Copper]], [[Slate]], [[Lead vein|Lead]] || 50-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver vein|Silver]] || 75-90&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein|Gold]], [[Marble]], [[Sandstone vein|Sandstone]] || 90+&lt;br /&gt;
|-&lt;br /&gt;
|+ Optimal Skill Gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Optimal Pickaxe Selection for Skill Gain'''&lt;br /&gt;
&lt;br /&gt;
If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining.  You can use the formula:&lt;br /&gt;
&lt;br /&gt;
'''(Skill + Tool QL) divided by 2, then subtract 20 = &amp;lt;optimal difficulty&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Plug in the variables you know, and solve for the remaining variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore type !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Stone || 2&lt;br /&gt;
|-&lt;br /&gt;
| Zinc || 2&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tin || 10&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 20&lt;br /&gt;
|-&lt;br /&gt;
| Slate || 20&lt;br /&gt;
|-&lt;br /&gt;
| Lead || 20&lt;br /&gt;
|-&lt;br /&gt;
| Rock salt || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Silver || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gold || 40&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced || 40&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sandstone || 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
There are several types of resource which can be found while mining:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Mining By-Products&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]] || [[Stone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Rock salt vein]] || [[Rock salt|Rock salt shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Slate]] || [[Slate shards]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone vein]] || [[Sandstone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Marble vein|Marble]] || [[Marble shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Iron vein]] || [[Iron ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Copper vein]] || [[Copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein]] || [[Tin ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Zinc vein]] || [[Zinc ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead vein]] || [[Lead ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Silver vein]] || [[Silver ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein]] || [[Gold ore]]&lt;br /&gt;
|+ Mining Resources &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other resources which can be found include [[salt]], [[gems]], [[source crystal]]s and [[flint]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Mining speed is determined by mining skill, pickaxe [[quality]], pickaxe skill, and the [[Wind of ages]] or [[Botd]] cast, ordered from greatest effect to least.&lt;br /&gt;
*Because Wurm is not a true 3D world, the cave layer is essentially a second world beneath the surface. It is possible to mine upwards and downwards with a few [[Mining warnings|limitations]].&lt;br /&gt;
*Mining straight mines at zero slope. Mining upward or downward mines at a slope of 20 in that direction. From this, a set of variants is applied based on skill which ultimately determines the final slope of the tile. This skill-based variance set is such that: &amp;lt;50 skill is +/- 3, 50-70 is +/- 2, 70-90 is +/- 1, 90+ is 0. Only the final action that breaks the wall (upward, downward, or straight) determines the direction mined.  &lt;br /&gt;
* You may not mine upward out of rock and into the [[dirt]] that is covering it.&lt;br /&gt;
* You can mine downward until you reach 25 dirts below the [[water]] table.&lt;br /&gt;
* It is not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel. &lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope for surface mining is limited to your 1x mining skill on [[Defiance]] and [[Epic]] servers and capped at 60 slope. &lt;br /&gt;
* There is a minimum of 3 tiles required between mine doors on all PVP servers.&lt;br /&gt;
&lt;br /&gt;
==Mining Warning Messages==&lt;br /&gt;
See: [[Mining warnings]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pickaxe]]&lt;br /&gt;
* [[Prospecting]]&lt;br /&gt;
* [[Support beam]]&lt;br /&gt;
* [[Clad]]&lt;br /&gt;
* [[Stuck]]&lt;br /&gt;
* [[Mining warnings]]&lt;br /&gt;
* [[Strongwall]]&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Mining&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]] (On PVE servers only)&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Miner at 50 skill&lt;br /&gt;
* Prime Minester at 70 skill&lt;br /&gt;
* Mastermine at 90 skill&lt;br /&gt;
* The World is Mine at 100 skill&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Mining can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
* See [[Mining warnings]] for more indepth information on each situation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Reinforced_cave_wall&amp;diff=128863</id>
		<title>Reinforced cave wall</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Reinforced_cave_wall&amp;diff=128863"/>
		<updated>2024-05-05T17:02:13Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / [[:Category:Cave tiles|Cave tiles]] /'''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''The cave wall has been reinforced with thick wooden beams and metal bands.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
A reinforced cave wall is a cave wall that has been propped up with a [[support beam]], designed to drastically reduce collapse chance. Ore veins are automatically considered reinforced for collapse chance purposes.&lt;br /&gt;
&lt;br /&gt;
[[File:Reinforced_cave_wall.jpg|200px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
All walls around a tile need to be reinforced to help protect against collapsing.&lt;br /&gt;
&lt;br /&gt;
Reinforced cave walls '''cannot''' be mined to remove the reinforcement if not in a deed.&lt;br /&gt;
&lt;br /&gt;
Attempting to mine a reinforced tile outside of a deed gives the error message 'The rock is too hard to mine'.&lt;br /&gt;
&lt;br /&gt;
The disintegrate spell can be used to remove reinforced cave walls; under certain conditions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cave tiles]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Support_beam&amp;diff=128862</id>
		<title>Support beam</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Support_beam&amp;diff=128862"/>
		<updated>2024-05-05T17:01:04Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Support Beam&lt;br /&gt;
|image=Support Beam.png&lt;br /&gt;
|active=[[Shaft]] (1kg)&lt;br /&gt;
|passive=[[Log]] (24kg)&lt;br /&gt;
|group=Mine doors and support beams&lt;br /&gt;
|materials=*4 [[Shaft]]s (1kg) &lt;br /&gt;
*2 [[Iron ribbon]]s&lt;br /&gt;
*2 [[Log]]s (18/24kg)&lt;br /&gt;
|result=*Unfinished support beam&lt;br /&gt;
*'''{{PAGENAME}}''' (60.0kg)&lt;br /&gt;
|skill=carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A wooden construction made from [[log]]s, [[plank]]s and [[ribbon|metal ribbon]]s intended to support walls in [[mine]]s.''&lt;br /&gt;
&lt;br /&gt;
Used to in caves/[[mine]]s/tunnels to create [[reinforced cave wall]]s or [[reinforced cave floor]]s.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* [[Activate]] a support beam, right-click a [[cave wall]] or [[cave floor]], and select &amp;quot;Reinforce&amp;quot;.&lt;br /&gt;
* The quality of a support beam does not matter; a 9ql and a 90ql support beam will function in exactly the same way.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
* The first log used in creation must be 24kg, however, the second may be 18-24kg.&lt;br /&gt;
* When creating, the [[quality]] of the shaft affects your success chance.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
* Reinforced floors can have subterranean [[paving]] added after the application of mortar to provide a speed bonus&lt;br /&gt;
* Reinforced walls can be [[clad]] to provide additional aesthetic options&lt;br /&gt;
* A support beam is required on ''every'' wall of a cave tile (both sides) to prevent the tile from collapsing.&lt;br /&gt;
* A reinforced wall can be removed by mining it out, '''but only if it is on deed'''.&lt;br /&gt;
* A reinforced floor can be mined to remove beam reinforcement with 21 [[body strength]]. No shard is produced in this process, and the slope does not change.&lt;br /&gt;
* Finished support beams do not fit into a small cart, rowing boat, or small sailboat.&lt;br /&gt;
* Adding a reinforcement is considered [[paving]] for priests.&lt;br /&gt;
&lt;br /&gt;
[[Image:Reinforced_cave_wall.png|thumb|500px|Reinforced cave wall]]&lt;br /&gt;
[[Image:Reinforced_cave_floor.png|thumb|500px|Reinforced cave floor]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Strongwall]] - A spell which can reinforce cave walls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Carpentry items]]&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Mine doors and support beams]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Support_beam&amp;diff=128861</id>
		<title>Support beam</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Support_beam&amp;diff=128861"/>
		<updated>2024-05-05T16:58:38Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Additional Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{ItemBox&lt;br /&gt;
|name=Support Beam&lt;br /&gt;
|image=Support Beam.png&lt;br /&gt;
|active=[[Shaft]] (1kg)&lt;br /&gt;
|passive=[[Log]] (24kg)&lt;br /&gt;
|group=Mine doors and support beams&lt;br /&gt;
|materials=*4 [[Shaft]]s (1kg) &lt;br /&gt;
*2 [[Iron ribbon]]s&lt;br /&gt;
*2 [[Log]]s (18/24kg)&lt;br /&gt;
|result=*Unfinished support beam&lt;br /&gt;
*'''{{PAGENAME}}''' (60.0kg)&lt;br /&gt;
|skill=carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A wooden construction made from [[log]]s, [[plank]]s and [[ribbon|metal ribbon]]s intended to support walls in [[mine]]s.''&lt;br /&gt;
&lt;br /&gt;
Used to reinforce cave walls and floors in caves/[[mine]]s/tunnels.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* [[Activate]] a support beam, right-click a [[cave wall]] or [[cave floor]], and select &amp;quot;Reinforce&amp;quot;.&lt;br /&gt;
* The quality of a support beam does not matter; a 9ql and a 90ql support beam will function in exactly the same way.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
* The first log used in creation must be 24kg, however, the second may be 18-24kg.&lt;br /&gt;
* When creating, the [[quality]] of the shaft affects your success chance.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
* Reinforced floors can have subterranean [[paving]] added after the application of mortar to provide a speed bonus&lt;br /&gt;
* Reinforced walls can be [[clad]] to provide additional aesthetic options&lt;br /&gt;
* A support beam is required on ''every'' wall of a cave tile (both sides) to prevent the tile from collapsing.&lt;br /&gt;
* A reinforced wall can be removed by mining it out, '''but only if it is on deed'''.&lt;br /&gt;
* A reinforced floor can be mined to remove beam reinforcement with 21 [[body strength]]. No shard is produced in this process, and the slope does not change.&lt;br /&gt;
* Finished support beams do not fit into a small cart, rowing boat, or small sailboat.&lt;br /&gt;
* Adding a reinforcement is considered [[paving]] for priests.&lt;br /&gt;
&lt;br /&gt;
[[Image:Reinforced_cave_wall.png|thumb|500px|Reinforced cave wall]]&lt;br /&gt;
[[Image:Reinforced_cave_floor.png|thumb|500px|Reinforced cave floor]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Strongwall]] - A spell which can reinforce cave walls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Carpentry items]]&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Mine doors and support beams]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wurm_Universe&amp;diff=128841</id>
		<title>Wurm Universe</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wurm_Universe&amp;diff=128841"/>
		<updated>2024-04-21T14:29:14Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Distance, Slopes, and Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Wurm universe|Wurm Universe]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''This page provides a rundown of the physics of the Wurm world. Below are sections individually designated to the various elements of these physics.'''&lt;br /&gt;
&lt;br /&gt;
== Quick References ==&lt;br /&gt;
&lt;br /&gt;
=== Measurements ===&lt;br /&gt;
&lt;br /&gt;
* 1 tile = 4 meter x 4 meter square.&lt;br /&gt;
&lt;br /&gt;
* 250 tiles = 1 kilometer&lt;br /&gt;
&lt;br /&gt;
* 10 dirts (dropped or dug) = 1 meter of slope&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
&lt;br /&gt;
* 1 RL hour = 8 Wurm hours&lt;br /&gt;
&lt;br /&gt;
* 1 RL day = 8 Wurm days&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm day = 3 real hours&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm hour = 7.5 real minutes (0.125 real hours)&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm year = 336 Wurm days = 42 real days&lt;br /&gt;
&lt;br /&gt;
== Distance, Slopes, and Height ==&lt;br /&gt;
&lt;br /&gt;
* The standard measurement designated to measuring distance in Wurm is the “tile”. Tiles are the equally sized squares that the landscape of Wurm Online is entirely composed of. In the 3D world of Wurm a tile can be either flat or inclined, so that one or more of its corners can be higher or lower than the others.&lt;br /&gt;
 &lt;br /&gt;
* A relatively flat tile represents what in real-life would be a 4 meter by 4 meter square. Subsequently, 250 tiles then equals what would be, in real-life, 1 kilometer.&lt;br /&gt;
&lt;br /&gt;
* Exact linear distance can easily be gleaned by using a [[spyglass]], as this tool will display the exact distance between the user and any distant object targeted within its viewing crosshairs. See picture for example:&lt;br /&gt;
&lt;br /&gt;
[[File:Spyglass.png]]&lt;br /&gt;
 &lt;br /&gt;
However, when it comes to measuring heights and slopes, the spyglass is not quite accurate enough to always yield reliable results. Triangulation is thus recommended in such situations:&lt;br /&gt;
&lt;br /&gt;
[[File:Triangulation.png]]&lt;br /&gt;
 &lt;br /&gt;
To use triangulation to determine the height (H) of an object, you must first define a reference point. To do so, take a screenshot (as shown in the example) and measure the angle (α) between the ground and the top of the object, as seen from the reference point. As we have no means to measure angles in-game, we need to use a graphics program to determine the angle on the screenshot. Additionally you need to measure the horizontal distance, which you obtain by counting the number of tiles T (remember: one tile corresponds to a distance of 4 meters). You then get the height H by using this formula:&lt;br /&gt;
&lt;br /&gt;
    '''H = T tan α'''&lt;br /&gt;
&lt;br /&gt;
Here is an example: For a distance of 40 tiles (T=160m) we measure an angle of 14°. Thus, our avatar of Magranon would have a height of:&lt;br /&gt;
&lt;br /&gt;
H = 160m ● tan(14°) = 40m&lt;br /&gt;
&lt;br /&gt;
(Please note that the result has to be rounded, due to the immanent inaccuracy of this method.) Here is a list of heights for some arbitrary objects, just to give some examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;200&amp;quot; | Object&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Height (m)&lt;br /&gt;
|-&lt;br /&gt;
| Player character&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
|House wall (one level)&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3 *&lt;br /&gt;
|-&lt;br /&gt;
|Standard mine tunnel&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|Pillar&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5.6&lt;br /&gt;
|-&lt;br /&gt;
|Freedom tower (incl. flag)&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
|Colossus&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 34&lt;br /&gt;
|-&lt;br /&gt;
|Deity avatar&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40&lt;br /&gt;
|}''(*) Note: floors are 0.3m over walls (example standing on 2nd floor is at 3m + 0.3m = 3.3m) &lt;br /&gt;
&lt;br /&gt;
* Finally, talking about measuring heights, we must look at another basic unit of measurement used in the Wurm world: “dirts”. Whenever we see sloped tiles defining the 3D landscape, the elevation of slopes is given in terms of the amount of “dirts&amp;quot; dropped. When terraforming the land you use a shovel to dig or drop dirt - you add or subtract one “unit of dirt” with each action of the shovel.&lt;br /&gt;
 &lt;br /&gt;
* Using the method of triangulation described above, we can find out how these “units of dirt” correspond to metric units. By dropping dirt, we make elevated platforms of various heights thus creating different slopes. We then position an observer in a pit, so that the eye level is slightly above the ground, and take screenshots:&lt;br /&gt;
&lt;br /&gt;
[[File:Slope04raw.jpg]] .....         [[File:Slope120raw.jpg]]&lt;br /&gt;
 &lt;br /&gt;
[[File:ExperimentDiagram.jpg|800x333px]]&lt;br /&gt;
 &lt;br /&gt;
Measuring the angles and using the formula given above, we can triangulate the elevation of the platform:&lt;br /&gt;
&lt;br /&gt;
[[File:Slope060_annotated.jpg]]  .....      [[File:Slope120_annotated.jpg]]&lt;br /&gt;
 &lt;br /&gt;
This table shows the angle for slopes spanning a single tile):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Slope&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Angle&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Elevation (m)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 14.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 26.6&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 36.9&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 45.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 51.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 56.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 63.4&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 66.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 68.2&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 75.1&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 15.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 78.7&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 20.0&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
Thus, there is a simple relation between “dirts” and metric units:&lt;br /&gt;
&lt;br /&gt;
    '''1 meter = 10 dirts.'''&lt;br /&gt;
&lt;br /&gt;
Using this method, it is also possible to determine the height of a player character with sufficient accuracy:&lt;br /&gt;
&lt;br /&gt;
[[File:CharacterPerspective.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Volume ==&lt;br /&gt;
&lt;br /&gt;
Volume is a measurement of how much space an item takes up. This measure is often not displayed in-game. Bulk bins are the one exception.  &lt;br /&gt;
&lt;br /&gt;
More Notes on Volume in Wurm:&lt;br /&gt;
&lt;br /&gt;
* Liquids happen to be 1kg to 1L (weight to volume), and because of this, are often referenced in liters (L). Many solid items have different kg to L relationships. Examples:&lt;br /&gt;
** A small bucket can hold 12 L. A full bucket of water contains 12 L of water weighting 12 kg.  &lt;br /&gt;
** A pottery bowl can hold 9 L and weights 0.50 kg. A fillet of fish is 0.20 L and weights 0.30 kg. Thus, a pottery bowl can hold 45 fillets (9 / 0.2 = 45) and will weight 14 kg (13.50 kg fillet, 0.50 kg bowl).&lt;br /&gt;
&lt;br /&gt;
* Volume puts limits on how much of something can fit in a container. All containers themselves consume slightly more volume then they hold. Hypothetically then, players can carry infinite volume and containers can hold infinite weight.&lt;br /&gt;
&lt;br /&gt;
* You can calculate how many of an item will fit in a container by dividing the container's volume by the stored item's volume. See the [[Container]] page for a list of containers and volume capacities.&lt;br /&gt;
&lt;br /&gt;
== Time, Seasons ==&lt;br /&gt;
&lt;br /&gt;
* The world of Wurm rotates rapidly around its axis: approximately 8 times faster than the real-life Earth. As a result, the following statements are true:&lt;br /&gt;
&lt;br /&gt;
      '''1 real day = 8 Wurm days'''	AND	'''1 Wurm day = 3 real hours'''&lt;br /&gt;
&lt;br /&gt;
      '''1 real hour = 8 Wurm hours'''	AND	'''1 Wurm hour = 0.125 real hours (7.5 real minutes)'''&lt;br /&gt;
&lt;br /&gt;
* For more help with time, see the following '''Game Time Conversion Table''':&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Real&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Wurm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Minutes&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Hours&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Days&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Weeks&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Months&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Years&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Minutes&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Hours&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Days&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Weeks&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Months&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Years&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 480.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.05&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,440.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 24.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.03&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 11,520.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 192.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10,080.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 168.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 80,640.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,344.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 56.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.92&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 43,829.10&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 730.49&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 30.44&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.08&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 350,632.80&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5,843.88&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 243.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 34.79&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.76&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.73&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 525,949.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8,765.82&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 365.24&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 52.18&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 12.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4,207,592.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 70,126.53&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 2,921.94&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 417.42&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 104.40&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 180.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,440.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 24.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,260.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 21.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.03&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10,080.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 168.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5,040.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 84.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.11&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40,320.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 672.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 28.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.08&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60,480.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,008.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 42.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.37&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.11&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 483,840.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8,064.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 336.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 48.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 12.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Wurm world also experiences 4 different seasons called “winter”, “spring”, “summer”, and “autumn”. These seasons reoccur regularly during 336 Wurm days. As such:&lt;br /&gt;
&lt;br /&gt;
                 '''1 Wurm year = 336 Wurm days = 42 real days.'''&lt;br /&gt;
&lt;br /&gt;
* This is a convenient number, because 336 = 7 x 4 x 12, allowing us to split a Wurm year into 12 months (called “starfalls”), each with 4 weeks of 7 days. As such:&lt;br /&gt;
 &lt;br /&gt;
                 '''1 Wurm year = 12 starfalls&lt;br /&gt;
                 1 starfall = 4 Wurm weeks = 3.5 real days&lt;br /&gt;
                 1 Wurm week = 7 Wurm days = 21 real hours.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The 12 Starfalls and Associated Harvest Seasons===&lt;br /&gt;
&lt;br /&gt;
# Diamonds Starfall - ''[[Pinenut]] (week 1)''&lt;br /&gt;
# Saw Starfall - ''No seasons''&lt;br /&gt;
# Digging Starfall - ''No seasons''&lt;br /&gt;
# Leaf Starfall - [[Oleander]] (week 2)'', ''[[Camellia]] (week 4), &lt;br /&gt;
# Bear starfall - [[Lavender flowers]] (week 2), [[Rose flowers]] (week 3), [[Maple]] (week 4)''&lt;br /&gt;
# Snake starfall - ''[[Acorns]] (week 2)''&lt;br /&gt;
# White Shark starfall - ''[[Cherry]] (week 1)''&lt;br /&gt;
# Fire Starfall - ''[[Olive]] (week 1), ''[[Blueberries]] (week 2)'', [[Hops]] (week 3)'', [[Orange]] (week 4)''&lt;br /&gt;
# Raven starfall - ''[[Grape]] (week 1), ''[[Lemon]] (week 2), [[Apple]] (week 3)'', ''[[Chestnuts]] season (week 4)''&lt;br /&gt;
# Dancer Starfall - ''[[Raspberries]] season (week 1)'', ''[[Walnuts]] (week 2), [[Hazelnuts]] (week 3)'', ''[[Lingonberries]] season (week 4)''&lt;br /&gt;
# Omen Starfall - ''No seasons''&lt;br /&gt;
# Silent Starfall - ''No seasons''&lt;br /&gt;
&lt;br /&gt;
*''Please note: The actual season for harvest can be -/+ 2 weeks. Also any day (and any minute in that day) in that week.''&lt;br /&gt;
&lt;br /&gt;
Also see: [[Harvest calendar]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weekdays (7)===&lt;br /&gt;
&lt;br /&gt;
# Day of the Ant&lt;br /&gt;
# Day of Luck&lt;br /&gt;
# Day of the Wurm&lt;br /&gt;
# Day of Wrath&lt;br /&gt;
# Day of Tears&lt;br /&gt;
# Day of Sleep&lt;br /&gt;
# Day of Awakening&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The Wurm year has 4 seasons:&lt;br /&gt;
&lt;br /&gt;
# '''Spring''' (beginning in week 3 of the Diamond Starfall)&lt;br /&gt;
# '''Summer''' (beginning in week 1 of the Leaf Starfall)&lt;br /&gt;
# '''Autumn''' (beginning in week 4 of the Raven Starfall)&lt;br /&gt;
# '''Winter''' (beginning in week 2 of the Silent Starfall).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Wurm calendar, showing days, weeks, starfalls, and the seasons:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wurmcalendar.JPG]]&lt;br /&gt;
&lt;br /&gt;
(Image taken from Yaga's &amp;quot;WurmClock V3&amp;quot;, by courtesy of [http://www.wurmpedia.com/index.php/Player:Yaga Yaga].)&lt;br /&gt;
&lt;br /&gt;
==Weather/Meteorology==&lt;br /&gt;
&lt;br /&gt;
Having 4 seasons (as noted above) means a lot of weather changes. There is no patterns to the weather other than snow is only during winter. Wind is also unpredictable but seems to follow the same direction on multiple servers. The time span for wind changes also varies.&lt;br /&gt;
&lt;br /&gt;
*'''[[Wind]]''' only affects the speed of boats, and can help or hurt the speed depending on whether the boat is sailing with or against the current [[wind]] direction. &lt;br /&gt;
:* To find the current [[wind]] direction '''in-game''', type /weather into a chat window. This current [[wind]] is also displayed in [https://discord.com/channels/202801255024689153/845376777278717972/1189613830679052308 this perpetual message] in the server-status channel of the '''official Wurm Online Discord server'''&lt;br /&gt;
&lt;br /&gt;
*'''[[Rain]]''' does not impact the water level, but can result in rainbows.&lt;br /&gt;
:* With [[Sorcery]], [[rain]] can be summoned using the Lightning spell&lt;br /&gt;
:* Burn times of outdoor furnaces are reduced when it rains, but the exact amount is unknown.&lt;br /&gt;
*'''Lightning''' can strike during rain and also has unique effects if a player is struck by it:&lt;br /&gt;
:* The following message appears in the player's event tab: ''YOU ARE HIT BY LIGHTNING! OUCH! A strange dizziness runs through your head, eventually sharpening your senses.''&lt;br /&gt;
:* Mind speed increases drastically (3.0+), but all equipped armor/weapons take 20 damage.&lt;br /&gt;
:* The chance of getting hit is very low.&lt;br /&gt;
::*0.000024% chance on 2k servers (Deliverance, Exodus, Pristine, Release)&lt;br /&gt;
::*0.000006% chance on 4k servers (Independence)&lt;br /&gt;
::*0.0000015% chance on 8k servers (Xanadu)&lt;br /&gt;
&lt;br /&gt;
*'''Snow''' changes the visual terrain to white. Its main purpose is to make [[snowball]]s to throw or use in a [[larder]] to keep food from decaying as fast.&lt;br /&gt;
&lt;br /&gt;
*'''[[Fog]]''' was rumored to be predicted by [[fog spider]]s, but they do spawn during this time. [[Fog]] levels, unlike wind, is specific to each server.&lt;br /&gt;
&lt;br /&gt;
*'''Day/Night''' only affects visual brightness, not potential weather effects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wurm universe]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128811</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128811"/>
		<updated>2024-04-09T10:19:19Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water table: moist tile (+/- 0) no drink option available, no plant [[Sprout]], no build house, no meditate&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128810</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128810"/>
		<updated>2024-04-09T10:18:17Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water table: (+/- 0) no drink option available, moist tile (no plant [[Sprout]] nor build house nor meditate)&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128809</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128809"/>
		<updated>2024-04-09T10:17:28Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water table: (+/- 0) no drink option available, no plant [[Sprout]], no build house (too moist message)&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128808</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128808"/>
		<updated>2024-04-09T10:16:23Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water table: (+/- 0) no drink option available, no plant [[Sprout]] (too moist message)&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128807</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128807"/>
		<updated>2024-04-09T10:15:40Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water level: (+/- 0) no drink option available, no plant [[Sprout]] (too moist message)&lt;br /&gt;
* [[Water tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128806</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128806"/>
		<updated>2024-04-09T10:15:04Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water level: (+/- 0) no drink option available, no plant [[Sprout]] (too moist message)&lt;br /&gt;
* [[Water Tile]]: below water level (&amp;lt;= -1) drink, refill options available&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128805</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128805"/>
		<updated>2024-04-09T10:13:32Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water level: (+/- 0) no drink option available, no plant [[Sprout]] (too moist message)&lt;br /&gt;
* Drinkable: below water level (&amp;lt;= -1)&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128804</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128804"/>
		<updated>2024-04-09T10:11:38Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water level: (+/- 0) no drink otion available, no plant sprout (too moist message)&lt;br /&gt;
* Drinkable: below water level (&amp;lt;= -1)&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* Plant [[Reed tile]]: over Thirty below water level (&amp;gt; -30) if not too much slope&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128803</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128803"/>
		<updated>2024-04-09T10:08:49Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* Water level: (+/- 0) no drink otion available, no plant sprout (too moist message)&lt;br /&gt;
* Drinkable: below water level (&amp;lt;= -1)&lt;br /&gt;
* Passable by shallow draft boats: Five below water level (&amp;lt;= -5) ([[Crude canoe]]s, [[Rowing boat]]s, [[Small sailing boat]]s, [[Knarr]]s)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (&amp;gt;= -7)&lt;br /&gt;
* Passable by [[Large cart]]s: over Seven below water level (&amp;gt;= -7)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* Passable by deep draft boats: Twenty below water level (&amp;lt;= -20) ([[Corbita]]s, [[Cog]]s, [[Caravel]]s)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=128802</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=128802"/>
		<updated>2024-04-09T09:47:40Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Water Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
''A clear scentless liquid.''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Basic Knowledge|Wurm]]'s coasts, lakes, and wherever the [[terrain]] drops lower than the constant level of Wurm's water table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
All water tiles are categorized into 6 groups:&lt;br /&gt;
#Sea - open water&lt;br /&gt;
#Sea shallows - open water shallower than 25 dirts&lt;br /&gt;
#Lake - enclosed water, larger than a pond&lt;br /&gt;
#Lake shallows - enclosed water shallower than 25 dirts&lt;br /&gt;
#Pond - enclosed water, not big enough to be a lake&lt;br /&gt;
#Water - not big enough to be a pond&lt;br /&gt;
&lt;br /&gt;
Any water tiles underground are considered lake or pond or water, depending on size. &lt;br /&gt;
&lt;br /&gt;
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water. The type, depth, and category of water affects the kind of fish that can be found within. &lt;br /&gt;
&lt;br /&gt;
All surface tiles with a corner underwater (i.e. below the water table height) are marked as water. There is then a fill process, starting at the map borders, marking any connected water tiles as sea; shallow connected tiles (i.e. less than 25 deep) are considered sea shallows.  &lt;br /&gt;
&lt;br /&gt;
Once all tiles connected to the borders have been handled, any bodies of water that contiguously cover at least 7 tiles in a row (N-S and E-W) are considered lake tiles. Additional water tiles next to lake tiles (i.e. the lake fills its connected tiles) are also considered lake tiles. Any lake tiles that are less than 25 dirts deep are marked as lake shallows, and any sea shallows tiles that are closer to a lake tile than a sea tile are converted to lake shallows.&lt;br /&gt;
&lt;br /&gt;
For any remaining bodies of water tiles, if the body is a contiguous body of 2 in a row (N-S and E-W), the tiles are converted to pond tiles, along with any adjacent water tiles (i.e. the pond fills its connected tiles). Note that pond radius is intended to be smaller than lake radius, so a pond is a body of water that’s too small to be a lake (but still large enough to be a pond: 2-6 tiles in radius).&lt;br /&gt;
&lt;br /&gt;
Any tiles in caves (i.e. underground) with a corner under water is then marked as water. Large contiguous bodies of underground water are then marked as lake or pond, depending on size, in the same way as above-ground lake and pond tiles.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Inland body of water surrounded by shallows = lake (assuming it’s large enough, pond if it’s too small)&lt;br /&gt;
* Inland lake connected to sea by at least 25 depth canal = sea&lt;br /&gt;
* Inland lake connected to sea by less than 25 depth canal = lake&lt;br /&gt;
* Any tile with water, less than 25 depth = shallows (sea or lake depending on closest water tile)&lt;br /&gt;
* Lake = 7 radius (N-S, E-W), pond = 2 radius (N-S, E-W)&lt;br /&gt;
* All water in caves is automatically fresh&lt;br /&gt;
* Single tile over 25 deep = water, probably won’t get fish in it&lt;br /&gt;
&lt;br /&gt;
Water tile category seems to be determined at server restart. Therefore a fresh water lake can became salty (so a sea) after connected to salty water trough a deepth enough canal and after server restart. On the opposite a inland sea can be re-turn back into fresh water lake after server restart, if the connecting channel is fullfilled over -25 dirt level (-20 remains still deep enough for biggest boats).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*Other than a safe refuge from a variety of non-swimming [[Creatures|animals]] and monsters, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
*To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery flask]], [[pottery jar]], [[water skin]], [[bucket]], [[small barrel]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away, an [[event window]] message will show &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* Create food through [[hot food cooking|cooking]] it together with other ingredients. &lt;br /&gt;
* [[Baking|Bake]] [[flour]] into dough.&lt;br /&gt;
* Drink to regain [[stamina]] regeneration (can also be done directly on the tile)&lt;br /&gt;
** Drinking will refill the water bar at the rate of 4.5% for every 0.1 of water volume&lt;br /&gt;
* Mix with other items using [[alchemy]] to make [[dye]], [[lye]], etc.&lt;br /&gt;
* Temper [[smithing|metal smithing]] items&lt;br /&gt;
* Wash cloth items&lt;br /&gt;
* Water [[pottery]] items before hardening in a fire&lt;br /&gt;
* Can be used to treat acid wounds similar to [[healing cover]]s which also turns it into a burn wound&lt;br /&gt;
&lt;br /&gt;
== Water Level ==&lt;br /&gt;
&lt;br /&gt;
Wurm's water table is universally set and is, therefore, always found at the same level.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* At water level (+/- 0): no drink, no plant sprout (too moist)&lt;br /&gt;
* Drinkable: below water level (&amp;lt;=-1)&lt;br /&gt;
* Passable by [[Knarr]]s: Five below water level (-5)&lt;br /&gt;
* Passable by [[Small sailing boat]]s: Five below water level (-5)&lt;br /&gt;
* Passable by [[Crude canoe]]s: Five below water level (-5)&lt;br /&gt;
* Passable by [[Rowing boat]]s: Five below water level (-5)&lt;br /&gt;
* Passable by [[Large cart]]s: Seven below water level (-7)&lt;br /&gt;
* Passable by [[Corbita]]s: Twenty below water level (-20)&lt;br /&gt;
* Passable by [[Cog]]s: Twenty below water level (-20)&lt;br /&gt;
* Passable by [[Caravel]]s: Twenty below water level (-20)&lt;br /&gt;
* [[Mining#Opening a mine|Tunneling]]: North-western corner at most 12 dirts below water level (-12)&lt;br /&gt;
* [[Digging]]: Up to seven dirts below water level (-7)&lt;br /&gt;
* [[Mining#Surface mining|Surface mining]]: Up to 25 dirts below water level (-25)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* [[Dredging]]: Up to 180 dirt, depending on your digging skill (-180)&lt;br /&gt;
&lt;br /&gt;
== Traveling on the Waterways ==&lt;br /&gt;
&lt;br /&gt;
*It is possible to swim reasonable distances across water, but if the [[player]]'s [[stamina]] falls too low while in the water, they will start to [[drown]] and eventually [[die]]. This makes crossing large bodies of water very difficult without a boat or a swimming animal on which to ride. &lt;br /&gt;
*While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
*While swimming, players suffer a large [[combat rating]] (fighting) penalty, so it's not recommended to fight while doing so.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
*For a list of possible containers for water and other liquids, see the [[container|containers page]].&lt;br /&gt;
&lt;br /&gt;
*Water can also be found at certain fixed locations by using a [[pendulum]] to perform [[water divining|divination]]. Water sources found in this manner must be accessed by placing a [[fountain]] or [[well]] on the spot.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rare Water&amp;quot; is a possible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128787</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128787"/>
		<updated>2024-04-03T16:43:57Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Opening a mine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Mining is the skill of excavating [[stone shards]], [[marble shards]], [[slate shards]], [[sandstone shards]] and [[ore]] veins.'''&lt;br /&gt;
&lt;br /&gt;
== Opening a mine (Tunnel) ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' any [[cliff]] or [[rock tile]] and select '''mining''' &amp;gt; '''tunnel'''. '''[[Mining warnings|Find potential error messages here.]]'''&lt;br /&gt;
*The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].&lt;br /&gt;
*The minimum slope of the rock surface to be mined is +1 but also have further requirements. The two lowest corners of your tile will form the bottom edge of your opening. If there are not two corners lower than the others (not equal) you cant tunnel. After opening that lower border will be reshaped completely flat at level of the lower corner.&lt;br /&gt;
*If there are two lower corners identified then the opposite border will be the top of your mine opening and will be completely flat as well, leveled at lower corner of the opposite border. &lt;br /&gt;
*'''You cannot [[Mining#Surface_mining|surface mine]] to correct an oddly shaped entrance once it is open.''' So you must make sure to have the tile in the exact shape you want it to be before you open the mine.&lt;br /&gt;
*When tuneling, entrance tile is limited by reinforced cave floor as any others (requires that all four corner of the entrance tile not be also one of a reinforced tile). So, when you are tunneling an entrance from the outside and receive the message, {{event|inline|The ground sounds strangely hollow and brittle. You have to abandon the mining operation.}}, you most likely have a reinforced floor inside the tunnel you are trying to open. Enter the mine from another angle and remove the reinforced floor.&lt;br /&gt;
*Tunel from outside will ever make a downgoing entrance 20 slope or more, even if there is a flat cave inside. Tunnel out from inside will only remove the rock walls without changing the ground level.&lt;br /&gt;
*To correct that entry slope you can further raise the mine corner floor with concrete but if ground reach is deep underwater. If you don't want any ugly water on the floor in the mine, ensure that both lower corners of the entrance are at least at height 28 (hover the corner with the mouse).&lt;br /&gt;
*Each tunneling action has a chance to create a [[stone shards|stone shard]]. After a number of [[stone shards]] are created, usually 9, the message {{event|inline|You will soon create an entrance}} will appear, after 51 actions. A stone shard or two later, and an entrance will be created.&lt;br /&gt;
*The maximum height of a tunnel entrance is 270 slope, but you would not be able to continue mining because of ceiling height restrictions. Tunnel slopes should be less than 235.&lt;br /&gt;
*The maximum height of an tunnel entrance is 90 slope if you plan to add a mine door. &lt;br /&gt;
*You may create a mine entrance up to 3 tiles wide.&lt;br /&gt;
**To widen a tunnel, the tile you mine must only be connected to ONE open tunnel only&lt;br /&gt;
** Mine doors can be placed on tunnel entrances that are 1 tile or wider, except on PvP servers. Note that you will need more than one mine door for wider entrances!&lt;br /&gt;
&lt;br /&gt;
== Tunnel excavation ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' on [[rock tile]] select '''mining''' &amp;gt; '''mine'''.&lt;br /&gt;
&lt;br /&gt;
Mining a cave wall inside of a mine will remove that tile of rock. It takes 45 mining actions to produce the message {{event|inline|The wall will break soon}} after which it takes 1 to 11 actions to fully remove the tile.&lt;br /&gt;
&lt;br /&gt;
* It is possible to mine up, down or flat but only the final action is taken into account.  The resulting slope of up or down will be approximately 20. Ceiling will be 30 above the created floor whatever its shape is.&lt;br /&gt;
* There are slight deviations in mine slopes (up to 3 &amp;quot;Slope&amp;quot;) when a mine shaft progresses.This is based off Mining Skill.&lt;br /&gt;
** skill less than 50, +-3&lt;br /&gt;
** skill = 50, variance is +-2&lt;br /&gt;
** skill = 70, variance is +-1&lt;br /&gt;
** skill = 90+ no variance&lt;br /&gt;
* When mining a tile next to an opened tile, slope of the existing tile will be kept but may also change with same variance.&lt;br /&gt;
* When connecting two mine shafts, the direction of the mining is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.&lt;br /&gt;
* Each action will produce one stone shard.&lt;br /&gt;
* All items mined from the cave wall will appear in a pile on the ground on the tile you're standing; this often includes items such as [[salt]] and [[gem]]s, all of which are found randomly.&lt;br /&gt;
* It is not possible to create an exit from the inside if there is dirt covering the planned exit, this must be fully uncovered and bare just as if you were to create an entrance from the outside.&lt;br /&gt;
* If the outside tile is covered by dirt while trying to mine out, the message {{event|inline|The cave wall looks very unstable and dirt flows in. You would be buried alive}}&lt;br /&gt;
&lt;br /&gt;
== Mining resources==&lt;br /&gt;
[[Ore]] is produced by mining metal ore [[vein]]s found inside of a mine. [[Marble]], [[slate]], [[rock salt vein|rock salt]], and [[sandstone vein|sandstone]] veins produce shards. A [[Rock salt]] tile has about the same amount of shards as a regular rock tile, approximately 50 shards. &lt;br /&gt;
&lt;br /&gt;
*When an ore or shard vein is depleted a tunnel is created. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore and shard veins for tunneling purposes.&lt;br /&gt;
&lt;br /&gt;
== Mining floors and ceiling ==&lt;br /&gt;
*Mining the floor or ceiling of a cave will not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. '''Note that, as with [[digging]], these actions affect the closest corner of the tile and not the tile itself.''' &lt;br /&gt;
*A ceiling tile can be mined upward around 31 times before you will receive the message {{event|inline|You cannot reach the ceiling}}. (given that you haven't lowered the floor before you start).&lt;br /&gt;
*A floor tile can be mined down well past swimming depth to let boats pass through. It is a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level. &lt;br /&gt;
*Each rock tile removed will have that standard ceiling height, so each ceiling tile must be mined individually, if you want them to be higher. The floor section will match up (providing you didn't mine up or down). &lt;br /&gt;
*You can fix slopes with [[concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.&lt;br /&gt;
*Mining ceilings for stone shards is much faster than mining on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.&lt;br /&gt;
*If you have raised the ceiling and try to mine the floor too low, you will receive the message:{{event|inline|Lowering the floor further would make the cavern unstable}} before hitting the water level.&lt;br /&gt;
*For the best access in a mine it is recommended not to mine the floor directly, because it can create uneven surfaces making it hard to move around. &lt;br /&gt;
*The actions '''mine up''' and '''mine down''' create predictable slopes of 20 and are good if you want a sloped passage, although floor mining can be very useful if used in the right way. &lt;br /&gt;
'''Proceed with caution when adjusting the floors as mining is not easily reversed.''' When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining.&lt;br /&gt;
&lt;br /&gt;
== Mine Up/Down ==&lt;br /&gt;
* Mining up/down will create a slope of 20 or to the corresponding next level, if there is another tunnel (see [[Mining#Dropshaft|Dropshaft]])&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
Standing on a flat cave tile will permit the leveling of an adjacent tile so that it will be at the same height.  To see if a tile is flat, activate a pickaxe and hover over the tile (as long as you have at least 15 mining skill).&lt;br /&gt;
&lt;br /&gt;
Activate a pickaxe and '''right click''' the cave floor tile, select '''Mining''' &amp;gt; '''Level'''.&lt;br /&gt;
*Will mine the highest corners and make the tile flat.&lt;br /&gt;
Activate [[concrete]] '''right click''' the corner to be raised select '''raise corner'''.&lt;br /&gt;
&lt;br /&gt;
'''The corner you are standing nearest will be raised, so make sure you are standing in the correct spot.'''&lt;br /&gt;
*To raise corners [[concrete]] must be held in the inventory and activated.&lt;br /&gt;
*One concrete will raise one corner equivalent to 1 [[dirt]]. &lt;br /&gt;
*Concrete can be used to raise an underwater cave tile as long as the tile is 25 [[dirt]]s deep or less; below that you get the message: {{event|inline|The water is too deep and would only dissolve the concrete.}}&lt;br /&gt;
&lt;br /&gt;
== Surface mining ==&lt;br /&gt;
Activate [[pickaxe]] and '''right click''' [[cliff]] or [[rock tile]], select '''Mining''' &amp;gt; '''Mine'''.&lt;br /&gt;
&lt;br /&gt;
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons. &lt;br /&gt;
*To mine on the surface, all adjacent corners of the tile must be clear of dirt. '''You will need dig all four corners of a tile to expose rock.''' &lt;br /&gt;
*When mining into water the maximum depth permitted is -25 from the water level. &lt;br /&gt;
*It may take one or more actions to lower a single [[dirt]] level of [[rock]].  &lt;br /&gt;
*Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]].&lt;br /&gt;
*You will only be able to mine slopes which are 3 times your mining skill. For example, if you mining skill is 3, you can mine slopes of 9 or below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Slope reduction: {{event|inline|You mine some stone shards.}}&lt;br /&gt;
:No reduction: {{event|inline|You chip away at the rock.}}&lt;br /&gt;
&lt;br /&gt;
== Mine doors ==&lt;br /&gt;
You can limit access to your mine with the use of a '''[[mine door]]'''. Several types of mine doors are available.  &lt;br /&gt;
&lt;br /&gt;
'''Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does NOT protect mine doors.'''&lt;br /&gt;
* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a mine door.&lt;br /&gt;
* On [[Elevation]] and [[Defiance]] servers, there must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area. There is a check in a 5 tile radius around the door being placed.&lt;br /&gt;
&lt;br /&gt;
== Dropshaft ==&lt;br /&gt;
Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts.  They are not easily traveled through. Vehicles and horses will not be able to move between the levels, and a player must [[Climbing|climb]] to move between the two.&lt;br /&gt;
&lt;br /&gt;
*When a drop shaft is going to be created you will receive this message before the wall breaks: {{event|inline|You hear falling rocks from the other side of the wall. A deep shaft will probably emerge.}}&lt;br /&gt;
&lt;br /&gt;
*Should a dropshaft be required, simply mine out the rock tile which separates two mines of different levels.  Some players have created dropshafts to gain fast access to water or create short-cuts.  There is no falling [[damage]] inside mines, so falling down these shafts is not going to injure the player.&lt;br /&gt;
&lt;br /&gt;
'''Proceed with caution as these are very hard, often impossible, to modify once created.''' &lt;br /&gt;
*Collapsing a dropshaft tile with the [[Strongwall]] spell or a [[shaker orb]] will allow you to remine a tile to the height of the tiles around it, but proceed carefully and ask for assistance, as careful planning is required. &lt;br /&gt;
&lt;br /&gt;
== Cave-ins ==&lt;br /&gt;
Any excavated cave tile has a chance of caving in. &lt;br /&gt;
&lt;br /&gt;
*When a tile caves in the it will become either a rock, ore or shard vein and will need to be re-excavated.  &lt;br /&gt;
*A recently collapsed rock tile may not require as many actions to re-open, however an ore tile will likely require many hundred, or even thousand, actions to remove.&lt;br /&gt;
*Reinforcing a cave wall with a [[support beam]] will lower the chance of a cave-in on tiles surrounding that support.  Once reinforced they may not be excavated, however a mayor may mine out the support should it reside on their deed.  This would take approximately 50 actions just to remove the support.  &lt;br /&gt;
'''A cave wall reinforced with a [[support beam]] off deed is literally impossible to remove. Please be mindful of this.''' &lt;br /&gt;
*Ore veins are considered similar to reinforced walls for purposes of stability.&lt;br /&gt;
*The chance that a tile is replaced with a vein or shard other than rock is extremely low.&lt;br /&gt;
*You also have the option to manually cave in mine tiles using the spell [[Strongwall]] or using a [[shaker orb]] which can be bought from a trader for 4 silver and is a one time use item.&lt;br /&gt;
&lt;br /&gt;
== Skillgain ==&lt;br /&gt;
&lt;br /&gt;
'''Ore Difficulty'''&lt;br /&gt;
&lt;br /&gt;
*The easiest is mining plain rock or [[zinc]], followed by [[iron vein]]s and [[tin vein]]s. &lt;br /&gt;
*The hardest are silver and gold. &lt;br /&gt;
'''As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL shard.'''&lt;br /&gt;
&lt;br /&gt;
*Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile quality.&lt;br /&gt;
&lt;br /&gt;
'''Note''': In order to gain skill from a mining action the by&amp;amp;#8209;product has to be anywhere in between 1.01 and 39.99 quality range.&lt;br /&gt;
&lt;br /&gt;
'''Note''': All tests were done with a 25ql pickaxe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]], [[Zinc vein|Zinc]] || 1-25&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron vein|Iron]], [[Rock salt]] || 25-35&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein|Tin]] || 35-50&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper vein|Copper]], [[Slate]], [[Lead vein|Lead]] || 50-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver vein|Silver]] || 75-90&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein|Gold]], [[Marble]], [[Sandstone vein|Sandstone]] || 90+&lt;br /&gt;
|-&lt;br /&gt;
|+ Optimal Skill Gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Optimal Pickaxe Selection for Skill Gain'''&lt;br /&gt;
&lt;br /&gt;
If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining.  You can use the formula:&lt;br /&gt;
&lt;br /&gt;
'''(Skill + Tool QL) divided by 2, then subtract 20 = &amp;lt;optimal difficulty&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Plug in the variables you know, and solve for the remaining variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore type !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Stone || 2&lt;br /&gt;
|-&lt;br /&gt;
| Zinc || 2&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tin || 10&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 20&lt;br /&gt;
|-&lt;br /&gt;
| Slate || 20&lt;br /&gt;
|-&lt;br /&gt;
| Lead || 20&lt;br /&gt;
|-&lt;br /&gt;
| Rock salt || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Silver || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gold || 40&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced || 40&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sandstone || 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
There are several types of resource which can be found while mining:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Mining By-Products&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]] || [[Stone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Rock salt vein]] || [[Rock salt|Rock salt shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Slate]] || [[Slate shards]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone vein]] || [[Sandstone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Marble vein|Marble]] || [[Marble shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Iron vein]] || [[Iron ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Copper vein]] || [[Copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein]] || [[Tin ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Zinc vein]] || [[Zinc ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead vein]] || [[Lead ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Silver vein]] || [[Silver ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein]] || [[Gold ore]]&lt;br /&gt;
|+ Mining Resources &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other resources which can be found include [[salt]], [[gems]], [[source crystal]]s and [[flint]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Mining speed is determined by mining skill, pickaxe [[quality]], pickaxe skill, and the [[Wind of ages]] or [[Botd]] cast, ordered from greatest effect to least.&lt;br /&gt;
*Because Wurm is not a true 3D world, the cave layer is essentially a second world beneath the surface. It is possible to mine upwards and downwards with a few [[Mining warnings|limitations]].&lt;br /&gt;
*Mining straight mines at zero slope. Mining upward or downward mines at a slope of 20 in that direction. From this, a set of variants is applied based on skill which ultimately determines the final slope of the tile. This skill-based variance set is such that: &amp;lt;50 skill is +/- 3, 50-70 is +/- 2, 70-90 is +/- 1, 90+ is 0. Only the final action that breaks the wall (upward, downward, or straight) determines the direction mined.  &lt;br /&gt;
* You may not mine upward out of rock and into the [[dirt]] that is covering it.&lt;br /&gt;
* You can mine downward until you reach 25 dirts below the [[water]] table.&lt;br /&gt;
* It is not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel. &lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope for surface mining is limited to your 1x mining skill on [[Defiance]] and [[Epic]] servers and capped at 60 slope. &lt;br /&gt;
* There is a minimum of 3 tiles required between mine doors on all PVP servers.&lt;br /&gt;
&lt;br /&gt;
==Mining Warning Messages==&lt;br /&gt;
See: [[Mining warnings]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pickaxe]]&lt;br /&gt;
* [[Prospecting]]&lt;br /&gt;
* [[Support beam]]&lt;br /&gt;
* [[Clad]]&lt;br /&gt;
* [[Stuck]]&lt;br /&gt;
* [[Mining warnings]]&lt;br /&gt;
* [[Strongwall]]&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Mining&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]] (On PVE servers only)&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Miner at 50 skill&lt;br /&gt;
* Prime Minester at 70 skill&lt;br /&gt;
* Mastermine at 90 skill&lt;br /&gt;
* The World is Mine at 100 skill&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Mining can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
* See [[Mining warnings]] for more indepth information on each situation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128783</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128783"/>
		<updated>2024-04-01T22:03:11Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Tunnel excavation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Mining is the skill of excavating [[stone shards]], [[marble shards]], [[slate shards]], [[sandstone shards]] and [[ore]] veins.'''&lt;br /&gt;
&lt;br /&gt;
== Opening a mine ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' any [[cliff]] or [[rock tile]] and select '''mining''' &amp;gt; '''tunnel'''. '''[[Mining warnings|Find potential error messages here.]]'''&lt;br /&gt;
*The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].&lt;br /&gt;
*The minimum slope of the rock surface to be mined is +1 but also have further requirements. The two lowest corners of your tile will form the bottom edge of your opening. If there are not two corners lower than the others (not equal) you cant tunnel. After opening that lower border will be reshaped completely flat at level of the lower corner.&lt;br /&gt;
*If there are two lower corners identified then the opposite border will be the top of your mine opening and will be completely flat as well. &lt;br /&gt;
*'''You cannot [[Mining#Surface_mining|surface mine]] to correct an oddly shaped entrance once it is open.''' So you must make sure to have the tile in the exact shape you want it to be before you open the mine.&lt;br /&gt;
*When tuneling, entrance tile is limited by reinforced cave floor as any others (requires that all four corner of the entrance tile not be also one of a reinforced tile). So, when you are tunneling an entrance from the outside and receive the message, {{event|inline|The ground sounds strangely hollow and brittle. You have to abandon the mining operation.}}, you most likely have a reinforced floor inside the tunnel you are trying to open. Enter the mine from another angle and remove the reinforced floor.&lt;br /&gt;
*Tunel from outside will ever make a downgoing entrance 20 slope or more, even if there is a flat cave inside. Tunnel out from inside will only remove the rock walls without changing the ground level.&lt;br /&gt;
*To correct that entry slope you can further raise the mine corner floor with concrete but if ground reach is deep underwater. If you don't want any ugly water on the floor in the mine, ensure that both lower corners of the entrance are at least at height 28 (hover the corner with the mouse).&lt;br /&gt;
*Each tunneling action has a chance to create a [[stone shards|stone shard]]. After a number of [[stone shards]] are created, usually 9, the message {{event|inline|You will soon create an entrance}} will appear, after 51 actions. A stone shard or two later, and an entrance will be created.&lt;br /&gt;
*The maximum height of a tunnel entrance is 270 slope, but you would not be able to continue mining because of ceiling height restrictions. Tunnel slopes should be less than 235.&lt;br /&gt;
*The maximum height of an tunnel entrance is 90 slope if you plan to add a mine door. &lt;br /&gt;
*You may create a mine entrance up to 3 tiles wide.&lt;br /&gt;
**To widen a tunnel, the tile you mine must only be connected to ONE open tunnel only&lt;br /&gt;
** Mine doors can be placed on tunnel entrances that are 1 tile or wider, except on PvP servers. Note that you will need more than one mine door for wider entrances!&lt;br /&gt;
&lt;br /&gt;
== Tunnel excavation ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' on [[rock tile]] select '''mining''' &amp;gt; '''mine'''.&lt;br /&gt;
&lt;br /&gt;
Mining a cave wall inside of a mine will remove that tile of rock. It takes 45 mining actions to produce the message {{event|inline|The wall will break soon}} after which it takes 1 to 11 actions to fully remove the tile.&lt;br /&gt;
&lt;br /&gt;
* It is possible to mine up, down or flat but only the final action is taken into account.  The resulting slope of up or down will be approximately 20. Ceiling will be 30 above the created floor whatever its shape is.&lt;br /&gt;
* There are slight deviations in mine slopes (up to 3 &amp;quot;Slope&amp;quot;) when a mine shaft progresses.This is based off Mining Skill.&lt;br /&gt;
** skill less than 50, +-3&lt;br /&gt;
** skill = 50, variance is +-2&lt;br /&gt;
** skill = 70, variance is +-1&lt;br /&gt;
** skill = 90+ no variance&lt;br /&gt;
* When mining a tile next to an opened tile, slope of the existing tile will be kept but may also change with same variance.&lt;br /&gt;
* When connecting two mine shafts, the direction of the mining is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.&lt;br /&gt;
* Each action will produce one stone shard.&lt;br /&gt;
* All items mined from the cave wall will appear in a pile on the ground on the tile you're standing; this often includes items such as [[salt]] and [[gem]]s, all of which are found randomly.&lt;br /&gt;
* It is not possible to create an exit from the inside if there is dirt covering the planned exit, this must be fully uncovered and bare just as if you were to create an entrance from the outside.&lt;br /&gt;
* If the outside tile is covered by dirt while trying to mine out, the message {{event|inline|The cave wall looks very unstable and dirt flows in. You would be buried alive}}&lt;br /&gt;
&lt;br /&gt;
== Mining resources==&lt;br /&gt;
[[Ore]] is produced by mining metal ore [[vein]]s found inside of a mine. [[Marble]], [[slate]], [[rock salt vein|rock salt]], and [[sandstone vein|sandstone]] veins produce shards. A [[Rock salt]] tile has about the same amount of shards as a regular rock tile, approximately 50 shards. &lt;br /&gt;
&lt;br /&gt;
*When an ore or shard vein is depleted a tunnel is created. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore and shard veins for tunneling purposes.&lt;br /&gt;
&lt;br /&gt;
== Mining floors and ceiling ==&lt;br /&gt;
*Mining the floor or ceiling of a cave will not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. '''Note that, as with [[digging]], these actions affect the closest corner of the tile and not the tile itself.''' &lt;br /&gt;
*A ceiling tile can be mined upward around 31 times before you will receive the message {{event|inline|You cannot reach the ceiling}}. (given that you haven't lowered the floor before you start).&lt;br /&gt;
*A floor tile can be mined down well past swimming depth to let boats pass through. It is a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level. &lt;br /&gt;
*Each rock tile removed will have that standard ceiling height, so each ceiling tile must be mined individually, if you want them to be higher. The floor section will match up (providing you didn't mine up or down). &lt;br /&gt;
*You can fix slopes with [[concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.&lt;br /&gt;
*Mining ceilings for stone shards is much faster than mining on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.&lt;br /&gt;
*If you have raised the ceiling and try to mine the floor too low, you will receive the message:{{event|inline|Lowering the floor further would make the cavern unstable}} before hitting the water level.&lt;br /&gt;
*For the best access in a mine it is recommended not to mine the floor directly, because it can create uneven surfaces making it hard to move around. &lt;br /&gt;
*The actions '''mine up''' and '''mine down''' create predictable slopes of 20 and are good if you want a sloped passage, although floor mining can be very useful if used in the right way. &lt;br /&gt;
'''Proceed with caution when adjusting the floors as mining is not easily reversed.''' When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining.&lt;br /&gt;
&lt;br /&gt;
== Mine Up/Down ==&lt;br /&gt;
* Mining up/down will create a slope of 20 or to the corresponding next level, if there is another tunnel (see [[Mining#Dropshaft|Dropshaft]])&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
Standing on a flat cave tile will permit the leveling of an adjacent tile so that it will be at the same height.  To see if a tile is flat, activate a pickaxe and hover over the tile (as long as you have at least 15 mining skill).&lt;br /&gt;
&lt;br /&gt;
Activate a pickaxe and '''right click''' the cave floor tile, select '''Mining''' &amp;gt; '''Level'''.&lt;br /&gt;
*Will mine the highest corners and make the tile flat.&lt;br /&gt;
Activate [[concrete]] '''right click''' the corner to be raised select '''raise corner'''.&lt;br /&gt;
&lt;br /&gt;
'''The corner you are standing nearest will be raised, so make sure you are standing in the correct spot.'''&lt;br /&gt;
*To raise corners [[concrete]] must be held in the inventory and activated.&lt;br /&gt;
*One concrete will raise one corner equivalent to 1 [[dirt]]. &lt;br /&gt;
*Concrete can be used to raise an underwater cave tile as long as the tile is 25 [[dirt]]s deep or less; below that you get the message: {{event|inline|The water is too deep and would only dissolve the concrete.}}&lt;br /&gt;
&lt;br /&gt;
== Surface mining ==&lt;br /&gt;
Activate [[pickaxe]] and '''right click''' [[cliff]] or [[rock tile]], select '''Mining''' &amp;gt; '''Mine'''.&lt;br /&gt;
&lt;br /&gt;
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons. &lt;br /&gt;
*To mine on the surface, all adjacent corners of the tile must be clear of dirt. '''You will need dig all four corners of a tile to expose rock.''' &lt;br /&gt;
*When mining into water the maximum depth permitted is -25 from the water level. &lt;br /&gt;
*It may take one or more actions to lower a single [[dirt]] level of [[rock]].  &lt;br /&gt;
*Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]].&lt;br /&gt;
*You will only be able to mine slopes which are 3 times your mining skill. For example, if you mining skill is 3, you can mine slopes of 9 or below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Slope reduction: {{event|inline|You mine some stone shards.}}&lt;br /&gt;
:No reduction: {{event|inline|You chip away at the rock.}}&lt;br /&gt;
&lt;br /&gt;
== Mine doors ==&lt;br /&gt;
You can limit access to your mine with the use of a '''[[mine door]]'''. Several types of mine doors are available.  &lt;br /&gt;
&lt;br /&gt;
'''Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does NOT protect mine doors.'''&lt;br /&gt;
* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a mine door.&lt;br /&gt;
* On [[Elevation]] and [[Defiance]] servers, there must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area. There is a check in a 5 tile radius around the door being placed.&lt;br /&gt;
&lt;br /&gt;
== Dropshaft ==&lt;br /&gt;
Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts.  They are not easily traveled through. Vehicles and horses will not be able to move between the levels, and a player must [[Climbing|climb]] to move between the two.&lt;br /&gt;
&lt;br /&gt;
*When a drop shaft is going to be created you will receive this message before the wall breaks: {{event|inline|You hear falling rocks from the other side of the wall. A deep shaft will probably emerge.}}&lt;br /&gt;
&lt;br /&gt;
*Should a dropshaft be required, simply mine out the rock tile which separates two mines of different levels.  Some players have created dropshafts to gain fast access to water or create short-cuts.  There is no falling [[damage]] inside mines, so falling down these shafts is not going to injure the player.&lt;br /&gt;
&lt;br /&gt;
'''Proceed with caution as these are very hard, often impossible, to modify once created.''' &lt;br /&gt;
*Collapsing a dropshaft tile with the [[Strongwall]] spell or a [[shaker orb]] will allow you to remine a tile to the height of the tiles around it, but proceed carefully and ask for assistance, as careful planning is required. &lt;br /&gt;
&lt;br /&gt;
== Cave-ins ==&lt;br /&gt;
Any excavated cave tile has a chance of caving in. &lt;br /&gt;
&lt;br /&gt;
*When a tile caves in the it will become either a rock, ore or shard vein and will need to be re-excavated.  &lt;br /&gt;
*A recently collapsed rock tile may not require as many actions to re-open, however an ore tile will likely require many hundred, or even thousand, actions to remove.&lt;br /&gt;
*Reinforcing a cave wall with a [[support beam]] will lower the chance of a cave-in on tiles surrounding that support.  Once reinforced they may not be excavated, however a mayor may mine out the support should it reside on their deed.  This would take approximately 50 actions just to remove the support.  &lt;br /&gt;
'''A cave wall reinforced with a [[support beam]] off deed is literally impossible to remove. Please be mindful of this.''' &lt;br /&gt;
*Ore veins are considered similar to reinforced walls for purposes of stability.&lt;br /&gt;
*The chance that a tile is replaced with a vein or shard other than rock is extremely low.&lt;br /&gt;
*You also have the option to manually cave in mine tiles using the spell [[Strongwall]] or using a [[shaker orb]] which can be bought from a trader for 4 silver and is a one time use item.&lt;br /&gt;
&lt;br /&gt;
== Skillgain ==&lt;br /&gt;
&lt;br /&gt;
'''Ore Difficulty'''&lt;br /&gt;
&lt;br /&gt;
*The easiest is mining plain rock or [[zinc]], followed by [[iron vein]]s and [[tin vein]]s. &lt;br /&gt;
*The hardest are silver and gold. &lt;br /&gt;
'''As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL shard.'''&lt;br /&gt;
&lt;br /&gt;
*Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile quality.&lt;br /&gt;
&lt;br /&gt;
'''Note''': In order to gain skill from a mining action the by&amp;amp;#8209;product has to be anywhere in between 1.01 and 39.99 quality range.&lt;br /&gt;
&lt;br /&gt;
'''Note''': All tests were done with a 25ql pickaxe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]], [[Zinc vein|Zinc]] || 1-25&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron vein|Iron]], [[Rock salt]] || 25-35&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein|Tin]] || 35-50&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper vein|Copper]], [[Slate]], [[Lead vein|Lead]] || 50-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver vein|Silver]] || 75-90&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein|Gold]], [[Marble]], [[Sandstone vein|Sandstone]] || 90+&lt;br /&gt;
|-&lt;br /&gt;
|+ Optimal Skill Gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Optimal Pickaxe Selection for Skill Gain'''&lt;br /&gt;
&lt;br /&gt;
If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining.  You can use the formula:&lt;br /&gt;
&lt;br /&gt;
'''(Skill + Tool QL) divided by 2, then subtract 20 = &amp;lt;optimal difficulty&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Plug in the variables you know, and solve for the remaining variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore type !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Stone || 2&lt;br /&gt;
|-&lt;br /&gt;
| Zinc || 2&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tin || 10&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 20&lt;br /&gt;
|-&lt;br /&gt;
| Slate || 20&lt;br /&gt;
|-&lt;br /&gt;
| Lead || 20&lt;br /&gt;
|-&lt;br /&gt;
| Rock salt || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Silver || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gold || 40&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced || 40&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sandstone || 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
There are several types of resource which can be found while mining:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Mining By-Products&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]] || [[Stone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Rock salt vein]] || [[Rock salt|Rock salt shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Slate]] || [[Slate shards]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone vein]] || [[Sandstone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Marble vein|Marble]] || [[Marble shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Iron vein]] || [[Iron ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Copper vein]] || [[Copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein]] || [[Tin ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Zinc vein]] || [[Zinc ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead vein]] || [[Lead ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Silver vein]] || [[Silver ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein]] || [[Gold ore]]&lt;br /&gt;
|+ Mining Resources &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other resources which can be found include [[salt]], [[gems]], [[source crystal]]s and [[flint]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Mining speed is determined by mining skill, pickaxe [[quality]], pickaxe skill, and the [[Wind of ages]] or [[Botd]] cast, ordered from greatest effect to least.&lt;br /&gt;
*Because Wurm is not a true 3D world, the cave layer is essentially a second world beneath the surface. It is possible to mine upwards and downwards with a few [[Mining warnings|limitations]].&lt;br /&gt;
*Mining straight mines at zero slope. Mining upward or downward mines at a slope of 20 in that direction. From this, a set of variants is applied based on skill which ultimately determines the final slope of the tile. This skill-based variance set is such that: &amp;lt;50 skill is +/- 3, 50-70 is +/- 2, 70-90 is +/- 1, 90+ is 0. Only the final action that breaks the wall (upward, downward, or straight) determines the direction mined.  &lt;br /&gt;
* You may not mine upward out of rock and into the [[dirt]] that is covering it.&lt;br /&gt;
* You can mine downward until you reach 25 dirts below the [[water]] table.&lt;br /&gt;
* It is not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel. &lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope for surface mining is limited to your 1x mining skill on [[Defiance]] and [[Epic]] servers and capped at 60 slope. &lt;br /&gt;
* There is a minimum of 3 tiles required between mine doors on all PVP servers.&lt;br /&gt;
&lt;br /&gt;
==Mining Warning Messages==&lt;br /&gt;
See: [[Mining warnings]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pickaxe]]&lt;br /&gt;
* [[Prospecting]]&lt;br /&gt;
* [[Support beam]]&lt;br /&gt;
* [[Clad]]&lt;br /&gt;
* [[Stuck]]&lt;br /&gt;
* [[Mining warnings]]&lt;br /&gt;
* [[Strongwall]]&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Mining&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]] (On PVE servers only)&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Miner at 50 skill&lt;br /&gt;
* Prime Minester at 70 skill&lt;br /&gt;
* Mastermine at 90 skill&lt;br /&gt;
* The World is Mine at 100 skill&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Mining can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
* See [[Mining warnings]] for more indepth information on each situation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128782</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mining&amp;diff=128782"/>
		<updated>2024-04-01T21:55:01Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Opening a mine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Mining is the skill of excavating [[stone shards]], [[marble shards]], [[slate shards]], [[sandstone shards]] and [[ore]] veins.'''&lt;br /&gt;
&lt;br /&gt;
== Opening a mine ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' any [[cliff]] or [[rock tile]] and select '''mining''' &amp;gt; '''tunnel'''. '''[[Mining warnings|Find potential error messages here.]]'''&lt;br /&gt;
*The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].&lt;br /&gt;
*The minimum slope of the rock surface to be mined is +1 but also have further requirements. The two lowest corners of your tile will form the bottom edge of your opening. If there are not two corners lower than the others (not equal) you cant tunnel. After opening that lower border will be reshaped completely flat at level of the lower corner.&lt;br /&gt;
*If there are two lower corners identified then the opposite border will be the top of your mine opening and will be completely flat as well. &lt;br /&gt;
*'''You cannot [[Mining#Surface_mining|surface mine]] to correct an oddly shaped entrance once it is open.''' So you must make sure to have the tile in the exact shape you want it to be before you open the mine.&lt;br /&gt;
*When tuneling, entrance tile is limited by reinforced cave floor as any others (requires that all four corner of the entrance tile not be also one of a reinforced tile). So, when you are tunneling an entrance from the outside and receive the message, {{event|inline|The ground sounds strangely hollow and brittle. You have to abandon the mining operation.}}, you most likely have a reinforced floor inside the tunnel you are trying to open. Enter the mine from another angle and remove the reinforced floor.&lt;br /&gt;
*Tunel from outside will ever make a downgoing entrance 20 slope or more, even if there is a flat cave inside. Tunnel out from inside will only remove the rock walls without changing the ground level.&lt;br /&gt;
*To correct that entry slope you can further raise the mine corner floor with concrete but if ground reach is deep underwater. If you don't want any ugly water on the floor in the mine, ensure that both lower corners of the entrance are at least at height 28 (hover the corner with the mouse).&lt;br /&gt;
*Each tunneling action has a chance to create a [[stone shards|stone shard]]. After a number of [[stone shards]] are created, usually 9, the message {{event|inline|You will soon create an entrance}} will appear, after 51 actions. A stone shard or two later, and an entrance will be created.&lt;br /&gt;
*The maximum height of a tunnel entrance is 270 slope, but you would not be able to continue mining because of ceiling height restrictions. Tunnel slopes should be less than 235.&lt;br /&gt;
*The maximum height of an tunnel entrance is 90 slope if you plan to add a mine door. &lt;br /&gt;
*You may create a mine entrance up to 3 tiles wide.&lt;br /&gt;
**To widen a tunnel, the tile you mine must only be connected to ONE open tunnel only&lt;br /&gt;
** Mine doors can be placed on tunnel entrances that are 1 tile or wider, except on PvP servers. Note that you will need more than one mine door for wider entrances!&lt;br /&gt;
&lt;br /&gt;
== Tunnel excavation ==&lt;br /&gt;
Activate [[pickaxe]] '''right click''' on [[rock tile]] select '''mining''' &amp;gt; '''mine'''.&lt;br /&gt;
&lt;br /&gt;
Mining a cave wall inside of a mine will remove that tile of rock. It takes 45 mining actions to produce the message {{event|inline|The wall will break soon}} after which it takes 1 to 11 actions to fully remove the tile.&lt;br /&gt;
&lt;br /&gt;
* It is possible to mine up, down or flat but only the final action is taken into account.  The resulting slope of up or down will be approximately 20.&lt;br /&gt;
* There are slight deviations in mine slopes (up to 3 &amp;quot;Slope&amp;quot;) when a mine shaft progresses.This is based off Mining Skill.&lt;br /&gt;
** skill less than 50, +-3&lt;br /&gt;
** skill = 50, variance is +-2&lt;br /&gt;
** skill = 70, variance is +-1&lt;br /&gt;
** skill = 90+ no variance&lt;br /&gt;
* When connecting two mine shafts, the direction of the mining is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.&lt;br /&gt;
* Each action will produce one stone shard.&lt;br /&gt;
* All items mined from the cave wall will appear in a pile on the ground on the tile you're standing; this often includes items such as [[salt]] and [[gem]]s, all of which are found randomly.&lt;br /&gt;
* It is not possible to create an exit from the inside if there is dirt covering the planned exit, this must be fully uncovered and bare just as if you were to create an entrance from the outside.&lt;br /&gt;
* If the outside tile is covered by dirt while trying to mine out, the message {{event|inline|The cave wall looks very unstable and dirt flows in. You would be buried alive}}&lt;br /&gt;
&lt;br /&gt;
== Mining resources==&lt;br /&gt;
[[Ore]] is produced by mining metal ore [[vein]]s found inside of a mine. [[Marble]], [[slate]], [[rock salt vein|rock salt]], and [[sandstone vein|sandstone]] veins produce shards. A [[Rock salt]] tile has about the same amount of shards as a regular rock tile, approximately 50 shards. &lt;br /&gt;
&lt;br /&gt;
*When an ore or shard vein is depleted a tunnel is created. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore and shard veins for tunneling purposes.&lt;br /&gt;
&lt;br /&gt;
== Mining floors and ceiling ==&lt;br /&gt;
*Mining the floor or ceiling of a cave will not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. '''Note that, as with [[digging]], these actions affect the closest corner of the tile and not the tile itself.''' &lt;br /&gt;
*A ceiling tile can be mined upward around 31 times before you will receive the message {{event|inline|You cannot reach the ceiling}}. (given that you haven't lowered the floor before you start).&lt;br /&gt;
*A floor tile can be mined down well past swimming depth to let boats pass through. It is a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level. &lt;br /&gt;
*Each rock tile removed will have that standard ceiling height, so each ceiling tile must be mined individually, if you want them to be higher. The floor section will match up (providing you didn't mine up or down). &lt;br /&gt;
*You can fix slopes with [[concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.&lt;br /&gt;
*Mining ceilings for stone shards is much faster than mining on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.&lt;br /&gt;
*If you have raised the ceiling and try to mine the floor too low, you will receive the message:{{event|inline|Lowering the floor further would make the cavern unstable}} before hitting the water level.&lt;br /&gt;
*For the best access in a mine it is recommended not to mine the floor directly, because it can create uneven surfaces making it hard to move around. &lt;br /&gt;
*The actions '''mine up''' and '''mine down''' create predictable slopes of 20 and are good if you want a sloped passage, although floor mining can be very useful if used in the right way. &lt;br /&gt;
'''Proceed with caution when adjusting the floors as mining is not easily reversed.''' When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining.&lt;br /&gt;
&lt;br /&gt;
== Mine Up/Down ==&lt;br /&gt;
* Mining up/down will create a slope of 20 or to the corresponding next level, if there is another tunnel (see [[Mining#Dropshaft|Dropshaft]])&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
Standing on a flat cave tile will permit the leveling of an adjacent tile so that it will be at the same height.  To see if a tile is flat, activate a pickaxe and hover over the tile (as long as you have at least 15 mining skill).&lt;br /&gt;
&lt;br /&gt;
Activate a pickaxe and '''right click''' the cave floor tile, select '''Mining''' &amp;gt; '''Level'''.&lt;br /&gt;
*Will mine the highest corners and make the tile flat.&lt;br /&gt;
Activate [[concrete]] '''right click''' the corner to be raised select '''raise corner'''.&lt;br /&gt;
&lt;br /&gt;
'''The corner you are standing nearest will be raised, so make sure you are standing in the correct spot.'''&lt;br /&gt;
*To raise corners [[concrete]] must be held in the inventory and activated.&lt;br /&gt;
*One concrete will raise one corner equivalent to 1 [[dirt]]. &lt;br /&gt;
*Concrete can be used to raise an underwater cave tile as long as the tile is 25 [[dirt]]s deep or less; below that you get the message: {{event|inline|The water is too deep and would only dissolve the concrete.}}&lt;br /&gt;
&lt;br /&gt;
== Surface mining ==&lt;br /&gt;
Activate [[pickaxe]] and '''right click''' [[cliff]] or [[rock tile]], select '''Mining''' &amp;gt; '''Mine'''.&lt;br /&gt;
&lt;br /&gt;
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons. &lt;br /&gt;
*To mine on the surface, all adjacent corners of the tile must be clear of dirt. '''You will need dig all four corners of a tile to expose rock.''' &lt;br /&gt;
*When mining into water the maximum depth permitted is -25 from the water level. &lt;br /&gt;
*It may take one or more actions to lower a single [[dirt]] level of [[rock]].  &lt;br /&gt;
*Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]].&lt;br /&gt;
*You will only be able to mine slopes which are 3 times your mining skill. For example, if you mining skill is 3, you can mine slopes of 9 or below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Slope reduction: {{event|inline|You mine some stone shards.}}&lt;br /&gt;
:No reduction: {{event|inline|You chip away at the rock.}}&lt;br /&gt;
&lt;br /&gt;
== Mine doors ==&lt;br /&gt;
You can limit access to your mine with the use of a '''[[mine door]]'''. Several types of mine doors are available.  &lt;br /&gt;
&lt;br /&gt;
'''Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does NOT protect mine doors.'''&lt;br /&gt;
* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a mine door.&lt;br /&gt;
* On [[Elevation]] and [[Defiance]] servers, there must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area. There is a check in a 5 tile radius around the door being placed.&lt;br /&gt;
&lt;br /&gt;
== Dropshaft ==&lt;br /&gt;
Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts.  They are not easily traveled through. Vehicles and horses will not be able to move between the levels, and a player must [[Climbing|climb]] to move between the two.&lt;br /&gt;
&lt;br /&gt;
*When a drop shaft is going to be created you will receive this message before the wall breaks: {{event|inline|You hear falling rocks from the other side of the wall. A deep shaft will probably emerge.}}&lt;br /&gt;
&lt;br /&gt;
*Should a dropshaft be required, simply mine out the rock tile which separates two mines of different levels.  Some players have created dropshafts to gain fast access to water or create short-cuts.  There is no falling [[damage]] inside mines, so falling down these shafts is not going to injure the player.&lt;br /&gt;
&lt;br /&gt;
'''Proceed with caution as these are very hard, often impossible, to modify once created.''' &lt;br /&gt;
*Collapsing a dropshaft tile with the [[Strongwall]] spell or a [[shaker orb]] will allow you to remine a tile to the height of the tiles around it, but proceed carefully and ask for assistance, as careful planning is required. &lt;br /&gt;
&lt;br /&gt;
== Cave-ins ==&lt;br /&gt;
Any excavated cave tile has a chance of caving in. &lt;br /&gt;
&lt;br /&gt;
*When a tile caves in the it will become either a rock, ore or shard vein and will need to be re-excavated.  &lt;br /&gt;
*A recently collapsed rock tile may not require as many actions to re-open, however an ore tile will likely require many hundred, or even thousand, actions to remove.&lt;br /&gt;
*Reinforcing a cave wall with a [[support beam]] will lower the chance of a cave-in on tiles surrounding that support.  Once reinforced they may not be excavated, however a mayor may mine out the support should it reside on their deed.  This would take approximately 50 actions just to remove the support.  &lt;br /&gt;
'''A cave wall reinforced with a [[support beam]] off deed is literally impossible to remove. Please be mindful of this.''' &lt;br /&gt;
*Ore veins are considered similar to reinforced walls for purposes of stability.&lt;br /&gt;
*The chance that a tile is replaced with a vein or shard other than rock is extremely low.&lt;br /&gt;
*You also have the option to manually cave in mine tiles using the spell [[Strongwall]] or using a [[shaker orb]] which can be bought from a trader for 4 silver and is a one time use item.&lt;br /&gt;
&lt;br /&gt;
== Skillgain ==&lt;br /&gt;
&lt;br /&gt;
'''Ore Difficulty'''&lt;br /&gt;
&lt;br /&gt;
*The easiest is mining plain rock or [[zinc]], followed by [[iron vein]]s and [[tin vein]]s. &lt;br /&gt;
*The hardest are silver and gold. &lt;br /&gt;
'''As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL shard.'''&lt;br /&gt;
&lt;br /&gt;
*Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile quality.&lt;br /&gt;
&lt;br /&gt;
'''Note''': In order to gain skill from a mining action the by&amp;amp;#8209;product has to be anywhere in between 1.01 and 39.99 quality range.&lt;br /&gt;
&lt;br /&gt;
'''Note''': All tests were done with a 25ql pickaxe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]], [[Zinc vein|Zinc]] || 1-25&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron vein|Iron]], [[Rock salt]] || 25-35&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein|Tin]] || 35-50&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper vein|Copper]], [[Slate]], [[Lead vein|Lead]] || 50-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver vein|Silver]] || 75-90&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein|Gold]], [[Marble]], [[Sandstone vein|Sandstone]] || 90+&lt;br /&gt;
|-&lt;br /&gt;
|+ Optimal Skill Gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Optimal Pickaxe Selection for Skill Gain'''&lt;br /&gt;
&lt;br /&gt;
If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining.  You can use the formula:&lt;br /&gt;
&lt;br /&gt;
'''(Skill + Tool QL) divided by 2, then subtract 20 = &amp;lt;optimal difficulty&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Plug in the variables you know, and solve for the remaining variable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore type !! Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Stone || 2&lt;br /&gt;
|-&lt;br /&gt;
| Zinc || 2&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tin || 10&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 20&lt;br /&gt;
|-&lt;br /&gt;
| Slate || 20&lt;br /&gt;
|-&lt;br /&gt;
| Lead || 20&lt;br /&gt;
|-&lt;br /&gt;
| Rock salt || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Silver || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gold || 40&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced || 40&lt;br /&gt;
|-&lt;br /&gt;
| Marble || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sandstone || 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
There are several types of resource which can be found while mining:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile type !! Mining By-Products&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock]] || [[Stone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Rock salt vein]] || [[Rock salt|Rock salt shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Slate]] || [[Slate shards]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone vein]] || [[Sandstone shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Marble vein|Marble]] || [[Marble shards]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Iron vein]] || [[Iron ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Copper vein]] || [[Copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin vein]] || [[Tin ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Zinc vein]] || [[Zinc ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead vein]] || [[Lead ore]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Silver vein]] || [[Silver ore]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold vein]] || [[Gold ore]]&lt;br /&gt;
|+ Mining Resources &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other resources which can be found include [[salt]], [[gems]], [[source crystal]]s and [[flint]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Mining speed is determined by mining skill, pickaxe [[quality]], pickaxe skill, and the [[Wind of ages]] or [[Botd]] cast, ordered from greatest effect to least.&lt;br /&gt;
*Because Wurm is not a true 3D world, the cave layer is essentially a second world beneath the surface. It is possible to mine upwards and downwards with a few [[Mining warnings|limitations]].&lt;br /&gt;
*Mining straight mines at zero slope. Mining upward or downward mines at a slope of 20 in that direction. From this, a set of variants is applied based on skill which ultimately determines the final slope of the tile. This skill-based variance set is such that: &amp;lt;50 skill is +/- 3, 50-70 is +/- 2, 70-90 is +/- 1, 90+ is 0. Only the final action that breaks the wall (upward, downward, or straight) determines the direction mined.  &lt;br /&gt;
* You may not mine upward out of rock and into the [[dirt]] that is covering it.&lt;br /&gt;
* You can mine downward until you reach 25 dirts below the [[water]] table.&lt;br /&gt;
* It is not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel. &lt;br /&gt;
&lt;br /&gt;
==PVP Servers==&lt;br /&gt;
* Maximum slope for surface mining is limited to your 1x mining skill on [[Defiance]] and [[Epic]] servers and capped at 60 slope. &lt;br /&gt;
* There is a minimum of 3 tiles required between mine doors on all PVP servers.&lt;br /&gt;
&lt;br /&gt;
==Mining Warning Messages==&lt;br /&gt;
See: [[Mining warnings]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pickaxe]]&lt;br /&gt;
* [[Prospecting]]&lt;br /&gt;
* [[Support beam]]&lt;br /&gt;
* [[Clad]]&lt;br /&gt;
* [[Stuck]]&lt;br /&gt;
* [[Mining warnings]]&lt;br /&gt;
* [[Strongwall]]&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Characteristics==&lt;br /&gt;
* Mining&lt;br /&gt;
* [[Body]] &amp;gt; [[Body strength]]&lt;br /&gt;
* [[Body]] &amp;gt; [[Body stamina]] (On PVE servers only)&lt;br /&gt;
* [[Mind]] &amp;gt; [[Mind logic]]&lt;br /&gt;
* [[Soul]] &amp;gt; [[Soul strength]]&lt;br /&gt;
&lt;br /&gt;
== [[Titles]] ==&lt;br /&gt;
* Miner at 50 skill&lt;br /&gt;
* Prime Minester at 70 skill&lt;br /&gt;
* Mastermine at 90 skill&lt;br /&gt;
* The World is Mine at 100 skill&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Mining can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.&lt;br /&gt;
* See [[Mining warnings]] for more indepth information on each situation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:While_moving]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Journal&amp;diff=127460</id>
		<title>Journal</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Journal&amp;diff=127460"/>
		<updated>2023-09-22T20:18:41Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: Added section Stamps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Interface]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Every player has a journal with which to track various premade goals.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The journal is in no way related to the separate item, the [[archaeology journal]].&lt;br /&gt;
* The journal is not craftable and cannot be lost. Every player has one from the very first moment of character creation.&lt;br /&gt;
* Successful completion of journal goals results in several rewards. One known reward is an increase in the player's maximum sleep bonus capacity.&lt;br /&gt;
* Sections in the journal written in green text indicate completed sections.&lt;br /&gt;
* Sleep bonuses added by journal completions will stack above your sleep bonus capacity up to the 10 hour dev cap.&lt;br /&gt;
* You can leave one goal in each section uncompleted and still complete that section.&lt;br /&gt;
&lt;br /&gt;
== Journal Goals ==&lt;br /&gt;
&lt;br /&gt;
===Crafter journal===&lt;br /&gt;
&lt;br /&gt;
'''First Steps:'''&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Chop down some trees&lt;br /&gt;
#Flatten a tile&lt;br /&gt;
#Create a mallet&lt;br /&gt;
#Mine iron&lt;br /&gt;
#Create some nails&lt;br /&gt;
#Plan a house&lt;br /&gt;
#Complete a house&lt;br /&gt;
#Improve a metal tool to 15ql&lt;br /&gt;
#Ride a cow&lt;br /&gt;
#Kill a creature&lt;br /&gt;
#Plant a crop&lt;br /&gt;
#Find a route&lt;br /&gt;
#Pick flowers&lt;br /&gt;
Reward: Apprentice title and 1 hour of sleep bonus (on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
'''Finding the Path:'''&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Build a stone house wall&lt;br /&gt;
#Tame a creature&lt;br /&gt;
#Mine copper and tin&lt;br /&gt;
#Create a bronze lump&lt;br /&gt;
#Breed a creature&lt;br /&gt;
#Create a small cart&lt;br /&gt;
#Create a forge or oven&lt;br /&gt;
#Cook a breakfast&lt;br /&gt;
#Ride a horse&lt;br /&gt;
#Bandage a wound&lt;br /&gt;
#Plant a tree&lt;br /&gt;
#Find a rare coin&lt;br /&gt;
Reward: Learned title and 1 hour of sleep bonus (on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
'''Gathering Stride'''&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Create a large cart&lt;br /&gt;
#Build a two story building&lt;br /&gt;
#Create a boat&lt;br /&gt;
#Cook a meal&lt;br /&gt;
#Catch a large fish&lt;br /&gt;
#Kill a spider&lt;br /&gt;
#Improve a tool to 50QL &lt;br /&gt;
#Harvest 5 cotton&lt;br /&gt;
#Ride a bear or bull&lt;br /&gt;
#Create a healing cover&lt;br /&gt;
#Make a rare item&lt;br /&gt;
#Sleep in a bed&lt;br /&gt;
#Join a meditation path&lt;br /&gt;
#Get to focus level 3&lt;br /&gt;
#Epic Helper&lt;br /&gt;
Reward: Experienced title and 2 hours of sleep bonus (on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
'''Paved With Stone'''&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Restore an item from fragments&lt;br /&gt;
#Slay a troll&lt;br /&gt;
#Open a wild beehive without being stung&lt;br /&gt;
#Study a tree or bush&lt;br /&gt;
#Improve a weapon to 50QL (doesn't need to be a weaponsmithing item)&lt;br /&gt;
#Get a skill to 50&lt;br /&gt;
#Become a follower of a deity &lt;br /&gt;
#Plan a bridge&lt;br /&gt;
#Pilot a Knarr&lt;br /&gt;
#Spear a fish&lt;br /&gt;
#Make some wine&lt;br /&gt;
#Create a halter rope&lt;br /&gt;
#Get to focus level 5&lt;br /&gt;
#Taunt a creature&lt;br /&gt;
#Write with Black Ink and a Reed Pen&lt;br /&gt;
Reward: Skilled title and 2 hours of sleep bonus (on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
'''On the Highway''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Get a skill to 70&lt;br /&gt;
#Improve a tool to 70QL&lt;br /&gt;
#Slay a greenish creature&lt;br /&gt;
#Get drunk&lt;br /&gt;
#Catch a disease&lt;br /&gt;
#Reach 30 faith&lt;br /&gt;
#Reach meditation path level 4&lt;br /&gt;
#Build an underground house&lt;br /&gt;
#Obtain 15 titles&lt;br /&gt;
#Kill a creature with a catapult&lt;br /&gt;
#Build a guard tower&lt;br /&gt;
#Complete an almanac&lt;br /&gt;
#Harvest Lingonberries&lt;br /&gt;
Reward: Accomplished title. [[glimmersteel]] or [[adamantine]] lump, and 3 hours of sleep bonus (on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
'''Picking up Speed''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Use a rune&lt;br /&gt;
#Slay each rift creature&lt;br /&gt;
#Reach meditation path level 7&lt;br /&gt;
#Equip an enchanted weapon&lt;br /&gt;
#Discover an archaeology cache&lt;br /&gt;
#obtain 30 titles&lt;br /&gt;
#Ride a horse over 30km/h&lt;br /&gt;
#Create a wagon&lt;br /&gt;
#Harvest 50 herbs&lt;br /&gt;
#Help complete 10 missions&lt;br /&gt;
#Catch a huge fish&lt;br /&gt;
#Slay a champion creature&lt;br /&gt;
#Breed a Hostile Wild Champion Creature&lt;br /&gt;
Reward: Proficient title, a choice of [[affinity]], and 3 hours of sleep bonus (on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
'''The Winding Road''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Get a skill to 90&lt;br /&gt;
#Obtain 60 titles&lt;br /&gt;
#Ride a Unicorn&lt;br /&gt;
#Slay a legendary creature&lt;br /&gt;
#Restore a statue from fragments&lt;br /&gt;
#Cook Billy Sheep Gruff Stew&lt;br /&gt;
#Improve an Armour Piece or Shield to 80QL&lt;br /&gt;
#Win 10 spars&lt;br /&gt;
#Reach meditation path level 9&lt;br /&gt;
#Mine a tonne of high quality ore (1000kg of ore 80+ql)&lt;br /&gt;
#Create 10 Runes&lt;br /&gt;
#Get 10 skills to 50&lt;br /&gt;
#Create a Moon Metal Item&lt;br /&gt;
Reward: Talented title, increased maximum sleep bonus, and 6 hours of sleep bonus (on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
'''Going the Distance''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Learn 250 cooking recipes&lt;br /&gt;
#Get 2000 total skill points&lt;br /&gt;
#Create 5 items from every metal&lt;br /&gt;
#Help with 50 missions&lt;br /&gt;
#Slay 50 champion creatures&lt;br /&gt;
#Use 50 runes&lt;br /&gt;
#Complete a colossus&lt;br /&gt;
#Dye 100 things&lt;br /&gt;
#Bandage 1000 wounds&lt;br /&gt;
#Discover 10 archaeology caches&lt;br /&gt;
#Get 70 fighting skill&lt;br /&gt;
#Get 70 in a sub-fighting skill&lt;br /&gt;
#Contribute to an Epic Mission Structure&lt;br /&gt;
Reward: Professional title, 2.5% bonus skillgain, and 6 hours of sleep bonus(on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
'''The Road Less Traveled''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Travel 7500km&lt;br /&gt;
#Complete 20 buildings&lt;br /&gt;
#Catch a 75KG fish&lt;br /&gt;
#Get 90 titles&lt;br /&gt;
#Slay 10 legendary creatures&lt;br /&gt;
#Destroy 25 veins via mining&lt;br /&gt;
#Reach level 11 meditation path&lt;br /&gt;
#Get 10 skills to 70&lt;br /&gt;
#Restore 250 items from fragments&lt;br /&gt;
#Plant 2500 trees&lt;br /&gt;
#Equip a complete set of Drake armour&lt;br /&gt;
#Get 80 fighting skill&lt;br /&gt;
#Create a chess set&lt;br /&gt;
Rewards: Expert title, 10% more rarity windows, and 6 hours of sleep bonus(on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
'''Destinations Unknown''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Build a 10 story building &lt;br /&gt;
#Get a skill to 99&lt;br /&gt;
#Get 5000 total skill points&lt;br /&gt;
#Learn 500 cooking recipes&lt;br /&gt;
#Help with 250 missions&lt;br /&gt;
#Get 120 titles&lt;br /&gt;
#Slay 20000 creatures&lt;br /&gt;
#Improve items 100000 times&lt;br /&gt;
#Close 100 rifts (You must have 20 participation points per rift)&lt;br /&gt;
#Perform 500000 actions&lt;br /&gt;
#Equip a complete set of enchanted scale armour&lt;br /&gt;
#Get 90 fighting skill&lt;br /&gt;
#Collect 10 chests from difficult treasure hunts&lt;br /&gt;
Rewards: Master title, 10% more affinity windows, Master Cape, and 6 hours of sleep bonus(on cluster of completion).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Basic training ===&lt;br /&gt;
&lt;br /&gt;
'''Basic Training: Carpentry''' - Complete at least 10 out of 11 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Apprentice carpenter&lt;br /&gt;
#Create a set of carpentry tools&lt;br /&gt;
#Create a bed&lt;br /&gt;
#Plan a building of 10 or more tiles&lt;br /&gt;
#Sailboat maker&lt;br /&gt;
#Create 10 crates&lt;br /&gt;
#Creat 100 arrows&lt;br /&gt;
#Create a set of puppets&lt;br /&gt;
#Create items from each type of tree wood&lt;br /&gt;
#Create a rare carpentry item&lt;br /&gt;
#Improve a carpentry item to 30 ql&lt;br /&gt;
Rewards: Novice Woodworker title, 2 hours sleep bonus&lt;br /&gt;
}}&lt;br /&gt;
'''Basic Training: Smithing''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
# Apprentice smith&lt;br /&gt;
#Create a set of smithing tools&lt;br /&gt;
#Create 100 nails&lt;br /&gt;
#Create a lunchbox&lt;br /&gt;
#Create a set of god statuettes&lt;br /&gt;
#Create a set of chain armour&lt;br /&gt;
#Create a dioptra&lt;br /&gt;
#Create some lockpicks&lt;br /&gt;
#Create a charcoal pile&lt;br /&gt;
#Create a lump of each alloy&lt;br /&gt;
#Create an item of each base metal&lt;br /&gt;
#Create a rare smithing item&lt;br /&gt;
#Improve a smithing item to 30 ql&lt;br /&gt;
Rewards: Novice metalworker title, 2 hours sleep bonus&lt;br /&gt;
}}&lt;br /&gt;
'''Basic Training: Tailoring''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Apprentice tailor&lt;br /&gt;
#Create a set of tailoring tools&lt;br /&gt;
#Create a set of leather armour&lt;br /&gt;
#Create a set of cloth armour&lt;br /&gt;
#Create 100 strings of cloth or wool yarn&lt;br /&gt;
#Create a meditation rug&lt;br /&gt;
#Create a tapestry stand&lt;br /&gt;
#Create a set of tailored horse equipment&lt;br /&gt;
#Create a triangular sail&lt;br /&gt;
#Create an animal skin rug&lt;br /&gt;
#Create a cordage rope&lt;br /&gt;
#Create a rare tailoring or ropemaking item&lt;br /&gt;
#Improve a tailoring or ropemaking item to 30 ql&lt;br /&gt;
Rewards: Novice Clothier title, 2 hours sleep bonus&lt;br /&gt;
}}&lt;br /&gt;
'''Basic Training: Masonry''' - Complete at least 13 out of 14 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Apprentice mason&lt;br /&gt;
#Create a set of masonry tools&lt;br /&gt;
#Create a forge and oven&lt;br /&gt;
#Create an open fireplace&lt;br /&gt;
#Create a coffin and gravestone&lt;br /&gt;
#Create 10 masonry fences&lt;br /&gt;
#Create 10 statues&lt;br /&gt;
#Build a stone house wall&lt;br /&gt;
#Render a wall or fence using clay&lt;br /&gt;
#Create a well&lt;br /&gt;
#Create an item of each stone&lt;br /&gt;
#Create a rare masonry item&lt;br /&gt;
#Improve a masonry item to 30 ql&lt;br /&gt;
Rewards: Novice Bricklayer title, 2 hours sleep bonus&lt;br /&gt;
}}&lt;br /&gt;
'''Basic Training: Pottery''' - Complete at least 9 out of 10 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Apprentice potter&lt;br /&gt;
#Create a set of pottery tools&lt;br /&gt;
#Create an amphora&lt;br /&gt;
#Create 100 clay shingles or bricks&lt;br /&gt;
#Create 10 clay flowerpots&lt;br /&gt;
#Create 10 clay planters&lt;br /&gt;
#Create a measuring jug&lt;br /&gt;
#Use a kiln&lt;br /&gt;
#Create a rare pottery item&lt;br /&gt;
#Improve a pottery item to 30 ql&lt;br /&gt;
Rewards: Novice Ceramist title, 2 hours sleep bonus&lt;br /&gt;
}}&lt;br /&gt;
'''Basic Training: Terraforming''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Apprentice terraformer&lt;br /&gt;
#Create a set of terraforming tools&lt;br /&gt;
#Create a dredge&lt;br /&gt;
#Dig special resources&lt;br /&gt;
#Dig or mine a gem&lt;br /&gt;
#Mine for minerals&lt;br /&gt;
#Flatten or level a cave tile&lt;br /&gt;
#Flatter or level a tile border&lt;br /&gt;
#Prospect for silver or gold&lt;br /&gt;
#Analyze for traces of metal&lt;br /&gt;
#Plan an underground house&lt;br /&gt;
#Pave 10 tiles&lt;br /&gt;
#Mine, dig, or dredge a rare item&lt;br /&gt;
Rewards: Novice Landscaper title, 2 hours sleep bonus&lt;br /&gt;
}}&lt;br /&gt;
'''Basic Training: Cooking''' - Complete at least 11 out of 12 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Apprentice cook&lt;br /&gt;
#Create a set of utensils&lt;br /&gt;
#Learn 50 cooking recipes&lt;br /&gt;
#Butcher animal skins&lt;br /&gt;
#Mill salt&lt;br /&gt;
#Use a wine barrel&lt;br /&gt;
#Bake a pie, tart, or cake&lt;br /&gt;
#Make fruit juice, olive oil, and cooking oil&lt;br /&gt;
#The smell of freshly baked bread&lt;br /&gt;
#Create butter&lt;br /&gt;
#Spit-roast an animal&lt;br /&gt;
#Make rare food&lt;br /&gt;
Rewards: Novice Provisioner title, 2 hours sleep bonus&lt;br /&gt;
}}&lt;br /&gt;
'''Basic Training: Nature''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Apprentice Ecologist&lt;br /&gt;
#Create a set of agriculture tools&lt;br /&gt;
#Plant 10 trees&lt;br /&gt;
#Pick 10 bouquets of flowers&lt;br /&gt;
#Catch a clam&lt;br /&gt;
#Create a trellis&lt;br /&gt;
#Harvest seasonal products&lt;br /&gt;
#Farm vegetables&lt;br /&gt;
#Join a meditation path&lt;br /&gt;
#Breed a creature&lt;br /&gt;
#Milk a cow, bison, and sheep&lt;br /&gt;
#Find foraging and botanizing items&lt;br /&gt;
#Find a rare nature product&lt;br /&gt;
Rewards: Novice Naturalist, 2 hours sleep bonus&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Treasure hunting ===&lt;br /&gt;
&lt;br /&gt;
'''Hunting for Clues''' - Complete at least 5 out of 6 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Search via farming or harvesting&lt;br /&gt;
#search via foraging or botanizing&lt;br /&gt;
#Search via digging or dredging&lt;br /&gt;
#Search via mining&lt;br /&gt;
#Search via investigating&lt;br /&gt;
#Search via catching fish&lt;br /&gt;
Rewards: Scavenger title, 1 hour sleep bonus, 1 novice treasure clue&lt;br /&gt;
}}&lt;br /&gt;
'''Hunting for Treasure''' - Complete at least 7 out of 8 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Complete 10 novice hunts&lt;br /&gt;
#Complete 3 challenging hunts&lt;br /&gt;
#Complete a difficult hunt&lt;br /&gt;
#Create a chess set&lt;br /&gt;
#Kill 50 ambushing creatures&lt;br /&gt;
#Win a game of chess&lt;br /&gt;
#Complete a hunt in 24 hours&lt;br /&gt;
Rewards: Treasure Hunter title, 1 hours sleep bonus, 1 unique treasure hunting reward roll&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Cartography ===&lt;br /&gt;
&lt;br /&gt;
'''Introduction: Cartography''' - Complete at least 8 out of 9 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Complete a Survey&lt;br /&gt;
#Improve a Survey 10 times&lt;br /&gt;
#Create a Cartography Table&lt;br /&gt;
#Create a Blank Map&lt;br /&gt;
#Fill a Cartography Table&lt;br /&gt;
#Create a Painted Map&lt;br /&gt;
#Copy a Painted Map&lt;br /&gt;
#Combine Painted Maps&lt;br /&gt;
#Create an Atlas&lt;br /&gt;
Rewards: Mapmaker Title, 5 Blank Maps, 1 Pottery Jar of Ink &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Introduction: Stamps''' (unlocks at 10 in cartography skill) - Complete at least 9 out of 10 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Create 5 Clay Stamps&lt;br /&gt;
#Change a Clay Stamp's Pattern&lt;br /&gt;
#Set a Gem into a Clay Stamp&lt;br /&gt;
#Imprint a Village or Structure Stamp&lt;br /&gt;
#Imprint a Timer or Annotation Stamp&lt;br /&gt;
#Link a Stamp to the World Map&lt;br /&gt;
#Link a Stamp to a Map&lt;br /&gt;
#Stamp a Map 10 Times&lt;br /&gt;
#Create a Stamp Box&lt;br /&gt;
#Erase Some Stamps&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Priest journal ===&lt;br /&gt;
&lt;br /&gt;
[[Priest]]s can complete an extra three journal levels.&lt;br /&gt;
&lt;br /&gt;
'''Dedication''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Become a priest&lt;br /&gt;
#Enchant an item&lt;br /&gt;
#Receive an item via prayer&lt;br /&gt;
#Reach 40 faith&lt;br /&gt;
#Store favor in a gem&lt;br /&gt;
#Link with another priest&lt;br /&gt;
#Reach 20 channeling&lt;br /&gt;
#Sacrifice an item&lt;br /&gt;
#Listen to a confession&lt;br /&gt;
#Sacrifice a creature&lt;br /&gt;
#Listen to a sermon&lt;br /&gt;
#Spend 1K favor&lt;br /&gt;
#Fully desecrate an altar&lt;br /&gt;
Reward: Blessed title, 2h of sleep bonus (on cluster of completion)&lt;br /&gt;
}}&lt;br /&gt;
'''Approbation''' - Complete at least 12 out of 13 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Reach 50 channeling&lt;br /&gt;
#Cast a spell worth 50 favor&lt;br /&gt;
#Shatter an item&lt;br /&gt;
#Create an electrum statuette&lt;br /&gt;
#Recover 50 favor from a vesseled gem&lt;br /&gt;
#Hold 10 sermons&lt;br /&gt;
#Receive a gem via prayer&lt;br /&gt;
#Convert a player&lt;br /&gt;
#Fully align with your deity&lt;br /&gt;
#Reach 70 faith&lt;br /&gt;
#Sacrifice 1K items&lt;br /&gt;
#Sacrifice an item worth 30 favor&lt;br /&gt;
#Claim a Global Spell Reward&lt;br /&gt;
Reward: Angelic title, increased max faith gains per day and 3hr sleep bonus (on cluster of completion)&lt;br /&gt;
}}&lt;br /&gt;
'''Benediction''' - Complete at least 10 out of 11 goals&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
#Create a gold altar &lt;br /&gt;
#Reach 90 faith&lt;br /&gt;
#Cast a global spell&lt;br /&gt;
#Sacrifice a champion creature&lt;br /&gt;
#Spend 100K favor&lt;br /&gt;
#Hold 100 sermons&lt;br /&gt;
#Reach 70 prayer&lt;br /&gt;
#Sacrifice 10K items&lt;br /&gt;
#Receive 100 gems by prayer&lt;br /&gt;
#Cast a 95 power spell&lt;br /&gt;
#Recover 50 favor form a vesseled star gem&lt;br /&gt;
'''Reward:''' Divine title, +5 power to spell casts and 5hr sleep bonus (on cluster of completion)&lt;br /&gt;
}}&lt;br /&gt;
'''Note:''' the goals of hold 10 sermons and hold 100 sermons only require 1 premium listener to count for the journal.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=300px mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:journal.PNG|The Open Journal Panel&lt;br /&gt;
File:priest_journal.png|Priest Journal&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Archaeology journal]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Babel/J]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Straw_bed&amp;diff=126130</id>
		<title>Straw bed</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Straw_bed&amp;diff=126130"/>
		<updated>2023-06-14T21:15:51Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Straw bed.jpg&lt;br /&gt;
|active=[[plank]]&lt;br /&gt;
|passive=[[mixed grass]] &lt;br /&gt;
|group=Furniture&lt;br /&gt;
|materials=&lt;br /&gt;
* 4x [[plank]]&lt;br /&gt;
* 1x [[mixed grass]] (3.20 kg)&lt;br /&gt;
|result=* [[{{PAGENAME}}]]&lt;br /&gt;
|skill=Thatching&lt;br /&gt;
|decoration=yes&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Thatching]] / [[{{PAGENAME}}]]&lt;br /&gt;
==Description==&lt;br /&gt;
''A bed made from some grasses.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can logout in bed, accumulating useful [[sleep bonus]] the longer you are offline. Right-click the bed and select 'Sleep'.&lt;br /&gt;
*It gives 75% of the sleep bonus of a regular [[bed]].&lt;br /&gt;
* To find out if a bed is available or who is sleeping in it, [[examine]] it. If the bed is occupied, it will say: {{event|block|Some kind of mysterious haze lingers over the ''&amp;lt;type of wood&amp;gt;'' bed, and you notice that the ''&amp;lt;type of wood&amp;gt;'' bed is occupied by the spirit of ''&amp;lt;playername&amp;gt;}}&lt;br /&gt;
* After the sleeper has accumulated the maximum sleep bonus (5 hours), the bed will be automatically freed up for other players to sleep in.&lt;br /&gt;
* If the bed is not on your own deed, there will be a 60 second timer to log out.&lt;br /&gt;
* Sleeping damages a bed, regardless of the house being on a deed or not.&lt;br /&gt;
* Straw beds cannot be repaired. &lt;br /&gt;
* Straw beds can be started, finished, and placed outside a building (or brought into a building).&lt;br /&gt;
* Straw beds can also be picked up into inventory providing you are strong enough.&lt;br /&gt;
* It can be pushed, pulled, and rotated.&lt;br /&gt;
* Can be [[load cargo|loaded]] into any vehicle, except a small cart.&lt;br /&gt;
* No more than 1 bed can fit on a floor or outside tile. &lt;br /&gt;
* You cannot place items on a straw bed.&lt;br /&gt;
* The straw bed cannot be used outside. It needs to be inside a building with all walls completed to use. &lt;br /&gt;
&lt;br /&gt;
=== Renting ===&lt;br /&gt;
* Anyone can sleep on a straw bed. There is no option for setting permissions. (still needs verified for deed permission requirements)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Canopy bed]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Bedroll]]&lt;br /&gt;
* [[Festive bedroll]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bedroll&amp;diff=126129</id>
		<title>Bedroll</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bedroll&amp;diff=126129"/>
		<updated>2023-06-14T21:14:30Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=bedroll.png&lt;br /&gt;
|active=[[Needle]]&lt;br /&gt;
|passive=[[Square piece of wool cloth]] (6.0 kg)&lt;br /&gt;
|group=Decoration&lt;br /&gt;
|materials=* 30x [[String of cloth]]&lt;br /&gt;
* 20x [[Square piece of wool cloth]]&lt;br /&gt;
* 20x [[Square piece of cloth]]&lt;br /&gt;
* 8x [[Strip of leather]]&lt;br /&gt;
|result=* [[{{PAGENAME}}]] (5.50 kg)&lt;br /&gt;
|skill=Cloth tailoring&lt;br /&gt;
|decoration=yes&lt;br /&gt;
|dyeamount=42&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Cloth tailoring]] / [[{{PAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A warm wool bedroll for sleeping outside.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A '''bedroll''' is a portable source of [[sleep bonus]], functioning like a [[bed]], but only providing 75% the amount of sleep bonus over time.&lt;br /&gt;
* In order to use a bedroll, it must be placed within 2 tiles of a [[tent]] owned by the same player. Unlike a bed, it does not need to be inside a building.&lt;br /&gt;
* The [[quality]] of the [[needle]] affects the success chance when creating. &lt;br /&gt;
* Can only be picked up or used by the player who dropped it.&lt;br /&gt;
* Takes damage when slept in, similar to a [[bed]].&lt;br /&gt;
* For info on chances to create a bedroll, see the bedroll talk page.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Festive bedroll]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Straw bed]]&lt;br /&gt;
* [[Canopy bed]]&lt;br /&gt;
[[Category:Wool items]]&lt;br /&gt;
[[Category:Cloth tailoring items]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Festive_bedroll&amp;diff=126128</id>
		<title>Festive bedroll</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Festive_bedroll&amp;diff=126128"/>
		<updated>2023-06-14T21:13:56Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|creation=no&lt;br /&gt;
|result=* [[{{PAGENAME}}]] (5.50kg)&lt;br /&gt;
|skill=Cloth tailoring&lt;br /&gt;
|decoration=yes&lt;br /&gt;
|dyeable=yes&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Cloth tailoring]] / [[{{PAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A warm wool bedroll for sleeping outside.''&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
A '''festive bedroll''' is a portable source of [[sleep bonus]], functioning similarly to a [[bed]].&lt;br /&gt;
&lt;br /&gt;
It is essentially a [[bedroll]] with a unique texture that provides sleep bonus as does a regular bed. It cannot be crafted by players.&lt;br /&gt;
&lt;br /&gt;
In order to use a bedroll, it must be placed within 2 tiles of a [[tent]] owned by the same player. Unlike a bed, it does not need to be inside a building.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Was given as a Christmas gift to premium players in December 2019.&lt;br /&gt;
* Can only be picked up or used by the player who dropped it.&lt;br /&gt;
* Takes damage when slept in, similarly to a [[bed]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Bedroll]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Straw bed]]&lt;br /&gt;
* [[Canopy bed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cloth tailoring items]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Festive_bedroll&amp;diff=126127</id>
		<title>Festive bedroll</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Festive_bedroll&amp;diff=126127"/>
		<updated>2023-06-14T21:13:15Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|creation=no&lt;br /&gt;
|result=* [[{{PAGENAME}}]] (5.50kg)&lt;br /&gt;
|skill=Cloth tailoring&lt;br /&gt;
|decoration=yes&lt;br /&gt;
|dyeable=yes&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Cloth tailoring]] / [[{{PAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A warm wool bedroll for sleeping outside.''&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
A '''festive bedroll''' is a portable source of [[sleep bonus]], functioning similarly to a [[bed]].&lt;br /&gt;
&lt;br /&gt;
It is essentially a [[bedroll]] with a unique texture that provides sleep bonus as does a regular bed. It cannot be crafted by players.&lt;br /&gt;
&lt;br /&gt;
In order to use a bedroll, it must be placed within 2 tiles of a [[tent]] owned by the same player. Unlike a bed, it does not need to be inside a building.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Was given as a Christmas gift to premium players in December 2019.&lt;br /&gt;
* Can only be picked up or used by the player who dropped it.&lt;br /&gt;
* Takes damage when slept in, similarly to a [[bed]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Bedroll]]&lt;br /&gt;
** Has the same function, but only provides 75% the amount of sleep bonus.&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Canopy bed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cloth tailoring items]]&lt;br /&gt;
[[Category:Babel/F]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bedroll&amp;diff=126126</id>
		<title>Bedroll</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bedroll&amp;diff=126126"/>
		<updated>2023-06-14T21:11:41Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=bedroll.png&lt;br /&gt;
|active=[[Needle]]&lt;br /&gt;
|passive=[[Square piece of wool cloth]] (6.0 kg)&lt;br /&gt;
|group=Decoration&lt;br /&gt;
|materials=* 30x [[String of cloth]]&lt;br /&gt;
* 20x [[Square piece of wool cloth]]&lt;br /&gt;
* 20x [[Square piece of cloth]]&lt;br /&gt;
* 8x [[Strip of leather]]&lt;br /&gt;
|result=* [[{{PAGENAME}}]] (5.50 kg)&lt;br /&gt;
|skill=Cloth tailoring&lt;br /&gt;
|decoration=yes&lt;br /&gt;
|dyeamount=42&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Cloth tailoring]] / [[{{PAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A warm wool bedroll for sleeping outside.''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A '''bedroll''' is a portable source of [[sleep bonus]], functioning like a [[bed]], but only providing 75% the amount of sleep bonus over time.&lt;br /&gt;
* In order to use a bedroll, it must be placed within 2 tiles of a [[tent]] owned by the same player. Unlike a bed, it does not need to be inside a building.&lt;br /&gt;
* The [[quality]] of the [[needle]] affects the success chance when creating. &lt;br /&gt;
* Can only be picked up or used by the player who dropped it.&lt;br /&gt;
* Takes damage when slept in, similar to a [[bed]].&lt;br /&gt;
* For info on chances to create a bedroll, see the bedroll talk page.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Festive bedroll]]&lt;br /&gt;
** Has the same function, but provides the same amount of sleep bonus as a bed instead of 75%. It cannot be crafted.&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Straw bed]]&lt;br /&gt;
* [[Canopy bed]]&lt;br /&gt;
[[Category:Wool items]]&lt;br /&gt;
[[Category:Cloth tailoring items]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Canopy_bed&amp;diff=126125</id>
		<title>Canopy bed</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Canopy_bed&amp;diff=126125"/>
		<updated>2023-06-14T21:11:09Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Canopybed.png&lt;br /&gt;
|active=[[head board]]&lt;br /&gt;
|passive=[[bed frame]] &lt;br /&gt;
|group=Furniture&lt;br /&gt;
|materials=* 1x [[head board]]&lt;br /&gt;
* 1x [[bed frame]]&lt;br /&gt;
* 8x [[cotton sheet]]s&lt;br /&gt;
* 10x [[plank]]s&lt;br /&gt;
* 8x [[fur]]s&lt;br /&gt;
* 2x [[large nails]]&lt;br /&gt;
* 2x [[small nails]]&lt;br /&gt;
* 1x [[foot board]]&lt;br /&gt;
|result=* '''{{PAGENAME}}'''&lt;br /&gt;
|skill=Fine carpentry&lt;br /&gt;
|improve=Fine carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''An inviting canopy bed, fit for a king.''&lt;br /&gt;
&lt;br /&gt;
'''Canopy bed''' is a piece of [[Furniture|furniture]] that when inside a [[house]] lets you sleep in it, to gain [[sleep bonus]] for double [[skill]] gain.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
As furniture, a canopy bed may be used as a decoration in addition to the uses described below.&lt;br /&gt;
&lt;br /&gt;
=== Sleeping ===&lt;br /&gt;
You can logout in canopy bed, accumulating useful sleep bonus the longer you are offline. Right-click the bed and select 'Bed' &amp;gt; 'Sleep'.&lt;br /&gt;
&lt;br /&gt;
* A canopy bed can only be slept on if it is inside a completed house. Otherwise the following message will display in your event window: {{event|block|The house is too windy to provide protection.}}&lt;br /&gt;
* To find out if a bed is available or who is sleeping in it, [[examine]] it. If the bed is occupied, it will say: {{event|block|Some kind of mysterious haze lingers over the canopy bed, and you notice that the canopy bed is occupied by the spirit of ''&amp;lt;playername&amp;gt;''.}}&lt;br /&gt;
* After the sleeper has accumulated the maximum sleep bonus (5 hours), the bed will be automatically freed up for other players to sleep in.&lt;br /&gt;
* If the canopy bed is not on your own deed, there will be a 60 second timer for sleeping in it.&lt;br /&gt;
* Sleeping damages a canopy bed, regardless of the house being on a deed or not.&lt;br /&gt;
&lt;br /&gt;
=== Renting ===&lt;br /&gt;
If you have manage item permissions of the house, you can rent beds to other players for [[Bank of Wurm|coins]], making it possible to earn money by running an [[inn]].&lt;br /&gt;
&lt;br /&gt;
Right-click the bed and Select 'Bed' &amp;gt; 'Rent 10 iron' coins, 'Rent 25 iron', 'Rent 50 iron', 'Rent 1 copper', 'Rent 10 copper', 'Rent 1 silver', 'Rent 10 silver', or 'No rent'.&lt;br /&gt;
&lt;br /&gt;
If you rent yourself a bed, the money will be withdrawn from your inventory and you will then logout to sleep.&lt;br /&gt;
&lt;br /&gt;
== Creating ==&lt;br /&gt;
* The [[quality]] of the [[head board]] affects the success chance when creating.&lt;br /&gt;
* The [[bed frame]] is [[damage]]d if you fail.&lt;br /&gt;
* Wood type is determined by the last wooden piece added. &lt;br /&gt;
* Beds can only be started inside a house. It does not have to be a finished house though. You could also build a new house around an existing bed.&lt;br /&gt;
* A bed cannot occupy the same tile as another bed or [[storage bin]].  It can share a tile with a forge or oven.&lt;br /&gt;
* You can use furs larger than what the bed needs. When you add a fur, it will use one kilogram and give you back the rest.&lt;br /&gt;
&lt;br /&gt;
=== Total materials required ===&lt;br /&gt;
* 25x [[plank]]s&lt;br /&gt;
* 4x [[shaft]]s&lt;br /&gt;
* 4x [[small nails]]&lt;br /&gt;
* 3x [[large nails]]&lt;br /&gt;
* 8x [[Cotton_sheet|cotton sheets]] (1.50 kg each)&lt;br /&gt;
* 8x [[fur]]s (1.00 kg each)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Skill Requirement: Fine Carpentry 65.&lt;br /&gt;
* Can not be picked up by hand.&lt;br /&gt;
* Can be loaded into a [[Rowing boat]], [[Large cart]], or anything bigger.&lt;br /&gt;
* Able to have items placed on it.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Straw bed]]&lt;br /&gt;
* [[Bedroll]]&lt;br /&gt;
* [[Festive bedroll]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Decoration]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bed&amp;diff=126124</id>
		<title>Bed</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bed&amp;diff=126124"/>
		<updated>2023-06-14T21:10:32Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=bed.png&lt;br /&gt;
|active=[[head board]]&lt;br /&gt;
|passive=[[bed frame]] &lt;br /&gt;
|group=Decoration&lt;br /&gt;
|materials=* 1x [[head board]]&lt;br /&gt;
* 1x [[bed frame]]&lt;br /&gt;
* 1x [[foot board]]&lt;br /&gt;
* 3x [[fur]]s (1.00 kg)&lt;br /&gt;
* 2x [[Sheet of cloth|cotton sheet]]s (1.50 kg)&lt;br /&gt;
|result=* [[{{PAGENAME}}]]&lt;br /&gt;
|skill=fine carpentry&lt;br /&gt;
|decoration=yes&lt;br /&gt;
|dyeamount=2208/662&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / [[{{PAGENAME}}]]&lt;br /&gt;
==Description==&lt;br /&gt;
''A cosy bed with furs and sheets.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can logout in bed, accumulating useful [[sleep bonus]] the longer you are offline. Right-click the bed and select 'Bed' &amp;gt; 'Sleep'.&lt;br /&gt;
* A bed can only be slept on if it is inside a completed house. Otherwise the following message will display in your event window: {{event|block|The house is too windy to provide protection.}}&lt;br /&gt;
* To find out if a bed is available or who is sleeping in it, [[examine]] it. If the bed is occupied, it will say: {{event|block|Some kind of mysterious haze lingers over the ''&amp;lt;type of wood&amp;gt;'' bed, and you notice that the ''&amp;lt;type of wood&amp;gt;'' bed is occupied by the spirit of ''&amp;lt;playername&amp;gt;}}&lt;br /&gt;
* After the sleeper has accumulated the maximum [[sleep bonus]] (5 hours), the bed will be automatically freed up for other players to sleep in.&lt;br /&gt;
* If the bed is not on your own deed, there will be a 60 second timer to log out.&lt;br /&gt;
* Sleeping damages a bed, regardless of the house being on a deed or not.&lt;br /&gt;
* The [[quality]] of the [[head board]] affects the success chance when creating.&lt;br /&gt;
* The [[bed frame]] is [[damage]]d if you fail.&lt;br /&gt;
* Wood type is determined by the [[foot board]].&lt;br /&gt;
* Beds can only be started inside a house. It does not have to be a finished house though. You could also build a new house around an existing bed.&lt;br /&gt;
* A bed cannot occupy the same tile as another bed or [[storage bin]].  It can share a tile with a forge or oven.&lt;br /&gt;
* You can use furs larger than what the bed needs. When you add a fur, it will use one kilogram and give you back the rest.&lt;br /&gt;
* When finishing the bed, it will be placed perpendicular to you, with the pillow on left side.&lt;br /&gt;
* Can not be picked up by hand, but pushed, pulled, and turned.&lt;br /&gt;
* Can be [[load cargo|loaded]] into any vehicle, except a small cart.&lt;br /&gt;
* Beds that do not have [[permissions]] set may be slept in by anyone who has a '''May Enter''' permission on the building where it's housed. &lt;br /&gt;
* Able to have items placed on it.&lt;br /&gt;
* There are two separate components of beds that can be dyed: the sheets and the wooden frame.&lt;br /&gt;
&lt;br /&gt;
=== Renting ===&lt;br /&gt;
* If you have manage item [[permissions]] of the house, you can rent beds to other players for [[Bank of Wurm|coins]], making it possible to earn money by running an [[inn]].&lt;br /&gt;
**Right-click the bed and Select 'Bed' &amp;gt; 'Rent 10 iron' coins, 'Rent 25 iron', 'Rent 50 iron', 'Rent 1 copper', 'Rent 10 copper', 'Rent 1 silver', 'Rent 10 silver', or 'No rent'.&lt;br /&gt;
**If you rent yourself a bed, the money will be withdrawn from your inventory and you will then logout to sleep.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Canopy bed]]&lt;br /&gt;
* [[Straw bed]]&lt;br /&gt;
* [[Bedroll]]&lt;br /&gt;
* [[Festive bedroll]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fine carpentry items]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bed&amp;diff=126123</id>
		<title>Bed</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bed&amp;diff=126123"/>
		<updated>2023-06-14T21:08:05Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{itemBox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=bed.png&lt;br /&gt;
|active=[[head board]]&lt;br /&gt;
|passive=[[bed frame]] &lt;br /&gt;
|group=Decoration&lt;br /&gt;
|materials=* 1x [[head board]]&lt;br /&gt;
* 1x [[bed frame]]&lt;br /&gt;
* 1x [[foot board]]&lt;br /&gt;
* 3x [[fur]]s (1.00 kg)&lt;br /&gt;
* 2x [[Sheet of cloth|cotton sheet]]s (1.50 kg)&lt;br /&gt;
|result=* [[{{PAGENAME}}]]&lt;br /&gt;
|skill=fine carpentry&lt;br /&gt;
|decoration=yes&lt;br /&gt;
|dyeamount=2208/662&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[Skills]] / [[Carpentry]] / [[Fine carpentry]] / [[{{PAGENAME}}]]&lt;br /&gt;
==Description==&lt;br /&gt;
''A cosy bed with furs and sheets.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can logout in bed, accumulating useful [[sleep bonus]] the longer you are offline. Right-click the bed and select 'Bed' &amp;gt; 'Sleep'.&lt;br /&gt;
* A bed can only be slept on if it is inside a completed house. Otherwise the following message will display in your event window: {{event|block|The house is too windy to provide protection.}}&lt;br /&gt;
* To find out if a bed is available or who is sleeping in it, [[examine]] it. If the bed is occupied, it will say: {{event|block|Some kind of mysterious haze lingers over the ''&amp;lt;type of wood&amp;gt;'' bed, and you notice that the ''&amp;lt;type of wood&amp;gt;'' bed is occupied by the spirit of ''&amp;lt;playername&amp;gt;}}&lt;br /&gt;
* After the sleeper has accumulated the maximum [[sleep bonus]] (5 hours), the bed will be automatically freed up for other players to sleep in.&lt;br /&gt;
* If the bed is not on your own deed, there will be a 60 second timer to log out.&lt;br /&gt;
* Sleeping damages a bed, regardless of the house being on a deed or not.&lt;br /&gt;
* The [[quality]] of the [[head board]] affects the success chance when creating.&lt;br /&gt;
* The [[bed frame]] is [[damage]]d if you fail.&lt;br /&gt;
* Wood type is determined by the [[foot board]].&lt;br /&gt;
* Beds can only be started inside a house. It does not have to be a finished house though. You could also build a new house around an existing bed.&lt;br /&gt;
* A bed cannot occupy the same tile as another bed or [[storage bin]].  It can share a tile with a forge or oven.&lt;br /&gt;
* You can use furs larger than what the bed needs. When you add a fur, it will use one kilogram and give you back the rest.&lt;br /&gt;
* When finishing the bed, it will be placed perpendicular to you, with the pillow on left side.&lt;br /&gt;
* Can not be picked up by hand, but pushed, pulled, and turned.&lt;br /&gt;
* Can be [[load cargo|loaded]] into any vehicle, except a small cart.&lt;br /&gt;
* Beds that do not have [[permissions]] set may be slept in by anyone who has a '''May Enter''' permission on the building where it's housed. &lt;br /&gt;
* Able to have items placed on it.&lt;br /&gt;
* There are two separate components of beds that can be dyed: the sheets and the wooden frame.&lt;br /&gt;
&lt;br /&gt;
=== Renting ===&lt;br /&gt;
* If you have manage item [[permissions]] of the house, you can rent beds to other players for [[Bank of Wurm|coins]], making it possible to earn money by running an [[inn]].&lt;br /&gt;
**Right-click the bed and Select 'Bed' &amp;gt; 'Rent 10 iron' coins, 'Rent 25 iron', 'Rent 50 iron', 'Rent 1 copper', 'Rent 10 copper', 'Rent 1 silver', 'Rent 10 silver', or 'No rent'.&lt;br /&gt;
**If you rent yourself a bed, the money will be withdrawn from your inventory and you will then logout to sleep.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Canopy bed]]&lt;br /&gt;
* [[Straw bed]]&lt;br /&gt;
* [[Bedroll]&lt;br /&gt;
* [[Festive bedroll]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fine carpentry items]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Sleep_bonus&amp;diff=126122</id>
		<title>Sleep bonus</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Sleep_bonus&amp;diff=126122"/>
		<updated>2023-06-14T21:06:59Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Usage */  adding references to straw bed and bedrolls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
'''Sleep bonus''' (SB) provides a period of increased [[skill]], [[characteristic]], and [[stamina]] gain. This is a way to help [[player]]s who can not play for many hours each day, without hindering players who can stay logged on for a long time.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Sleep bonus is gained through the use of a [[bed]] or [[bedroll]].&lt;br /&gt;
To gain with use of a bed: log out by right-clicking a vacant bed inside a completed house and select 'Bed' &amp;gt; 'Sleep'. A player receives 1 minute of sleep bonus for every 24 minutes of sleep, with a maximum of 5 hours of stored sleep bonus. Minimum time to stay asleep is 1 hour. All times are in real-life time, not [[Wurm time]].&lt;br /&gt;
A [[canopy bed]] works like bed, a [[straw bed]] gives only 75% of gain. A [[bedroll]] has to be used near a tent and provides 75% of the gain (the [[festive bedroll]] gives 100%).&lt;br /&gt;
&lt;br /&gt;
You can freeze and resume the consumption of sleep bonus with the command '/fsleep'. The action of activating sleep bonus is on a 5 minutes cooldown.&lt;br /&gt;
You can use the '/sleep' command or press F5 to see your current remaining sleep bonus and whether it is frozen or not.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
* 3x stamina regeneration&lt;br /&gt;
* 2x skill/stat gain&lt;br /&gt;
&lt;br /&gt;
== Accumulation ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Hours of sleep&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bonus time, in minutes&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;48&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;120 (five days)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 hours = the maximum&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Sometimes skill gain is so small that you won't be sure sleep bonus is working or not. Set &amp;quot;Skillgain tab updates&amp;quot; to &amp;quot;Per 0.001 increase&amp;quot; in Settings, Text tab.&lt;br /&gt;
* Sleep bonus does not affect the main [[fighting]] skill (unless using the [[practice doll]]). However, its subskills (defensive, aggressive, and normal) and other fighting-related skills (such as shields and swords) and archery and its subskills, do receive the bonus.&lt;br /&gt;
* Sleep bonus has no effect on faith, alignment, or favor.&lt;br /&gt;
* [[Sleep powder]] grants the user one hour of sleep bonus.&lt;br /&gt;
* [[Rite spells]] give 5 hours of sleep bonus to the relevant god's followers who pray within 24 hours of the spell being cast.&lt;br /&gt;
* The Vynoran spell [[Wisdom of Vynora]] can be used to transform a players available [[fatigue]] into sleep bonus.&lt;br /&gt;
* Sometimes SB is awarded for everybody as a compensation for some server problem that prevented normal Wurm play. Sporadically, there are times where players will have 10 hours of Sleep bonus unintendedly if the player has 5 hours accumulated already. This does not increase the pool of sleep you're able to accumulate and after you cannot gain any sleep bonus above 5 hours through sleeping if you're over your 5 hours despite having had 10 hours. &lt;br /&gt;
*Per [http://forum.wurmonline.com/index.php?/topic/4976-wurm-staff/ Keenan]: ''&amp;quot;Sleep bonus has a hard cap of 10 hours, and a soft cap of 5 or 6 depending on if you've completed the journal entry. This means that as a player, you can only gain up to 5 or 6 hours respectively, whereas we can grant sleep bonus up to a maximum of 10 hours total on your character.&amp;quot;'' &lt;br /&gt;
*Characters with high Fats nutrition level have reduced sleep bonus drain. This is done by restoring an amount of sleep bonus relative to the level of fat bar, for every 5 seconds of sleep bonus, receive x seconds back.&lt;br /&gt;
*When claiming sleep bonus increases from journal entries, the cap is 10 hours, the same as the developer given sleep bonus cap.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wurm_Universe&amp;diff=125391</id>
		<title>Wurm Universe</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wurm_Universe&amp;diff=125391"/>
		<updated>2023-03-06T17:41:18Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Distance, Slopes, and Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page provides a rundown of the physics of the Wurm world. Below are sections individually designated to the various elements of these physics.'''&lt;br /&gt;
&lt;br /&gt;
== Quick References ==&lt;br /&gt;
&lt;br /&gt;
=== Measurements ===&lt;br /&gt;
&lt;br /&gt;
* 1 tile = 4 meter x 4 meter square.&lt;br /&gt;
&lt;br /&gt;
* 250 tiles = 1 kilometer&lt;br /&gt;
&lt;br /&gt;
* 10 dirts (dropped or dug) = 1 meter of slope&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
&lt;br /&gt;
* 1 RL hour = 8 Wurm hours&lt;br /&gt;
&lt;br /&gt;
* 1 RL day = 8 Wurm days&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm day = 3 real hours&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm hour = 7.5 real minutes (0.125 real hours)&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm year = 336 Wurm days = 42 real days&lt;br /&gt;
&lt;br /&gt;
== Distance, Slopes, and Height ==&lt;br /&gt;
&lt;br /&gt;
* The standard measurement designated to measuring distance in Wurm is the “tile”. Tiles are the equally sized squares that the landscape of Wurm Online is entirely composed of. In the 3D world of Wurm a tile can be either flat or inclined, so that one or more of its corners can be higher or lower than the others.&lt;br /&gt;
 &lt;br /&gt;
* A relatively flat tile represents what in real-life would be a 4 meter by 4 meter square. Subsequently, 250 tiles then equals what would be, in real-life, 1 kilometer.&lt;br /&gt;
&lt;br /&gt;
* Exact linear distance can easily be gleaned by using a [[spyglass]], as this tool will display the exact distance between the user and any distant object targeted within its viewing crosshairs. See picture for example:&lt;br /&gt;
&lt;br /&gt;
[[File:Spyglass.png]]&lt;br /&gt;
 &lt;br /&gt;
However, when it comes to measuring heights and slopes, the spyglass is not quite accurate enough to always yield reliable results. Triangulation is thus recommended in such situations:&lt;br /&gt;
&lt;br /&gt;
[[File:Triangulation.png]]&lt;br /&gt;
 &lt;br /&gt;
To use triangulation to determine the height (H) of an object, you must first define a reference point. To do so, take a screenshot (as shown in the example) and measure the angle (α) between the ground and the top of the object, as seen from the reference point. As we have no means to measure angles in-game, we need to use a graphics program to determine the angle on the screenshot. Additionally you need to measure the horizontal distance, which you obtain by counting the number of tiles T (remember: one tile corresponds to a distance of 4 meters). You then get the height H by using this formula:&lt;br /&gt;
&lt;br /&gt;
    '''H = T tan α'''&lt;br /&gt;
&lt;br /&gt;
Here is an example: For a distance of 40 tiles (T=160m) we measure an angle of 14°. Thus, our avatar of Magranon would have a height of:&lt;br /&gt;
&lt;br /&gt;
H = 160m ● tan(14°) = 40m&lt;br /&gt;
&lt;br /&gt;
(Please note that the result has to be rounded, due to the immanent inaccuracy of this method.) Here is a list of heights for some arbitrary objects, just to give some examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;200&amp;quot; | Object&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Height (m)&lt;br /&gt;
|-&lt;br /&gt;
| Player character&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
|House wall (1 floor)&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3 *&lt;br /&gt;
|-&lt;br /&gt;
|Pillar&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5.6&lt;br /&gt;
|-&lt;br /&gt;
|Freedom tower (incl. flag)&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
|Colossus&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 34&lt;br /&gt;
|-&lt;br /&gt;
|Deity avatar&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40&lt;br /&gt;
|}''(*) Note: Cave standard high is 3m too which allows you to build a 1 level house without neither roof nor floor above. House wall are 3m high but floor are 0.3m thick, thus level on floor of the 1rst level is at a height of 3.3m. If you want to connect a bridge flat you need to have 3.3m (33 dirt level) elevation from the ground at the other end. &lt;br /&gt;
&lt;br /&gt;
* Finally, talking about measuring heights, we must look at another basic unit of measurement used in the Wurm world: “dirts”. Whenever we see sloped tiles defining the 3D landscape, the elevation of slopes is given in terms of the amount of “dirts&amp;quot; dropped. When terraforming the land you use a shovel to dig or drop dirt - you add or subtract one “unit of dirt” with each action of the shovel.&lt;br /&gt;
 &lt;br /&gt;
* Using the method of triangulation described above, we can find out how these “units of dirt” correspond to metric units. By dropping dirt, we make elevated platforms of various heights thus creating different slopes. We then position an observer in a pit, so that the eye level is slightly above the ground, and take screenshots:&lt;br /&gt;
&lt;br /&gt;
[[File:Slope04raw.jpg]] .....         [[File:Slope120raw.jpg]]&lt;br /&gt;
 &lt;br /&gt;
[[File:ExperimentDiagram.jpg|800x333px]]&lt;br /&gt;
 &lt;br /&gt;
Measuring the angles and using the formula given above, we can triangulate the elevation of the platform:&lt;br /&gt;
&lt;br /&gt;
[[File:Slope060_annotated.jpg]]  .....      [[File:Slope120_annotated.jpg]]&lt;br /&gt;
 &lt;br /&gt;
This table shows the angle for slopes spanning a single tile):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Slope&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Angle&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Elevation (m)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 14.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 26.6&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 36.9&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 45.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 51.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 56.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 63.4&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 66.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 68.2&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 75.1&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 15.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 78.7&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 20.0&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
Thus, there is a simple relation between “dirts” and metric units:&lt;br /&gt;
&lt;br /&gt;
    '''1 meter = 10 dirts.'''&lt;br /&gt;
&lt;br /&gt;
Using this method, it is also possible to determine the height of a player character with sufficient accuracy:&lt;br /&gt;
&lt;br /&gt;
[[File:CharacterPerspective.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Volume ==&lt;br /&gt;
&lt;br /&gt;
Volume is a measurement of how much space an item takes up. This measure is often not displayed in-game. Bulk bins are the one exception.  &lt;br /&gt;
&lt;br /&gt;
More Notes on Volume in Wurm:&lt;br /&gt;
&lt;br /&gt;
* Liquids happen to be 1kg to 1L (weight to volume), and because of this, are often referenced in liters (L). Many solid items have different kg to L relationships. Examples:&lt;br /&gt;
** A small bucket can hold 12 L. A full bucket of water contains 12 L of water weighting 12 kg.  &lt;br /&gt;
** A pottery bowl can hold 9 L and weights 0.50 kg. A fillet of fish is 0.20 L and weights 0.30 kg. Thus, a pottery bowl can hold 45 fillets (9 / 0.2 = 45) and will weight 14 kg (13.50 kg fillet, 0.50 kg bowl).&lt;br /&gt;
&lt;br /&gt;
* Volume puts limits on how much of something can fit in a container. All containers themselves consume slightly more volume then they hold. Hypothetically then, players can carry infinite volume and containers can hold infinite weight.&lt;br /&gt;
&lt;br /&gt;
* You can calculate how many of an item will fit in a container by dividing the container's volume by the stored item's volume. See the [[Container]] page for a list of containers and volume capacities.&lt;br /&gt;
&lt;br /&gt;
== Time, Seasons ==&lt;br /&gt;
&lt;br /&gt;
* The world of Wurm rotates rapidly around its axis: approximately 8 times faster than the real-life Earth. As a result, the following statements are true:&lt;br /&gt;
&lt;br /&gt;
      '''1 real day = 8 Wurm days'''	AND	'''1 Wurm day = 3 real hours'''&lt;br /&gt;
&lt;br /&gt;
      '''1 real hour = 8 Wurm hours'''	AND	'''1 Wurm hour = 0.125 real hours (7.5 real minutes)'''&lt;br /&gt;
&lt;br /&gt;
* For more help with time, see the following '''Game Time Conversion Table''':&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Real&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Wurm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Minutes&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Hours&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Days&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Weeks&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Months&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Years&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Minutes&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Hours&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Days&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Weeks&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Months&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Years&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 480.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.05&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,440.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 24.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.03&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 11,520.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 192.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10,080.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 168.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 80,640.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,344.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 56.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.92&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 43,829.10&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 730.49&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 30.44&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.08&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 350,632.80&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5,843.88&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 243.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 34.79&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.76&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.73&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 525,949.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8,765.82&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 365.24&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 52.18&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 12.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4,207,592.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 70,126.53&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 2,921.94&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 417.42&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 104.40&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 180.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,440.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 24.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,260.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 21.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.03&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10,080.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 168.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5,040.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 84.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.11&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40,320.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 672.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 28.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.08&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60,480.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,008.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 42.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.37&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.11&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 483,840.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8,064.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 336.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 48.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 12.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Wurm world also experiences 4 different seasons called “winter”, “spring”, “summer”, and “autumn”. These seasons reoccur regularly during 336 Wurm days. As such:&lt;br /&gt;
&lt;br /&gt;
                 '''1 Wurm year = 336 Wurm days = 42 real days.'''&lt;br /&gt;
&lt;br /&gt;
* This is a convenient number, because 336 = 7 x 4 x 12, allowing us to split a Wurm year into 12 months (called “starfalls”), each with 4 weeks of 7 days. As such:&lt;br /&gt;
 &lt;br /&gt;
                 '''1 Wurm year = 12 starfalls&lt;br /&gt;
                 1 starfall = 4 Wurm weeks = 3.5 real days&lt;br /&gt;
                 1 Wurm week = 7 Wurm days = 21 real hours.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The 12 Starfalls and Associated Harvest Seasons===&lt;br /&gt;
&lt;br /&gt;
# Diamonds Starfall - ''[[Pinenut]] (week 1)''&lt;br /&gt;
# Saw Starfall - ''No seasons''&lt;br /&gt;
# Digging Starfall - ''No seasons''&lt;br /&gt;
# Leaf Starfall - [[Oleander]] (week 2)'', ''[[Camellia]] (week 4), &lt;br /&gt;
# Bear starfall - [[Lavender flowers]] (week 2), [[Rose flowers]] (week 3), [[Maple]] (week 4)''&lt;br /&gt;
# Snake starfall - ''[[Acorns]] (week 2)''&lt;br /&gt;
# White Shark starfall - ''[[Cherry]] (week 1)''&lt;br /&gt;
# Fire Starfall - ''[[Olive]] (week 1), ''[[Blueberries]] (week 2)'', [[Hops]] (week 3)'', [[Orange]] (week 4)''&lt;br /&gt;
# Raven starfall - ''[[Grape]] (week 1), ''[[Lemon]] (week 2), [[Apple]] (week 3)'', ''[[Chestnuts]] season (week 4)''&lt;br /&gt;
# Dancer Starfall - ''[[Raspberries]] season (week 1)'', ''[[Walnuts]] (week 2), [[Hazelnuts]] (week 3)'', ''[[Lingonberries]] season (week 4)''&lt;br /&gt;
# Omen Starfall - ''No seasons''&lt;br /&gt;
# Silent Starfall - ''No seasons''&lt;br /&gt;
&lt;br /&gt;
===Weekdays (7)===&lt;br /&gt;
&lt;br /&gt;
# Day of the Ant&lt;br /&gt;
# Day of Luck&lt;br /&gt;
# Day of the Wurm&lt;br /&gt;
# Day of Wrath&lt;br /&gt;
# Day of Tears&lt;br /&gt;
# Day of Sleep&lt;br /&gt;
# Day of Awakening&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The Wurm year has 4 seasons:&lt;br /&gt;
&lt;br /&gt;
# '''Spring''' (beginning in week 3 of the Diamond Starfall)&lt;br /&gt;
# '''Summer''' (beginning in week 1 of the Leaf Starfall)&lt;br /&gt;
# '''Autumn''' (beginning in week 4 of the Raven Starfall)&lt;br /&gt;
# '''Winter''' (beginning in week 2 of the Silent Starfall).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Wurm calendar, showing days, weeks, starfalls, and the seasons:&lt;br /&gt;
*''Please note: The actual season for harvest can be -/+ 2 weeks. Also any day (and any minute in that day) in that week.''&lt;br /&gt;
&lt;br /&gt;
[[File:wurmcalendar.JPG]]&lt;br /&gt;
&lt;br /&gt;
(Image taken from Yaga's &amp;quot;WurmClock V3&amp;quot;, by courtesy of [http://www.wurmpedia.com/index.php/Player:Yaga Yaga].)&lt;br /&gt;
&lt;br /&gt;
==Weather/Meteorology==&lt;br /&gt;
&lt;br /&gt;
Having 4 seasons (as noted above) means a lot of weather changes. There is no patterns to the weather other than snow is only during winter. Wind is also unpredictable but seems to follow the same direction on multiple servers. The time span for wind changes also varies.&lt;br /&gt;
&lt;br /&gt;
*'''[[Wind]]''' Only affects boats, can help or hurt the speed if the player if facing/following the [[wind]]. &lt;br /&gt;
:* Finding [[wind]] direction is easy, '''In game''' use /weather or on '''Official wurm Discord''' use !weather&lt;br /&gt;
&lt;br /&gt;
*'''[[Rain]]''' The water level is a set depth and not impacted by rainfall. Rainbows can occur during rainfall.&lt;br /&gt;
:* With [[Sorcery]], [[rain]] can be summoned using the lightning spell&lt;br /&gt;
:* Burn times of outdoor furnaces are reduced when it rains, the exact amount is unknown.&lt;br /&gt;
*'''Lightning''' Visual during rain and also has a unique function on players.&lt;br /&gt;
:* In the player's event tab, this could happen ''YOU ARE HIT BY LIGHTNING! OUCH! A strange dizziness runs through your head, eventually sharpening your senses.''&lt;br /&gt;
:* Mind speed will increase drastically(3.0+), the down side is all equipped armor/weapons will have 20 damage on them. The chances of getting hit are rare.&lt;br /&gt;
::*0.000024% chance on 2k servers (Deliverance, Exodus, Pristine, Release)&lt;br /&gt;
::*0.000006% chance on 4k servers (Independence)&lt;br /&gt;
::*0.0000015% chance on 8k servers (Xanadu)&lt;br /&gt;
&lt;br /&gt;
*'''Snow''' changes the visual terrain to white. Its main purpose is to make [[snowball]]s to throw or use in a [[larder]] to keep food from decaying as fast.&lt;br /&gt;
&lt;br /&gt;
*'''[[Fog]]''' Was rumored that [[fog spider]]s predicted this, however they do spawn during this time. [[Fog]] is only server wide and not on the cluster like wind&lt;br /&gt;
&lt;br /&gt;
*'''Day/Night''' With a day and night cycle, the distance seen can vary. All weather types can happen at any part of the day, [[moons]] can also been seen at different times.&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wurm_Universe&amp;diff=125069</id>
		<title>Wurm Universe</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wurm_Universe&amp;diff=125069"/>
		<updated>2023-02-18T10:34:04Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Distance, Slopes, and Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page provides a rundown of the physics of the Wurm world. Below are sections individually designated to the various elements of these physics.'''&lt;br /&gt;
&lt;br /&gt;
== Quick References ==&lt;br /&gt;
&lt;br /&gt;
=== Measurements ===&lt;br /&gt;
&lt;br /&gt;
* 1 tile = 4 meter x 4 meter square.&lt;br /&gt;
&lt;br /&gt;
* 250 tiles = 1 kilometer&lt;br /&gt;
&lt;br /&gt;
* 10 dirts (dropped or dug) = 1 meter of slope&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
&lt;br /&gt;
* 1 RL hour = 8 Wurm hours&lt;br /&gt;
&lt;br /&gt;
* 1 RL day = 8 Wurm days&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm day = 3 real hours&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm hour = 7.5 real minutes (0.125 real hours)&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm year = 336 Wurm days = 42 real days&lt;br /&gt;
&lt;br /&gt;
== Distance, Slopes, and Height ==&lt;br /&gt;
&lt;br /&gt;
* The standard measurement designated to measuring distance in Wurm is the “tile”. Tiles are the equally sized squares that the landscape of Wurm Online is entirely composed of. In the 3D world of Wurm a tile can be either flat or inclined, so that one or more of its corners can be higher or lower than the others.&lt;br /&gt;
 &lt;br /&gt;
* A relatively flat tile represents what in real-life would be a 4 meter by 4 meter square. Subsequently, 250 tiles then equals what would be, in real-life, 1 kilometer.&lt;br /&gt;
&lt;br /&gt;
* Exact linear distance can easily be gleaned by using a [[spyglass]], as this tool will display the exact distance between the user and any distant object targeted within its viewing crosshairs. See picture for example:&lt;br /&gt;
&lt;br /&gt;
[[File:Spyglass.png]]&lt;br /&gt;
 &lt;br /&gt;
However, when it comes to measuring heights and slopes, the spyglass is not quite accurate enough to always yield reliable results. Triangulation is thus recommended in such situations:&lt;br /&gt;
&lt;br /&gt;
[[File:Triangulation.png]]&lt;br /&gt;
 &lt;br /&gt;
To use triangulation to determine the height (H) of an object, you must first define a reference point. To do so, take a screenshot (as shown in the example) and measure the angle (α) between the ground and the top of the object, as seen from the reference point. As we have no means to measure angles in-game, we need to use a graphics program to determine the angle on the screenshot. Additionally you need to measure the horizontal distance, which you obtain by counting the number of tiles T (remember: one tile corresponds to a distance of 4 meters). You then get the height H by using this formula:&lt;br /&gt;
&lt;br /&gt;
    '''H = T tan α'''&lt;br /&gt;
&lt;br /&gt;
Here is an example: For a distance of 40 tiles (T=160m) we measure an angle of 14°. Thus, our avatar of Magranon would have a height of:&lt;br /&gt;
&lt;br /&gt;
H = 160m ● tan(14°) = 40m&lt;br /&gt;
&lt;br /&gt;
(Please note that the result has to be rounded, due to the immanent inaccuracy of this method.) Here is a list of heights for some arbitrary objects, just to give some examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;200&amp;quot; | Object&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Height (m)&lt;br /&gt;
|-&lt;br /&gt;
| Player character&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
|House wall (1 floor)&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3 *&lt;br /&gt;
|-&lt;br /&gt;
|Pillar&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5.6&lt;br /&gt;
|-&lt;br /&gt;
|Freedom tower (incl. flag)&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
|Colossus&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 34&lt;br /&gt;
|-&lt;br /&gt;
|Deity avatar&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40&lt;br /&gt;
|}''(*) Note: the ground floor of a house has a height of 3.3 m outside, but only 3.0m in cave wich is also standard mine tile high.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Finally, talking about measuring heights, we must look at another basic unit of measurement used in the Wurm world: “dirts”. Whenever we see sloped tiles defining the 3D landscape, the elevation of slopes is given in terms of the amount of “dirts&amp;quot; dropped. When terraforming the land you use a shovel to dig or drop dirt - you add or subtract one “unit of dirt” with each action of the shovel.&lt;br /&gt;
 &lt;br /&gt;
* Using the method of triangulation described above, we can find out how these “units of dirt” correspond to metric units. By dropping dirt, we make elevated platforms of various heights thus creating different slopes. We then position an observer in a pit, so that the eye level is slightly above the ground, and take screenshots:&lt;br /&gt;
&lt;br /&gt;
[[File:Slope04raw.jpg]] .....         [[File:Slope120raw.jpg]]&lt;br /&gt;
 &lt;br /&gt;
[[File:ExperimentDiagram.jpg|800x333px]]&lt;br /&gt;
 &lt;br /&gt;
Measuring the angles and using the formula given above, we can triangulate the elevation of the platform:&lt;br /&gt;
&lt;br /&gt;
[[File:Slope060_annotated.jpg]]  .....      [[File:Slope120_annotated.jpg]]&lt;br /&gt;
 &lt;br /&gt;
This table shows the angle for slopes spanning a single tile):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Slope&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Angle&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Elevation (m)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 14.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 26.6&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 36.9&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 45.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 51.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 56.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 63.4&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 66.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 68.2&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 75.1&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 15.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 78.7&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 20.0&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
Thus, there is a simple relation between “dirts” and metric units:&lt;br /&gt;
&lt;br /&gt;
    '''1 meter = 10 dirts.'''&lt;br /&gt;
&lt;br /&gt;
Using this method, it is also possible to determine the height of a player character with sufficient accuracy:&lt;br /&gt;
&lt;br /&gt;
[[File:CharacterPerspective.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Volume ==&lt;br /&gt;
&lt;br /&gt;
Volume is a measurement of how much space an item takes up. This measure is often not displayed in-game. Bulk bins are the one exception.  &lt;br /&gt;
&lt;br /&gt;
More Notes on Volume in Wurm:&lt;br /&gt;
&lt;br /&gt;
* Liquids happen to be 1kg to 1L (weight to volume), and because of this, are often referenced in liters (L). Many solid items have different kg to L relationships. Examples:&lt;br /&gt;
** A small bucket can hold 12 L. A full bucket of water contains 12 L of water weighting 12 kg.  &lt;br /&gt;
** A pottery bowl can hold 9 L and weights 0.50 kg. A fillet of fish is 0.20 L and weights 0.30 kg. Thus, a pottery bowl can hold 45 fillets (9 / 0.2 = 45) and will weight 14 kg (13.50 kg fillet, 0.50 kg bowl).&lt;br /&gt;
&lt;br /&gt;
* Volume puts limits on how much of something can fit in a container. All containers themselves consume slightly more volume then they hold. Hypothetically then, players can carry infinite volume and containers can hold infinite weight.&lt;br /&gt;
&lt;br /&gt;
* You can calculate how many of an item will fit in a container by dividing the container's volume by the stored item's volume. See the [[Container]] page for a list of containers and volume capacities.&lt;br /&gt;
&lt;br /&gt;
== Time, Seasons ==&lt;br /&gt;
&lt;br /&gt;
* The world of Wurm rotates rapidly around its axis: approximately 8 times faster than the real-life Earth. As a result, the following statements are true:&lt;br /&gt;
&lt;br /&gt;
      '''1 real day = 8 Wurm days'''	AND	'''1 Wurm day = 3 real hours'''&lt;br /&gt;
&lt;br /&gt;
      '''1 real hour = 8 Wurm hours'''	AND	'''1 Wurm hour = 0.125 real hours (7.5 real minutes)'''&lt;br /&gt;
&lt;br /&gt;
* For more help with time, see the following '''Game Time Conversion Table''':&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Real&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Wurm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Minutes&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Hours&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Days&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Weeks&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Months&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Years&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Minutes&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Hours&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Days&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Weeks&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Months&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Years&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 480.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.05&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,440.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 24.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.03&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 11,520.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 192.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10,080.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 168.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 80,640.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,344.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 56.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.92&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 43,829.10&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 730.49&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 30.44&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.08&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 350,632.80&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5,843.88&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 243.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 34.79&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.76&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.73&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 525,949.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8,765.82&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 365.24&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 52.18&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 12.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4,207,592.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 70,126.53&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 2,921.94&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 417.42&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 104.40&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 180.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,440.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 24.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,260.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 21.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.03&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10,080.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 168.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5,040.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 84.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.11&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40,320.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 672.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 28.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.08&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60,480.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,008.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 42.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.37&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.11&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 483,840.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8,064.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 336.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 48.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 12.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Wurm world also experiences 4 different seasons called “winter”, “spring”, “summer”, and “autumn”. These seasons reoccur regularly during 336 Wurm days. As such:&lt;br /&gt;
&lt;br /&gt;
                 '''1 Wurm year = 336 Wurm days = 42 real days.'''&lt;br /&gt;
&lt;br /&gt;
* This is a convenient number, because 336 = 7 x 4 x 12, allowing us to split a Wurm year into 12 months (called “starfalls”), each with 4 weeks of 7 days. As such:&lt;br /&gt;
 &lt;br /&gt;
                 '''1 Wurm year = 12 starfalls&lt;br /&gt;
                 1 starfall = 4 Wurm weeks = 3.5 real days&lt;br /&gt;
                 1 Wurm week = 7 Wurm days = 21 real hours.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The 12 Starfalls and Associated Harvest Seasons===&lt;br /&gt;
&lt;br /&gt;
# Diamonds Starfall - ''[[Pinenut]] (week 1)''&lt;br /&gt;
# Saw Starfall - ''No seasons''&lt;br /&gt;
# Digging Starfall - ''No seasons''&lt;br /&gt;
# Leaf Starfall - [[Oleander]] (week 2)'', ''[[Camellia]] (week 4), &lt;br /&gt;
# Bear starfall - [[Lavender flowers]] (week 2), [[Rose flowers]] (week 3), [[Maple]] (week 4)''&lt;br /&gt;
# Snake starfall - ''[[Acorns]] (week 2)''&lt;br /&gt;
# White Shark starfall - ''[[Cherry]] (week 1)''&lt;br /&gt;
# Fire Starfall - ''[[Olive]] (week 1), ''[[Blueberries]] (week 2)'', [[Hops]] (week 3)'', [[Orange]] (week 4)''&lt;br /&gt;
# Raven starfall - ''[[Grape]] (week 1), ''[[Lemon]] (week 2), [[Apple]] (week 3)'', ''[[Chestnuts]] season (week 4)''&lt;br /&gt;
# Dancer Starfall - ''[[Raspberries]] season (week 1)'', ''[[Walnuts]] (week 2), [[Hazelnuts]] (week 3)'', ''[[Lingonberries]] season (week 4)''&lt;br /&gt;
# Omen Starfall - ''No seasons''&lt;br /&gt;
# Silent Starfall - ''No seasons''&lt;br /&gt;
&lt;br /&gt;
===Weekdays (7)===&lt;br /&gt;
&lt;br /&gt;
# Day of the Ant&lt;br /&gt;
# Day of Luck&lt;br /&gt;
# Day of the Wurm&lt;br /&gt;
# Day of Wrath&lt;br /&gt;
# Day of Tears&lt;br /&gt;
# Day of Sleep&lt;br /&gt;
# Day of Awakening&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The Wurm year has 4 seasons:&lt;br /&gt;
&lt;br /&gt;
# '''Spring''' (beginning in week 3 of the Diamond Starfall)&lt;br /&gt;
# '''Summer''' (beginning in week 1 of the Leaf Starfall)&lt;br /&gt;
# '''Autumn''' (beginning in week 4 of the Raven Starfall)&lt;br /&gt;
# '''Winter''' (beginning in week 2 of the Silent Starfall).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Wurm calendar, showing days, weeks, starfalls, and the seasons:&lt;br /&gt;
*''Please note: The actual season for harvest can be -/+ 2 weeks. Also any day (and any minute in that day) in that week.''&lt;br /&gt;
&lt;br /&gt;
[[File:wurmcalendar.JPG]]&lt;br /&gt;
&lt;br /&gt;
(Image taken from Yaga's &amp;quot;WurmClock V3&amp;quot;, by courtesy of [http://www.wurmpedia.com/index.php/Player:Yaga Yaga].)&lt;br /&gt;
&lt;br /&gt;
==Weather/Meteorology==&lt;br /&gt;
&lt;br /&gt;
Having 4 seasons (as noted above) means a lot of weather changes. There is no patterns to the weather other than snow is only during winter. Wind is also unpredictable but seems to follow the same direction on multiple servers. The time span for wind changes also varies.&lt;br /&gt;
&lt;br /&gt;
*'''[[Wind]]''' Only affects boats, can help or hurt the speed if the player if facing/following the [[wind]]. &lt;br /&gt;
:* Finding [[wind]] direction is easy, '''In game''' use /weather or on '''Official wurm Discord''' use !weather&lt;br /&gt;
&lt;br /&gt;
*'''[[Rain]]''' The water level is a set depth and not impacted by rainfall. Rainbows can occur during rainfall.&lt;br /&gt;
:* With [[Sorcery]], [[rain]] can be summoned using the lightning spell&lt;br /&gt;
:* Burn times of outdoor furnaces are reduced when it rains, the exact amount is unknown.&lt;br /&gt;
*'''Lightning''' Visual during rain and also has a unique function on players.&lt;br /&gt;
:* In the player's event tab, this could happen ''YOU ARE HIT BY LIGHTNING! OUCH! A strange dizziness runs through your head, eventually sharpening your senses.''&lt;br /&gt;
:* Mind speed will increase drastically(3.0+), the down side is all equipped armor/weapons will have 20 damage on them. The chances of getting hit are rare.&lt;br /&gt;
::*0.000024% chance on 2k servers (Deliverance, Exodus, Pristine, Release)&lt;br /&gt;
::*0.000006% chance on 4k servers (Independence)&lt;br /&gt;
::*0.0000015% chance on 8k servers (Xanadu)&lt;br /&gt;
&lt;br /&gt;
*'''Snow''' changes the visual terrain to white. Its main purpose is to make [[snowball]]s to throw or use in a [[larder]] to keep food from decaying as fast.&lt;br /&gt;
&lt;br /&gt;
*'''[[Fog]]''' Was rumored that [[fog spider]]s predicted this, however they do spawn during this time. [[Fog]] is only server wide and not on the cluster like wind&lt;br /&gt;
&lt;br /&gt;
*'''Day/Night''' With a day and night cycle, the distance seen can vary. All weather types can happen at any part of the day, [[moons]] can also been seen at different times.&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Wurm_Universe&amp;diff=125068</id>
		<title>Wurm Universe</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Wurm_Universe&amp;diff=125068"/>
		<updated>2023-02-18T10:32:13Z</updated>

		<summary type="html">&lt;p&gt;TimHaus: /* Distance, Slopes, and Height */ adding precision on houses first floor high, only 3.0m in caves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page provides a rundown of the physics of the Wurm world. Below are sections individually designated to the various elements of these physics.'''&lt;br /&gt;
&lt;br /&gt;
== Quick References ==&lt;br /&gt;
&lt;br /&gt;
=== Measurements ===&lt;br /&gt;
&lt;br /&gt;
* 1 tile = 4 meter x 4 meter square.&lt;br /&gt;
&lt;br /&gt;
* 250 tiles = 1 kilometer&lt;br /&gt;
&lt;br /&gt;
* 10 dirts (dropped or dug) = 1 meter of slope&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
&lt;br /&gt;
* 1 RL hour = 8 Wurm hours&lt;br /&gt;
&lt;br /&gt;
* 1 RL day = 8 Wurm days&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm day = 3 real hours&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm hour = 7.5 real minutes (0.125 real hours)&lt;br /&gt;
&lt;br /&gt;
* 1 Wurm year = 336 Wurm days = 42 real days&lt;br /&gt;
&lt;br /&gt;
== Distance, Slopes, and Height ==&lt;br /&gt;
&lt;br /&gt;
* The standard measurement designated to measuring distance in Wurm is the “tile”. Tiles are the equally sized squares that the landscape of Wurm Online is entirely composed of. In the 3D world of Wurm a tile can be either flat or inclined, so that one or more of its corners can be higher or lower than the others.&lt;br /&gt;
 &lt;br /&gt;
* A relatively flat tile represents what in real-life would be a 4 meter by 4 meter square. Subsequently, 250 tiles then equals what would be, in real-life, 1 kilometer.&lt;br /&gt;
&lt;br /&gt;
* Exact linear distance can easily be gleaned by using a [[spyglass]], as this tool will display the exact distance between the user and any distant object targeted within its viewing crosshairs. See picture for example:&lt;br /&gt;
&lt;br /&gt;
[[File:Spyglass.png]]&lt;br /&gt;
 &lt;br /&gt;
However, when it comes to measuring heights and slopes, the spyglass is not quite accurate enough to always yield reliable results. Triangulation is thus recommended in such situations:&lt;br /&gt;
&lt;br /&gt;
[[File:Triangulation.png]]&lt;br /&gt;
 &lt;br /&gt;
To use triangulation to determine the height (H) of an object, you must first define a reference point. To do so, take a screenshot (as shown in the example) and measure the angle (α) between the ground and the top of the object, as seen from the reference point. As we have no means to measure angles in-game, we need to use a graphics program to determine the angle on the screenshot. Additionally you need to measure the horizontal distance, which you obtain by counting the number of tiles T (remember: one tile corresponds to a distance of 4 meters). You then get the height H by using this formula:&lt;br /&gt;
&lt;br /&gt;
    '''H = T tan α'''&lt;br /&gt;
&lt;br /&gt;
Here is an example: For a distance of 40 tiles (T=160m) we measure an angle of 14°. Thus, our avatar of Magranon would have a height of:&lt;br /&gt;
&lt;br /&gt;
H = 160m ● tan(14°) = 40m&lt;br /&gt;
&lt;br /&gt;
(Please note that the result has to be rounded, due to the immanent inaccuracy of this method.) Here is a list of heights for some arbitrary objects, just to give some examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;200&amp;quot; | Object&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Height (m)&lt;br /&gt;
|-&lt;br /&gt;
| Player character&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
|House wall (1 floor)&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3 *&lt;br /&gt;
|-&lt;br /&gt;
|Pillar&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5.6&lt;br /&gt;
|-&lt;br /&gt;
|Freedom tower (incl. flag)&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
|Colossus&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 34&lt;br /&gt;
|-&lt;br /&gt;
|Deity avatar&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40&lt;br /&gt;
|}''(*) Note: the ground floor of a house has a height of 3.3 m outside, 3.0m in cave''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Finally, talking about measuring heights, we must look at another basic unit of measurement used in the Wurm world: “dirts”. Whenever we see sloped tiles defining the 3D landscape, the elevation of slopes is given in terms of the amount of “dirts&amp;quot; dropped. When terraforming the land you use a shovel to dig or drop dirt - you add or subtract one “unit of dirt” with each action of the shovel.&lt;br /&gt;
 &lt;br /&gt;
* Using the method of triangulation described above, we can find out how these “units of dirt” correspond to metric units. By dropping dirt, we make elevated platforms of various heights thus creating different slopes. We then position an observer in a pit, so that the eye level is slightly above the ground, and take screenshots:&lt;br /&gt;
&lt;br /&gt;
[[File:Slope04raw.jpg]] .....         [[File:Slope120raw.jpg]]&lt;br /&gt;
 &lt;br /&gt;
[[File:ExperimentDiagram.jpg|800x333px]]&lt;br /&gt;
 &lt;br /&gt;
Measuring the angles and using the formula given above, we can triangulate the elevation of the platform:&lt;br /&gt;
&lt;br /&gt;
[[File:Slope060_annotated.jpg]]  .....      [[File:Slope120_annotated.jpg]]&lt;br /&gt;
 &lt;br /&gt;
This table shows the angle for slopes spanning a single tile):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Slope&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Angle&lt;br /&gt;
! style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Elevation (m)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 14.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 26.6&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 36.9&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 45.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 51.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 56.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.3&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 63.4&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 66.0&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 68.2&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 75.1&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 15.0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 78.7&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 20.0&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
Thus, there is a simple relation between “dirts” and metric units:&lt;br /&gt;
&lt;br /&gt;
    '''1 meter = 10 dirts.'''&lt;br /&gt;
&lt;br /&gt;
Using this method, it is also possible to determine the height of a player character with sufficient accuracy:&lt;br /&gt;
&lt;br /&gt;
[[File:CharacterPerspective.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Volume ==&lt;br /&gt;
&lt;br /&gt;
Volume is a measurement of how much space an item takes up. This measure is often not displayed in-game. Bulk bins are the one exception.  &lt;br /&gt;
&lt;br /&gt;
More Notes on Volume in Wurm:&lt;br /&gt;
&lt;br /&gt;
* Liquids happen to be 1kg to 1L (weight to volume), and because of this, are often referenced in liters (L). Many solid items have different kg to L relationships. Examples:&lt;br /&gt;
** A small bucket can hold 12 L. A full bucket of water contains 12 L of water weighting 12 kg.  &lt;br /&gt;
** A pottery bowl can hold 9 L and weights 0.50 kg. A fillet of fish is 0.20 L and weights 0.30 kg. Thus, a pottery bowl can hold 45 fillets (9 / 0.2 = 45) and will weight 14 kg (13.50 kg fillet, 0.50 kg bowl).&lt;br /&gt;
&lt;br /&gt;
* Volume puts limits on how much of something can fit in a container. All containers themselves consume slightly more volume then they hold. Hypothetically then, players can carry infinite volume and containers can hold infinite weight.&lt;br /&gt;
&lt;br /&gt;
* You can calculate how many of an item will fit in a container by dividing the container's volume by the stored item's volume. See the [[Container]] page for a list of containers and volume capacities.&lt;br /&gt;
&lt;br /&gt;
== Time, Seasons ==&lt;br /&gt;
&lt;br /&gt;
* The world of Wurm rotates rapidly around its axis: approximately 8 times faster than the real-life Earth. As a result, the following statements are true:&lt;br /&gt;
&lt;br /&gt;
      '''1 real day = 8 Wurm days'''	AND	'''1 Wurm day = 3 real hours'''&lt;br /&gt;
&lt;br /&gt;
      '''1 real hour = 8 Wurm hours'''	AND	'''1 Wurm hour = 0.125 real hours (7.5 real minutes)'''&lt;br /&gt;
&lt;br /&gt;
* For more help with time, see the following '''Game Time Conversion Table''':&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Real&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Wurm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Minutes&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Hours&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Days&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Weeks&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Months&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Years&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Minutes&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Hours&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Days&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Weeks&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Months&lt;br /&gt;
| style=&amp;quot;font-weight: bold; text-align: center;&amp;quot; width=&amp;quot;100&amp;quot; | Years&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 480.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.05&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,440.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 24.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.03&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 11,520.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 192.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10,080.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 168.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 80,640.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,344.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 56.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.92&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 43,829.10&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 730.49&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 30.44&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.35&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.08&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 350,632.80&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5,843.88&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 243.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 34.79&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.76&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.73&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 525,949.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8,765.82&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 365.24&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 52.18&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 12.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4,207,592.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 70,126.53&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 2,921.94&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 417.42&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 104.40&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8.70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 180.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,440.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 24.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.04&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,260.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 21.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.13&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.03&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 10,080.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 168.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.02&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5,040.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 84.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.11&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.01&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 40,320.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 672.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 28.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.08&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 60,480.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1,008.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 42.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1.37&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 0.11&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 483,840.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8,064.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 336.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 48.00&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 12.00&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight: bold;&amp;quot; | 1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Wurm world also experiences 4 different seasons called “winter”, “spring”, “summer”, and “autumn”. These seasons reoccur regularly during 336 Wurm days. As such:&lt;br /&gt;
&lt;br /&gt;
                 '''1 Wurm year = 336 Wurm days = 42 real days.'''&lt;br /&gt;
&lt;br /&gt;
* This is a convenient number, because 336 = 7 x 4 x 12, allowing us to split a Wurm year into 12 months (called “starfalls”), each with 4 weeks of 7 days. As such:&lt;br /&gt;
 &lt;br /&gt;
                 '''1 Wurm year = 12 starfalls&lt;br /&gt;
                 1 starfall = 4 Wurm weeks = 3.5 real days&lt;br /&gt;
                 1 Wurm week = 7 Wurm days = 21 real hours.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The 12 Starfalls and Associated Harvest Seasons===&lt;br /&gt;
&lt;br /&gt;
# Diamonds Starfall - ''[[Pinenut]] (week 1)''&lt;br /&gt;
# Saw Starfall - ''No seasons''&lt;br /&gt;
# Digging Starfall - ''No seasons''&lt;br /&gt;
# Leaf Starfall - [[Oleander]] (week 2)'', ''[[Camellia]] (week 4), &lt;br /&gt;
# Bear starfall - [[Lavender flowers]] (week 2), [[Rose flowers]] (week 3), [[Maple]] (week 4)''&lt;br /&gt;
# Snake starfall - ''[[Acorns]] (week 2)''&lt;br /&gt;
# White Shark starfall - ''[[Cherry]] (week 1)''&lt;br /&gt;
# Fire Starfall - ''[[Olive]] (week 1), ''[[Blueberries]] (week 2)'', [[Hops]] (week 3)'', [[Orange]] (week 4)''&lt;br /&gt;
# Raven starfall - ''[[Grape]] (week 1), ''[[Lemon]] (week 2), [[Apple]] (week 3)'', ''[[Chestnuts]] season (week 4)''&lt;br /&gt;
# Dancer Starfall - ''[[Raspberries]] season (week 1)'', ''[[Walnuts]] (week 2), [[Hazelnuts]] (week 3)'', ''[[Lingonberries]] season (week 4)''&lt;br /&gt;
# Omen Starfall - ''No seasons''&lt;br /&gt;
# Silent Starfall - ''No seasons''&lt;br /&gt;
&lt;br /&gt;
===Weekdays (7)===&lt;br /&gt;
&lt;br /&gt;
# Day of the Ant&lt;br /&gt;
# Day of Luck&lt;br /&gt;
# Day of the Wurm&lt;br /&gt;
# Day of Wrath&lt;br /&gt;
# Day of Tears&lt;br /&gt;
# Day of Sleep&lt;br /&gt;
# Day of Awakening&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The Wurm year has 4 seasons:&lt;br /&gt;
&lt;br /&gt;
# '''Spring''' (beginning in week 3 of the Diamond Starfall)&lt;br /&gt;
# '''Summer''' (beginning in week 1 of the Leaf Starfall)&lt;br /&gt;
# '''Autumn''' (beginning in week 4 of the Raven Starfall)&lt;br /&gt;
# '''Winter''' (beginning in week 2 of the Silent Starfall).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Wurm calendar, showing days, weeks, starfalls, and the seasons:&lt;br /&gt;
*''Please note: The actual season for harvest can be -/+ 2 weeks. Also any day (and any minute in that day) in that week.''&lt;br /&gt;
&lt;br /&gt;
[[File:wurmcalendar.JPG]]&lt;br /&gt;
&lt;br /&gt;
(Image taken from Yaga's &amp;quot;WurmClock V3&amp;quot;, by courtesy of [http://www.wurmpedia.com/index.php/Player:Yaga Yaga].)&lt;br /&gt;
&lt;br /&gt;
==Weather/Meteorology==&lt;br /&gt;
&lt;br /&gt;
Having 4 seasons (as noted above) means a lot of weather changes. There is no patterns to the weather other than snow is only during winter. Wind is also unpredictable but seems to follow the same direction on multiple servers. The time span for wind changes also varies.&lt;br /&gt;
&lt;br /&gt;
*'''[[Wind]]''' Only affects boats, can help or hurt the speed if the player if facing/following the [[wind]]. &lt;br /&gt;
:* Finding [[wind]] direction is easy, '''In game''' use /weather or on '''Official wurm Discord''' use !weather&lt;br /&gt;
&lt;br /&gt;
*'''[[Rain]]''' The water level is a set depth and not impacted by rainfall. Rainbows can occur during rainfall.&lt;br /&gt;
:* With [[Sorcery]], [[rain]] can be summoned using the lightning spell&lt;br /&gt;
:* Burn times of outdoor furnaces are reduced when it rains, the exact amount is unknown.&lt;br /&gt;
*'''Lightning''' Visual during rain and also has a unique function on players.&lt;br /&gt;
:* In the player's event tab, this could happen ''YOU ARE HIT BY LIGHTNING! OUCH! A strange dizziness runs through your head, eventually sharpening your senses.''&lt;br /&gt;
:* Mind speed will increase drastically(3.0+), the down side is all equipped armor/weapons will have 20 damage on them. The chances of getting hit are rare.&lt;br /&gt;
::*0.000024% chance on 2k servers (Deliverance, Exodus, Pristine, Release)&lt;br /&gt;
::*0.000006% chance on 4k servers (Independence)&lt;br /&gt;
::*0.0000015% chance on 8k servers (Xanadu)&lt;br /&gt;
&lt;br /&gt;
*'''Snow''' changes the visual terrain to white. Its main purpose is to make [[snowball]]s to throw or use in a [[larder]] to keep food from decaying as fast.&lt;br /&gt;
&lt;br /&gt;
*'''[[Fog]]''' Was rumored that [[fog spider]]s predicted this, however they do spawn during this time. [[Fog]] is only server wide and not on the cluster like wind&lt;br /&gt;
&lt;br /&gt;
*'''Day/Night''' With a day and night cycle, the distance seen can vary. All weather types can happen at any part of the day, [[moons]] can also been seen at different times.&lt;/div&gt;</summary>
		<author><name>TimHaus</name></author>
		
	</entry>
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