<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.wurmpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vanya</id>
	<title>Wurmpedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.wurmpedia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vanya"/>
	<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php/Special:Contributions/Vanya"/>
	<updated>2026-06-04T06:57:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80594</id>
		<title>Analyse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80594"/>
		<updated>2013-07-29T15:18:25Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analyse is an action granted by the [[prospecting]] skill. When used on recently mined [[rock shards]], or even [[ore]]s, it allows you to determine if any ore veins are nearby the tile the shard was mined from, as well as their approximate distance from that tile.  The action is first unlocked at prospecting skill level 20.  To Analyse, right-click a rock shards, and select &amp;quot;Analyse.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Event messages==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;You are unable to work out how to analyse the shard.&amp;quot; - You are below prospecting skill level 20.&lt;br /&gt;
*&amp;quot;It looks like someone has tampered with the rock shards and therefore you decide not to analyse it.&amp;quot; - The shard has already been analysed and cannot be analysed again..  Also appears if part of the shards have been used to make something or used in improving.  &lt;br /&gt;
*&amp;quot;The rock shards looks too old for a decent analysis and therefore you decide not to analyse it.&amp;quot; - Appears if you try to analyse a shard from a [[bulk storage bin]]. (Also may be given if the shard really is too old? - Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
When analysing a shard, several messages will appear in the event window over several seconds.&lt;br /&gt;
&lt;br /&gt;
Depending on your prospecting skill, you will receive different amounts of information from the shard. Nearby ores will appear as traces every few lines. The strength of the traces shows the distance from the tile the shard originated from, to the tile with the ore vein.  The level of your prospecting skill will determine the strength of the traces you can detect.&lt;br /&gt;
&lt;br /&gt;
The four different strengths:&lt;br /&gt;
*'''&amp;quot;Traces&amp;quot;''' - Shows for ore that is 1 tile away. Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Slight traces&amp;quot;''' - Shows for ore that is 2 tiles away.  Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Faint traces&amp;quot;''' - Shows for ore that is 3 tiles away.  Unlocked at prospecting level 35.&lt;br /&gt;
*'''&amp;quot;Minuscule traces&amp;quot;''' - Shows for ore that is 4 tiles away. Unlocked at prospecting level 40. (Needs confirmation) (Required level is &amp;gt;40)&lt;br /&gt;
*'''&amp;quot;Vague traces&amp;quot;''' - Shows for ore that is 5 tiles away. Unlocked at prospecting level 70. (Needs confirmation)&lt;br /&gt;
*'''&amp;quot;Indistinct traces&amp;quot;''' - Shows for ore that is 6 tiles away. Unlocked at prospecting level 85(?). (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
The distance away from the analysed rock shard/tile is a square of radius equivalent to the distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, at higher prospecting levels, you can begin to see the quality of veins.  Veins farther away require more skill in order to assess the quality.  Rather than a specific quality, it lists a range of quality.  This is the same vein quality system used in prospecting. &lt;br /&gt;
&lt;br /&gt;
The quality ranges are:&lt;br /&gt;
*Poor: 20-29 QL&lt;br /&gt;
*Acceptable: 30-39 QL&lt;br /&gt;
*Normal: 40-59 QL&lt;br /&gt;
*Good: 60-79 QL&lt;br /&gt;
*Very good: 80-94 QL&lt;br /&gt;
*Utmost: 95-99 QL&lt;br /&gt;
&lt;br /&gt;
Level necessary to see quality at specific distances:&lt;br /&gt;
*&amp;quot;Traces&amp;quot; quality, unlocked at level 22&lt;br /&gt;
*&amp;quot;Slight traces&amp;quot; quality, unlocked at level 60 (Needs confirmation) (Required level is &amp;lt;41 and &amp;gt;24)&lt;br /&gt;
*&amp;quot;Faint traces&amp;quot; quality, unlocked at level 70 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Minuscule traces&amp;quot; quality, unlocked at level 80 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Vague traces&amp;quot; quality, unlocked at level 90 (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''NOTE'''''&lt;br /&gt;
&lt;br /&gt;
By the most new experiments (''done at 20 skill in prospecting''), it looks like the more distance the ore is at, the more difficult is to determine what its.&lt;br /&gt;
A message like '''''[xx:xx:xx] You notice a slight trace of something, but cannot quite make it out.''''' would be shown then, as an example, for some ore in the 2nd tile radius, displaying the ore vein as unknown (even if the vein is exposed and you can see it).&lt;br /&gt;
&lt;br /&gt;
Anyway, such given message does not mean that there is an ore beyond that point (and if there is, at that lvl of skill its imposible to say), but that there is an ore in the given radius.&lt;br /&gt;
&lt;br /&gt;
It also looks like different kinds of ore have their own difficulty for being detected. So, since the message from above has been given at 20 prospecting skill and with a '''Silver Vein''', the message '''''[xx:xx:xx] You spot a slight trace of zinc ore'''.'' has been given with a Zinc Vein at 2 tiles away.&lt;br /&gt;
&lt;br /&gt;
So far, for now, '''Silver''' and '''Lead''' are not identificable at '''20 skill''' in Prospecting, but '''Zinc''' is when its beyond the 1st tile radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
This is a possible analyse readout at prospecting level 20-29:&lt;br /&gt;
&lt;br /&gt;
*You start to analyse the shard.&lt;br /&gt;
*Lots of different sized rock shards.&lt;br /&gt;
*You notice a trace of silver ore.&lt;br /&gt;
*You take a closer look.&lt;br /&gt;
*You notice a slight trace of iron ore.&lt;br /&gt;
*You finish analysing the shard.&lt;br /&gt;
&lt;br /&gt;
This indicates that the [[silver ore]] is within one tile of the analysed rock shard/tile. So it could be one tile North, South, East, West, Northwest, Southwest, Southeast, or Northeast of the analysed tile.  It is the square of tiles immediately surrounding the analysed one.  Each increment of distance beyond this is the square of tiles immediately surrounding the previous one. In this example the second square, of distance two, holds the [[iron ore]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
*Rare pickaxe will not add another line of information. &lt;br /&gt;
*Ores may also be analysed.&lt;br /&gt;
*There is a skill tick chance for each trace strength analysis. (ex. If you can go up to &amp;quot;faint traces&amp;quot; you get 3 skill tick chances.)&lt;br /&gt;
*You get more prospecting skill gain when you have lower stamina.&lt;br /&gt;
*It is possible to detect two veins in the same distance zone. Both can have its quality range listed and be of same type, each on separate lines.&lt;br /&gt;
*Rock shard QL plays no part in how much information is given.&lt;br /&gt;
&lt;br /&gt;
===Uncertain knowledge===&lt;br /&gt;
*Rare rock shards do not appear to give any more information than normal rock shards. (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
*[[Flint]] and [[salt]] detection may be possible (if not now, in the future.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Prospecting]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80577</id>
		<title>Analyse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80577"/>
		<updated>2013-07-29T04:48:50Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analyse is an action granted by the [[prospecting]] skill. When used on recently mined [[rock shards]], or even [[ore]]s, it allows you to determine if any ore veins are nearby the tile the shard was mined from, as well as their approximate distance from that tile.  The action is first unlocked at prospecting skill level 20.  To Analyse, right-click a rock shards, and select &amp;quot;Analyse.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Event messages==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;You are unable to work out how to analyse the shard.&amp;quot; - You are below prospecting skill level 20.&lt;br /&gt;
*&amp;quot;It looks like someone has tampered with the rock shards and therefore you decide not to analyse it.&amp;quot; - The shard has already been analysed and cannot be analysed again..  Also appears if part of the shards have been used to make something or used in improving.  &lt;br /&gt;
*&amp;quot;The rock shards looks too old for a decent analysis and therefore you decide not to analyse it.&amp;quot; - Appears if you try to analyse a shard from a [[bulk storage bin]]. (Also may be given if the shard really is too old? - Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
When analysing a shard, several messages will appear in the event window over several seconds.&lt;br /&gt;
&lt;br /&gt;
Depending on your prospecting skill, you will receive different amounts of information from the shard. Nearby ores will appear as traces every few lines. The strength of the traces shows the distance from the tile the shard originated from, to the tile with the ore vein.  The level of your prospecting skill will determine the strength of the traces you can detect.&lt;br /&gt;
&lt;br /&gt;
The four different strengths:&lt;br /&gt;
*'''&amp;quot;Traces&amp;quot;''' - Shows for ore that is 1 tile away. Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Slight traces&amp;quot;''' - Shows for ore that is 2 tiles away.  Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Faint traces&amp;quot;''' - Shows for ore that is 3 tiles away.  Unlocked at prospecting level 35.&lt;br /&gt;
*'''&amp;quot;Minuscule traces&amp;quot;''' - Shows for ore that is 4 tiles away. Unlocked at prospecting level 40. (Needs confirmation) (Required level is &amp;gt;40)&lt;br /&gt;
*'''&amp;quot;Vague traces&amp;quot;''' - Shows for ore that is 5 tiles away. Unlocked at prospecting level 70. (Needs confirmation)&lt;br /&gt;
*'''&amp;quot;Indistinct traces&amp;quot;''' - Shows for ore that is 6 tiles away. Unlocked at prospecting level 85(?). (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
The distance away from the analysed rock shard/tile is a square of radius equivalent to the distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, at higher prospecting levels, you can begin to see the quality of veins.  Veins farther away require more skill in order to assess the quality.  Rather than a specific quality, it lists a range of quality.  This is the same vein quality system used in prospecting. &lt;br /&gt;
&lt;br /&gt;
The quality ranges are:&lt;br /&gt;
*Poor: 20-29 QL&lt;br /&gt;
*Acceptable: 30-39 QL&lt;br /&gt;
*Normal: 40-59 QL&lt;br /&gt;
*Good: 60-79 QL&lt;br /&gt;
*Very good: 80-94 QL&lt;br /&gt;
*Utmost: 95-99 QL&lt;br /&gt;
&lt;br /&gt;
Level necessary to see quality at specific distances:&lt;br /&gt;
*&amp;quot;Traces&amp;quot; quality, unlocked at level 22&lt;br /&gt;
*&amp;quot;Slight traces&amp;quot; quality, unlocked at level 60 (Needs confirmation) (Required level is &amp;lt;41 and &amp;gt;24)&lt;br /&gt;
*&amp;quot;Faint traces&amp;quot; quality, unlocked at level 70 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Minuscule traces&amp;quot; quality, unlocked at level 80 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Vague traces&amp;quot; quality, unlocked at level 90 (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''NOTE'''''&lt;br /&gt;
&lt;br /&gt;
By the most new experiments (''done at 20 skill in prospecting''), it looks like the more distance the ore is, the more difficult its to determine what is.&lt;br /&gt;
A message like '''''[xx:xx:xx] You notice a slight trace of something, but cannot quite make it out.''''' would be shown then, as an example, for some ore in the 2nd tile radius, displaying the ore vein as unknown (even if the vein is exposed and you can see it).&lt;br /&gt;
&lt;br /&gt;
Anyway, such given message does not mean that there is an ore beyond that point (and if there is, at that lvl of skill its imposible to say), but that there is an ore in the given radius.&lt;br /&gt;
&lt;br /&gt;
It also looks like different kinds of ore have their own difficulty for being detected. So, since the message from above has been given at 20 prospecting skill and with a '''Silver Vein''', the message '''''[xx:xx:xx] You spot a slight trace of zinc ore'''.'' has been given with a Zinc Vein at 2 tiles away.&lt;br /&gt;
&lt;br /&gt;
So far, for now, '''Silver''' and '''Lead''' are not identificable at '''20 skill''' in Prospecting, but '''Zinc''' is when its beyond the 1st tile radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
This is a possible analyse readout at prospecting level 20-29:&lt;br /&gt;
&lt;br /&gt;
*You start to analyse the shard.&lt;br /&gt;
*Lots of different sized rock shards.&lt;br /&gt;
*You notice a trace of silver ore.&lt;br /&gt;
*You take a closer look.&lt;br /&gt;
*You notice a slight trace of iron ore.&lt;br /&gt;
*You finish analysing the shard.&lt;br /&gt;
&lt;br /&gt;
This indicates that the [[silver ore]] is within one tile of the analysed rock shard/tile. So it could be one tile North, South, East, West, Northwest, Southwest, Southeast, or Northeast of the analysed tile.  It is the square of tiles immediately surrounding the analysed one.  Each increment of distance beyond this is the square of tiles immediately surrounding the previous one. In this example the second square, of distance two, holds the [[iron ore]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
*Rare pickaxe will not add another line of information. &lt;br /&gt;
*Ores may also be analysed.&lt;br /&gt;
*There is a skill tick chance for each trace strength analysis. (ex. If you can go up to &amp;quot;faint traces&amp;quot; you get 3 skill tick chances.)&lt;br /&gt;
*You get more prospecting skill gain when you have lower stamina.&lt;br /&gt;
*It is possible to detect two veins in the same distance zone. Both can have its quality range listed and be of same type, each on separate lines.&lt;br /&gt;
*Rock shard QL plays no part in how much information is given.&lt;br /&gt;
&lt;br /&gt;
===Uncertain knowledge===&lt;br /&gt;
*Rare rock shards do not appear to give any more information than normal rock shards. (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
*[[Flint]] and [[salt]] detection may be possible (if not now, in the future.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Prospecting]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80576</id>
		<title>Analyse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80576"/>
		<updated>2013-07-29T04:30:32Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analyse is an action granted by the [[prospecting]] skill. When used on recently mined [[rock shards]], or even [[ore]]s, it allows you to determine if any ore veins are nearby the tile the shard was mined from, as well as their approximate distance from that tile.  The action is first unlocked at prospecting skill level 20.  To Analyse, right-click a rock shards, and select &amp;quot;Analyse.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Event messages==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;You are unable to work out how to analyse the shard.&amp;quot; - You are below prospecting skill level 20.&lt;br /&gt;
*&amp;quot;It looks like someone has tampered with the rock shards and therefore you decide not to analyse it.&amp;quot; - The shard has already been analysed and cannot be analysed again..  Also appears if part of the shards have been used to make something or used in improving.  &lt;br /&gt;
*&amp;quot;The rock shards looks too old for a decent analysis and therefore you decide not to analyse it.&amp;quot; - Appears if you try to analyse a shard from a [[bulk storage bin]]. (Also may be given if the shard really is too old? - Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
When analysing a shard, several messages will appear in the event window over several seconds.&lt;br /&gt;
&lt;br /&gt;
Depending on your prospecting skill, you will receive different amounts of information from the shard. Nearby ores will appear as traces every few lines. The strength of the traces shows the distance from the tile the shard originated from, to the tile with the ore vein.  The level of your prospecting skill will determine the strength of the traces you can detect.&lt;br /&gt;
&lt;br /&gt;
The four different strengths:&lt;br /&gt;
*'''&amp;quot;Traces&amp;quot;''' - Shows for ore that is 1 tile away. Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Slight traces&amp;quot;''' - Shows for ore that is 2 tiles away.  Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Faint traces&amp;quot;''' - Shows for ore that is 3 tiles away.  Unlocked at prospecting level 35.&lt;br /&gt;
*'''&amp;quot;Minuscule traces&amp;quot;''' - Shows for ore that is 4 tiles away. Unlocked at prospecting level 40. (Needs confirmation) (Required level is &amp;gt;40)&lt;br /&gt;
*'''&amp;quot;Vague traces&amp;quot;''' - Shows for ore that is 5 tiles away. Unlocked at prospecting level 70. (Needs confirmation)&lt;br /&gt;
*'''&amp;quot;Indistinct traces&amp;quot;''' - Shows for ore that is 6 tiles away. Unlocked at prospecting level 85(?). (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
The distance away from the analysed rock shard/tile is a square of radius equivalent to the distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, at higher prospecting levels, you can begin to see the quality of veins.  Veins farther away require more skill in order to assess the quality.  Rather than a specific quality, it lists a range of quality.  This is the same vein quality system used in prospecting. &lt;br /&gt;
&lt;br /&gt;
The quality ranges are:&lt;br /&gt;
*Poor: 20-29 QL&lt;br /&gt;
*Acceptable: 30-39 QL&lt;br /&gt;
*Normal: 40-59 QL&lt;br /&gt;
*Good: 60-79 QL&lt;br /&gt;
*Very good: 80-94 QL&lt;br /&gt;
*Utmost: 95-99 QL&lt;br /&gt;
&lt;br /&gt;
Level necessary to see quality at specific distances:&lt;br /&gt;
*&amp;quot;Traces&amp;quot; quality, unlocked at level 22&lt;br /&gt;
*&amp;quot;Slight traces&amp;quot; quality, unlocked at level 60 (Needs confirmation) (Required level is &amp;lt;41 and &amp;gt;24)&lt;br /&gt;
*&amp;quot;Faint traces&amp;quot; quality, unlocked at level 70 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Minuscule traces&amp;quot; quality, unlocked at level 80 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Vague traces&amp;quot; quality, unlocked at level 90 (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''NOTE'''''&lt;br /&gt;
&lt;br /&gt;
By the most new experiments (''done at 20 skill in prospecting''), it looks like the more distance the ore is, the more difficult its to determine what is.&lt;br /&gt;
A message like '''''[xx:xx:xx] You notice a slight trace of something, but cannot quite make it out.''''' would be shown then, as an example, for some ore in the 2nd tile radius, displaying the ore vein as unknown (even if the vein is exposed and you can see it).&lt;br /&gt;
&lt;br /&gt;
Anyway, such given message does not mean that there is an ore beyond that point (and if there is, at that lvl of skill its imposible to say), but that there is an ore in the given radius.&lt;br /&gt;
&lt;br /&gt;
It also looks like different kinds of ore have their own difficulty for being detected. So, since the message from above has been given at 20 prospecting skill and with a '''Silver Vein''', the message '''''[xx:xx:xx] You spot a slight trace of zinc ore'''.'' has been given with a Zinc Vein at 2 tiles away.&lt;br /&gt;
&lt;br /&gt;
So far, for now, '''Silver''' and '''Lead''' are not identificable at '''20 skill''' in Prospecting, but '''Zinc''' is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
This is a possible analyse readout at prospecting level 20-29:&lt;br /&gt;
&lt;br /&gt;
*You start to analyse the shard.&lt;br /&gt;
*Lots of different sized rock shards.&lt;br /&gt;
*You notice a trace of silver ore.&lt;br /&gt;
*You take a closer look.&lt;br /&gt;
*You notice a slight trace of iron ore.&lt;br /&gt;
*You finish analysing the shard.&lt;br /&gt;
&lt;br /&gt;
This indicates that the [[silver ore]] is within one tile of the analysed rock shard/tile. So it could be one tile North, South, East, West, Northwest, Southwest, Southeast, or Northeast of the analysed tile.  It is the square of tiles immediately surrounding the analysed one.  Each increment of distance beyond this is the square of tiles immediately surrounding the previous one. In this example the second square, of distance two, holds the [[iron ore]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
*Rare pickaxe will not add another line of information. &lt;br /&gt;
*Ores may also be analysed.&lt;br /&gt;
*There is a skill tick chance for each trace strength analysis. (ex. If you can go up to &amp;quot;faint traces&amp;quot; you get 3 skill tick chances.)&lt;br /&gt;
*You get more prospecting skill gain when you have lower stamina.&lt;br /&gt;
*It is possible to detect two veins in the same distance zone. Both can have its quality range listed and be of same type, each on separate lines.&lt;br /&gt;
*Rock shard QL plays no part in how much information is given.&lt;br /&gt;
&lt;br /&gt;
===Uncertain knowledge===&lt;br /&gt;
*Rare rock shards do not appear to give any more information than normal rock shards. (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
*[[Flint]] and [[salt]] detection may be possible (if not now, in the future.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Prospecting]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80575</id>
		<title>Analyse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80575"/>
		<updated>2013-07-29T04:29:05Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analyse is an action granted by the [[prospecting]] skill. When used on recently mined [[rock shards]], or even [[ore]]s, it allows you to determine if any ore veins are nearby the tile the shard was mined from, as well as their approximate distance from that tile.  The action is first unlocked at prospecting skill level 20.  To Analyse, right-click a rock shards, and select &amp;quot;Analyse.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Event messages==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;You are unable to work out how to analyse the shard.&amp;quot; - You are below prospecting skill level 20.&lt;br /&gt;
*&amp;quot;It looks like someone has tampered with the rock shards and therefore you decide not to analyse it.&amp;quot; - The shard has already been analysed and cannot be analysed again..  Also appears if part of the shards have been used to make something or used in improving.  &lt;br /&gt;
*&amp;quot;The rock shards looks too old for a decent analysis and therefore you decide not to analyse it.&amp;quot; - Appears if you try to analyse a shard from a [[bulk storage bin]]. (Also may be given if the shard really is too old? - Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
When analysing a shard, several messages will appear in the event window over several seconds.&lt;br /&gt;
&lt;br /&gt;
Depending on your prospecting skill, you will receive different amounts of information from the shard. Nearby ores will appear as traces every few lines. The strength of the traces shows the distance from the tile the shard originated from, to the tile with the ore vein.  The level of your prospecting skill will determine the strength of the traces you can detect.&lt;br /&gt;
&lt;br /&gt;
The four different strengths:&lt;br /&gt;
*'''&amp;quot;Traces&amp;quot;''' - Shows for ore that is 1 tile away. Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Slight traces&amp;quot;''' - Shows for ore that is 2 tiles away.  Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Faint traces&amp;quot;''' - Shows for ore that is 3 tiles away.  Unlocked at prospecting level 35.&lt;br /&gt;
*'''&amp;quot;Minuscule traces&amp;quot;''' - Shows for ore that is 4 tiles away. Unlocked at prospecting level 40. (Needs confirmation) (Required level is &amp;gt;40)&lt;br /&gt;
*'''&amp;quot;Vague traces&amp;quot;''' - Shows for ore that is 5 tiles away. Unlocked at prospecting level 70. (Needs confirmation)&lt;br /&gt;
*'''&amp;quot;Indistinct traces&amp;quot;''' - Shows for ore that is 6 tiles away. Unlocked at prospecting level 85(?). (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
The distance away from the analysed rock shard/tile is a square of radius equivalent to the distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, at higher prospecting levels, you can begin to see the quality of veins.  Veins farther away require more skill in order to assess the quality.  Rather than a specific quality, it lists a range of quality.  This is the same vein quality system used in prospecting. &lt;br /&gt;
&lt;br /&gt;
The quality ranges are:&lt;br /&gt;
*Poor: 20-29 QL&lt;br /&gt;
*Acceptable: 30-39 QL&lt;br /&gt;
*Normal: 40-59 QL&lt;br /&gt;
*Good: 60-79 QL&lt;br /&gt;
*Very good: 80-94 QL&lt;br /&gt;
*Utmost: 95-99 QL&lt;br /&gt;
&lt;br /&gt;
Level necessary to see quality at specific distances:&lt;br /&gt;
*&amp;quot;Traces&amp;quot; quality, unlocked at level 22&lt;br /&gt;
*&amp;quot;Slight traces&amp;quot; quality, unlocked at level 60 (Needs confirmation) (Required level is &amp;lt;41 and &amp;gt;24)&lt;br /&gt;
*&amp;quot;Faint traces&amp;quot; quality, unlocked at level 70 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Minuscule traces&amp;quot; quality, unlocked at level 80 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Vague traces&amp;quot; quality, unlocked at level 90 (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''NOTE'''''&lt;br /&gt;
&lt;br /&gt;
By the most new experiments (done at 20 skill in prospecting), it looks like the more distance the ore is, the more difficult its to determine what is.&lt;br /&gt;
A message like ''[xx:xx:xx] You notice a slight trace of something, but cannot quite make it out.'' would be shown then, as an example, for some ore in the 2nd tile radius, displaying the ore vein as unknown (even if the vein is exposed and you can see it).&lt;br /&gt;
&lt;br /&gt;
Anyway, such given message does not mean that there is an ore beyond that point (and if there is, at that lvl of skill its imposible to say), but that there is an ore in the given radius.&lt;br /&gt;
&lt;br /&gt;
It also looks like different kinds of ore have their own difficulty for being detected. So, since the message from above has been given at 20 prospect skill and with a Silver Vein, the message ''[xx:xx:xx] You spot a slight trace of zinc ore.'' has been given with a Zinc Vein at 2 tiles away.&lt;br /&gt;
&lt;br /&gt;
So far, for now, Silver and Lead are not identificable at 20 skill in Prospecting, but Zinc is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
This is a possible analyse readout at prospecting level 20-29:&lt;br /&gt;
&lt;br /&gt;
*You start to analyse the shard.&lt;br /&gt;
*Lots of different sized rock shards.&lt;br /&gt;
*You notice a trace of silver ore.&lt;br /&gt;
*You take a closer look.&lt;br /&gt;
*You notice a slight trace of iron ore.&lt;br /&gt;
*You finish analysing the shard.&lt;br /&gt;
&lt;br /&gt;
This indicates that the [[silver ore]] is within one tile of the analysed rock shard/tile. So it could be one tile North, South, East, West, Northwest, Southwest, Southeast, or Northeast of the analysed tile.  It is the square of tiles immediately surrounding the analysed one.  Each increment of distance beyond this is the square of tiles immediately surrounding the previous one. In this example the second square, of distance two, holds the [[iron ore]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
*Rare pickaxe will not add another line of information. &lt;br /&gt;
*Ores may also be analysed.&lt;br /&gt;
*There is a skill tick chance for each trace strength analysis. (ex. If you can go up to &amp;quot;faint traces&amp;quot; you get 3 skill tick chances.)&lt;br /&gt;
*You get more prospecting skill gain when you have lower stamina.&lt;br /&gt;
*It is possible to detect two veins in the same distance zone. Both can have its quality range listed and be of same type, each on separate lines.&lt;br /&gt;
*Rock shard QL plays no part in how much information is given.&lt;br /&gt;
&lt;br /&gt;
===Uncertain knowledge===&lt;br /&gt;
*Rare rock shards do not appear to give any more information than normal rock shards. (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
*[[Flint]] and [[salt]] detection may be possible (if not now, in the future.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Prospecting]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80574</id>
		<title>Analyse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80574"/>
		<updated>2013-07-29T04:28:49Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analyse is an action granted by the [[prospecting]] skill. When used on recently mined [[rock shards]], or even [[ore]]s, it allows you to determine if any ore veins are nearby the tile the shard was mined from, as well as their approximate distance from that tile.  The action is first unlocked at prospecting skill level 20.  To Analyse, right-click a rock shards, and select &amp;quot;Analyse.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Event messages==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;You are unable to work out how to analyse the shard.&amp;quot; - You are below prospecting skill level 20.&lt;br /&gt;
*&amp;quot;It looks like someone has tampered with the rock shards and therefore you decide not to analyse it.&amp;quot; - The shard has already been analysed and cannot be analysed again..  Also appears if part of the shards have been used to make something or used in improving.  &lt;br /&gt;
*&amp;quot;The rock shards looks too old for a decent analysis and therefore you decide not to analyse it.&amp;quot; - Appears if you try to analyse a shard from a [[bulk storage bin]]. (Also may be given if the shard really is too old? - Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
When analysing a shard, several messages will appear in the event window over several seconds.&lt;br /&gt;
&lt;br /&gt;
Depending on your prospecting skill, you will receive different amounts of information from the shard. Nearby ores will appear as traces every few lines. The strength of the traces shows the distance from the tile the shard originated from, to the tile with the ore vein.  The level of your prospecting skill will determine the strength of the traces you can detect.&lt;br /&gt;
&lt;br /&gt;
The four different strengths:&lt;br /&gt;
*'''&amp;quot;Traces&amp;quot;''' - Shows for ore that is 1 tile away. Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Slight traces&amp;quot;''' - Shows for ore that is 2 tiles away.  Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Faint traces&amp;quot;''' - Shows for ore that is 3 tiles away.  Unlocked at prospecting level 35.&lt;br /&gt;
*'''&amp;quot;Minuscule traces&amp;quot;''' - Shows for ore that is 4 tiles away. Unlocked at prospecting level 40. (Needs confirmation) (Required level is &amp;gt;40)&lt;br /&gt;
*'''&amp;quot;Vague traces&amp;quot;''' - Shows for ore that is 5 tiles away. Unlocked at prospecting level 70. (Needs confirmation)&lt;br /&gt;
*'''&amp;quot;Indistinct traces&amp;quot;''' - Shows for ore that is 6 tiles away. Unlocked at prospecting level 85(?). (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
The distance away from the analysed rock shard/tile is a square of radius equivalent to the distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, at higher prospecting levels, you can begin to see the quality of veins.  Veins farther away require more skill in order to assess the quality.  Rather than a specific quality, it lists a range of quality.  This is the same vein quality system used in prospecting. &lt;br /&gt;
&lt;br /&gt;
The quality ranges are:&lt;br /&gt;
*Poor: 20-29 QL&lt;br /&gt;
*Acceptable: 30-39 QL&lt;br /&gt;
*Normal: 40-59 QL&lt;br /&gt;
*Good: 60-79 QL&lt;br /&gt;
*Very good: 80-94 QL&lt;br /&gt;
*Utmost: 95-99 QL&lt;br /&gt;
&lt;br /&gt;
Level necessary to see quality at specific distances:&lt;br /&gt;
*&amp;quot;Traces&amp;quot; quality, unlocked at level 22&lt;br /&gt;
*&amp;quot;Slight traces&amp;quot; quality, unlocked at level 60 (Needs confirmation) (Required level is &amp;lt;41 and &amp;gt;24)&lt;br /&gt;
*&amp;quot;Faint traces&amp;quot; quality, unlocked at level 70 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Minuscule traces&amp;quot; quality, unlocked at level 80 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Vague traces&amp;quot; quality, unlocked at level 90 (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''NOTE'''''&lt;br /&gt;
By the most new experiments (done at 20 skill in prospecting), it looks like the more distance the ore is, the more difficult its to determine what is.&lt;br /&gt;
A message like ''[xx:xx:xx] You notice a slight trace of something, but cannot quite make it out.'' would be shown then, as an example, for some ore in the 2nd tile radius, displaying the ore vein as unknown (even if the vein is exposed and you can see it).&lt;br /&gt;
&lt;br /&gt;
Anyway, such given message does not mean that there is an ore beyond that point (and if there is, at that lvl of skill its imposible to say), but that there is an ore in the given radius.&lt;br /&gt;
&lt;br /&gt;
It also looks like different kinds of ore have their own difficulty for being detected. So, since the message from above has been given at 20 prospect skill and with a Silver Vein, the message ''[xx:xx:xx] You spot a slight trace of zinc ore.'' has been given with a Zinc Vein at 2 tiles away.&lt;br /&gt;
&lt;br /&gt;
So far, for now, Silver and Lead are not identificable at 20 skill in Prospecting, but Zinc is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
This is a possible analyse readout at prospecting level 20-29:&lt;br /&gt;
&lt;br /&gt;
*You start to analyse the shard.&lt;br /&gt;
*Lots of different sized rock shards.&lt;br /&gt;
*You notice a trace of silver ore.&lt;br /&gt;
*You take a closer look.&lt;br /&gt;
*You notice a slight trace of iron ore.&lt;br /&gt;
*You finish analysing the shard.&lt;br /&gt;
&lt;br /&gt;
This indicates that the [[silver ore]] is within one tile of the analysed rock shard/tile. So it could be one tile North, South, East, West, Northwest, Southwest, Southeast, or Northeast of the analysed tile.  It is the square of tiles immediately surrounding the analysed one.  Each increment of distance beyond this is the square of tiles immediately surrounding the previous one. In this example the second square, of distance two, holds the [[iron ore]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
*Rare pickaxe will not add another line of information. &lt;br /&gt;
*Ores may also be analysed.&lt;br /&gt;
*There is a skill tick chance for each trace strength analysis. (ex. If you can go up to &amp;quot;faint traces&amp;quot; you get 3 skill tick chances.)&lt;br /&gt;
*You get more prospecting skill gain when you have lower stamina.&lt;br /&gt;
*It is possible to detect two veins in the same distance zone. Both can have its quality range listed and be of same type, each on separate lines.&lt;br /&gt;
*Rock shard QL plays no part in how much information is given.&lt;br /&gt;
&lt;br /&gt;
===Uncertain knowledge===&lt;br /&gt;
*Rare rock shards do not appear to give any more information than normal rock shards. (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
*[[Flint]] and [[salt]] detection may be possible (if not now, in the future.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Prospecting]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80573</id>
		<title>Analyse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80573"/>
		<updated>2013-07-29T04:27:52Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analyse is an action granted by the [[prospecting]] skill. When used on recently mined [[rock shards]], or even [[ore]]s, it allows you to determine if any ore veins are nearby the tile the shard was mined from, as well as their approximate distance from that tile.  The action is first unlocked at prospecting skill level 20.  To Analyse, right-click a rock shards, and select &amp;quot;Analyse.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Event messages==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;You are unable to work out how to analyse the shard.&amp;quot; - You are below prospecting skill level 20.&lt;br /&gt;
*&amp;quot;It looks like someone has tampered with the rock shards and therefore you decide not to analyse it.&amp;quot; - The shard has already been analysed and cannot be analysed again..  Also appears if part of the shards have been used to make something or used in improving.  &lt;br /&gt;
*&amp;quot;The rock shards looks too old for a decent analysis and therefore you decide not to analyse it.&amp;quot; - Appears if you try to analyse a shard from a [[bulk storage bin]]. (Also may be given if the shard really is too old? - Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
When analysing a shard, several messages will appear in the event window over several seconds.&lt;br /&gt;
&lt;br /&gt;
Depending on your prospecting skill, you will receive different amounts of information from the shard. Nearby ores will appear as traces every few lines. The strength of the traces shows the distance from the tile the shard originated from, to the tile with the ore vein.  The level of your prospecting skill will determine the strength of the traces you can detect.&lt;br /&gt;
&lt;br /&gt;
The four different strengths:&lt;br /&gt;
*'''&amp;quot;Traces&amp;quot;''' - Shows for ore that is 1 tile away. Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Slight traces&amp;quot;''' - Shows for ore that is 2 tiles away.  Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Faint traces&amp;quot;''' - Shows for ore that is 3 tiles away.  Unlocked at prospecting level 35.&lt;br /&gt;
*'''&amp;quot;Minuscule traces&amp;quot;''' - Shows for ore that is 4 tiles away. Unlocked at prospecting level 40. (Needs confirmation) (Required level is &amp;gt;40)&lt;br /&gt;
*'''&amp;quot;Vague traces&amp;quot;''' - Shows for ore that is 5 tiles away. Unlocked at prospecting level 70. (Needs confirmation)&lt;br /&gt;
*'''&amp;quot;Indistinct traces&amp;quot;''' - Shows for ore that is 6 tiles away. Unlocked at prospecting level 85(?). (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
The distance away from the analysed rock shard/tile is a square of radius equivalent to the distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, at higher prospecting levels, you can begin to see the quality of veins.  Veins farther away require more skill in order to assess the quality.  Rather than a specific quality, it lists a range of quality.  This is the same vein quality system used in prospecting. &lt;br /&gt;
&lt;br /&gt;
The quality ranges are:&lt;br /&gt;
*Poor: 20-29 QL&lt;br /&gt;
*Acceptable: 30-39 QL&lt;br /&gt;
*Normal: 40-59 QL&lt;br /&gt;
*Good: 60-79 QL&lt;br /&gt;
*Very good: 80-94 QL&lt;br /&gt;
*Utmost: 95-99 QL&lt;br /&gt;
&lt;br /&gt;
Level necessary to see quality at specific distances:&lt;br /&gt;
*&amp;quot;Traces&amp;quot; quality, unlocked at level 22&lt;br /&gt;
*&amp;quot;Slight traces&amp;quot; quality, unlocked at level 60 (Needs confirmation) (Required level is &amp;lt;41 and &amp;gt;24)&lt;br /&gt;
*&amp;quot;Faint traces&amp;quot; quality, unlocked at level 70 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Minuscule traces&amp;quot; quality, unlocked at level 80 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Vague traces&amp;quot; quality, unlocked at level 90 (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[''''NOTE:'''']]&lt;br /&gt;
By the most new experiments (done at 20 skill in prospecting), it looks like the more distance the ore is, the more difficult its to determine what is.&lt;br /&gt;
A message like ''[xx:xx:xx] You notice a slight trace of something, but cannot quite make it out.'' would be shown then, as an example, for some ore in the 2nd tile radius, displaying the ore vein as unknown (even if the vein is exposed and you can see it).&lt;br /&gt;
&lt;br /&gt;
Anyway, such given message does not mean that there is an ore beyond that point (and if there is, at that lvl of skill its imposible to say), but that there is an ore in the given radius.&lt;br /&gt;
&lt;br /&gt;
It also looks like different kinds of ore have their own difficulty for being detected. So, since the message from above has been given at 20 prospect skill and with a Silver Vein, the message ''[xx:xx:xx] You spot a slight trace of zinc ore.'' has been given with a Zinc Vein at 2 tiles away.&lt;br /&gt;
&lt;br /&gt;
So far, for now, Silver and Lead are not identificable at 20 skill in Prospecting, but Zinc is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
This is a possible analyse readout at prospecting level 20-29:&lt;br /&gt;
&lt;br /&gt;
*You start to analyse the shard.&lt;br /&gt;
*Lots of different sized rock shards.&lt;br /&gt;
*You notice a trace of silver ore.&lt;br /&gt;
*You take a closer look.&lt;br /&gt;
*You notice a slight trace of iron ore.&lt;br /&gt;
*You finish analysing the shard.&lt;br /&gt;
&lt;br /&gt;
This indicates that the [[silver ore]] is within one tile of the analysed rock shard/tile. So it could be one tile North, South, East, West, Northwest, Southwest, Southeast, or Northeast of the analysed tile.  It is the square of tiles immediately surrounding the analysed one.  Each increment of distance beyond this is the square of tiles immediately surrounding the previous one. In this example the second square, of distance two, holds the [[iron ore]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
*Rare pickaxe will not add another line of information. &lt;br /&gt;
*Ores may also be analysed.&lt;br /&gt;
*There is a skill tick chance for each trace strength analysis. (ex. If you can go up to &amp;quot;faint traces&amp;quot; you get 3 skill tick chances.)&lt;br /&gt;
*You get more prospecting skill gain when you have lower stamina.&lt;br /&gt;
*It is possible to detect two veins in the same distance zone. Both can have its quality range listed and be of same type, each on separate lines.&lt;br /&gt;
*Rock shard QL plays no part in how much information is given.&lt;br /&gt;
&lt;br /&gt;
===Uncertain knowledge===&lt;br /&gt;
*Rare rock shards do not appear to give any more information than normal rock shards. (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
*[[Flint]] and [[salt]] detection may be possible (if not now, in the future.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Prospecting]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80572</id>
		<title>Analyse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80572"/>
		<updated>2013-07-29T04:21:31Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analyse is an action granted by the [[prospecting]] skill. When used on recently mined [[rock shards]], or even [[ore]]s, it allows you to determine if any ore veins are nearby the tile the shard was mined from, as well as their approximate distance from that tile.  The action is first unlocked at prospecting skill level 20.  To Analyse, right-click a rock shards, and select &amp;quot;Analyse.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Event messages==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;You are unable to work out how to analyse the shard.&amp;quot; - You are below prospecting skill level 20.&lt;br /&gt;
*&amp;quot;It looks like someone has tampered with the rock shards and therefore you decide not to analyse it.&amp;quot; - The shard has already been analysed and cannot be analysed again..  Also appears if part of the shards have been used to make something or used in improving.  &lt;br /&gt;
*&amp;quot;The rock shards looks too old for a decent analysis and therefore you decide not to analyse it.&amp;quot; - Appears if you try to analyse a shard from a [[bulk storage bin]]. (Also may be given if the shard really is too old? - Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
When analysing a shard, several messages will appear in the event window over several seconds.&lt;br /&gt;
&lt;br /&gt;
Depending on your prospecting skill, you will receive different amounts of information from the shard. Nearby ores will appear as traces every few lines. The strength of the traces shows the distance from the tile the shard originated from, to the tile with the ore vein.  The level of your prospecting skill will determine the strength of the traces you can detect.&lt;br /&gt;
&lt;br /&gt;
The four different strengths:&lt;br /&gt;
*'''&amp;quot;Traces&amp;quot;''' - Shows for ore that is 1 tile away. Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Slight traces&amp;quot;''' - Shows for ore that is 2 tiles away.  Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*'''&amp;quot;Faint traces&amp;quot;''' - Shows for ore that is 3 tiles away.  Unlocked at prospecting level 35.&lt;br /&gt;
*'''&amp;quot;Minuscule traces&amp;quot;''' - Shows for ore that is 4 tiles away. Unlocked at prospecting level 40. (Needs confirmation) (Required level is &amp;gt;40)&lt;br /&gt;
*'''&amp;quot;Vague traces&amp;quot;''' - Shows for ore that is 5 tiles away. Unlocked at prospecting level 70. (Needs confirmation)&lt;br /&gt;
*'''&amp;quot;Indistinct traces&amp;quot;''' - Shows for ore that is 6 tiles away. Unlocked at prospecting level 85(?). (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
The distance away from the analysed rock shard/tile is a square of radius equivalent to the distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, at higher prospecting levels, you can begin to see the quality of veins.  Veins farther away require more skill in order to assess the quality.  Rather than a specific quality, it lists a range of quality.  This is the same vein quality system used in prospecting. &lt;br /&gt;
&lt;br /&gt;
The quality ranges are:&lt;br /&gt;
*Poor: 20-29 QL&lt;br /&gt;
*Acceptable: 30-39 QL&lt;br /&gt;
*Normal: 40-59 QL&lt;br /&gt;
*Good: 60-79 QL&lt;br /&gt;
*Very good: 80-94 QL&lt;br /&gt;
*Utmost: 95-99 QL&lt;br /&gt;
&lt;br /&gt;
Level necessary to see quality at specific distances:&lt;br /&gt;
*&amp;quot;Traces&amp;quot; quality, unlocked at level 22&lt;br /&gt;
*&amp;quot;Slight traces&amp;quot; quality, unlocked at level 60 (Needs confirmation) (Required level is &amp;lt;41 and &amp;gt;24)&lt;br /&gt;
*&amp;quot;Faint traces&amp;quot; quality, unlocked at level 70 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Minuscule traces&amp;quot; quality, unlocked at level 80 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Vague traces&amp;quot; quality, unlocked at level 90 (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By the most new experiments (done at 20 skill in prospecting), it looks like the more distance the ore is, the more difficult its to determine what is.&lt;br /&gt;
A message like ''[xx:xx:xx] You notice a slight trace of something, but cannot quite make it out.'' would be shown then, as an example, for some ore in the 2nd tile radius, displaying the ore vein as unknown (even if the vein is exposed and you can see it).&lt;br /&gt;
&lt;br /&gt;
Anyway, such given message does not mean that there is an ore beyond that point (and if there is, at that lvl of skill its imposible to say), but that there is an ore in the given radius.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
This is a possible analyse readout at prospecting level 20-29:&lt;br /&gt;
&lt;br /&gt;
*You start to analyse the shard.&lt;br /&gt;
*Lots of different sized rock shards.&lt;br /&gt;
*You notice a trace of silver ore.&lt;br /&gt;
*You take a closer look.&lt;br /&gt;
*You notice a slight trace of iron ore.&lt;br /&gt;
*You finish analysing the shard.&lt;br /&gt;
&lt;br /&gt;
This indicates that the [[silver ore]] is within one tile of the analysed rock shard/tile. So it could be one tile North, South, East, West, Northwest, Southwest, Southeast, or Northeast of the analysed tile.  It is the square of tiles immediately surrounding the analysed one.  Each increment of distance beyond this is the square of tiles immediately surrounding the previous one. In this example the second square, of distance two, holds the [[iron ore]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
*Rare pickaxe will not add another line of information. &lt;br /&gt;
*Ores may also be analysed.&lt;br /&gt;
*There is a skill tick chance for each trace strength analysis. (ex. If you can go up to &amp;quot;faint traces&amp;quot; you get 3 skill tick chances.)&lt;br /&gt;
*You get more prospecting skill gain when you have lower stamina.&lt;br /&gt;
*It is possible to detect two veins in the same distance zone. Both can have its quality range listed and be of same type, each on separate lines.&lt;br /&gt;
*Rock shard QL plays no part in how much information is given.&lt;br /&gt;
&lt;br /&gt;
===Uncertain knowledge===&lt;br /&gt;
*Rare rock shards do not appear to give any more information than normal rock shards. (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
*[[Flint]] and [[salt]] detection may be possible (if not now, in the future.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Prospecting]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80571</id>
		<title>Analyse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Analyse&amp;diff=80571"/>
		<updated>2013-07-29T04:20:38Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analyse is an action granted by the [[prospecting]] skill. When used on recently mined [[rock shards]], or even [[ore]]s, it allows you to determine if any ore veins are nearby the tile the shard was mined from, as well as their approximate distance from that tile.  The action is first unlocked at prospecting skill level 20.  To Analyse, right-click a rock shards, and select &amp;quot;Analyse.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Event messages==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;You are unable to work out how to analyse the shard.&amp;quot; - You are below prospecting skill level 20.&lt;br /&gt;
*&amp;quot;It looks like someone has tampered with the rock shards and therefore you decide not to analyse it.&amp;quot; - The shard has already been analysed and cannot be analysed again..  Also appears if part of the shards have been used to make something or used in improving.  &lt;br /&gt;
*&amp;quot;The rock shards looks too old for a decent analysis and therefore you decide not to analyse it.&amp;quot; - Appears if you try to analyse a shard from a [[bulk storage bin]]. (Also may be given if the shard really is too old? - Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
When analysing a shard, several messages will appear in the event window over several seconds.&lt;br /&gt;
&lt;br /&gt;
Depending on your prospecting skill, you will receive different amounts of information from the shard. Nearby ores will appear as traces every few lines. The strength of the traces shows the distance from the tile the shard originated from, to the tile with the ore vein.  The level of your prospecting skill will determine the strength of the traces you can detect.&lt;br /&gt;
&lt;br /&gt;
The four different strengths:&lt;br /&gt;
*&amp;quot;Traces&amp;quot; - Shows for ore that is 1 tile away. Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*&amp;quot;Slight traces&amp;quot; - Shows for ore that is 2 tiles away.  Unlocked with Analyse at prospecting level 20.&lt;br /&gt;
*&amp;quot;Faint traces&amp;quot; - Shows for ore that is 3 tiles away.  Unlocked at prospecting level 35.&lt;br /&gt;
*&amp;quot;Minuscule traces&amp;quot; - Shows for ore that is 4 tiles away. Unlocked at prospecting level 40. (Needs confirmation) (Required level is &amp;gt;40)&lt;br /&gt;
*&amp;quot;Vague traces&amp;quot; - Shows for ore that is 5 tiles away. Unlocked at prospecting level 70. (Needs confirmation)&lt;br /&gt;
*&amp;quot;Indistinct traces&amp;quot; - Shows for ore that is 6 tiles away. Unlocked at prospecting level 85(?). (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
The distance away from the analysed rock shard/tile is a square of radius equivalent to the distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, at higher prospecting levels, you can begin to see the quality of veins.  Veins farther away require more skill in order to assess the quality.  Rather than a specific quality, it lists a range of quality.  This is the same vein quality system used in prospecting. &lt;br /&gt;
&lt;br /&gt;
The quality ranges are:&lt;br /&gt;
*Poor: 20-29 QL&lt;br /&gt;
*Acceptable: 30-39 QL&lt;br /&gt;
*Normal: 40-59 QL&lt;br /&gt;
*Good: 60-79 QL&lt;br /&gt;
*Very good: 80-94 QL&lt;br /&gt;
*Utmost: 95-99 QL&lt;br /&gt;
&lt;br /&gt;
Level necessary to see quality at specific distances:&lt;br /&gt;
*&amp;quot;Traces&amp;quot; quality, unlocked at level 22&lt;br /&gt;
*&amp;quot;Slight traces&amp;quot; quality, unlocked at level 60 (Needs confirmation) (Required level is &amp;lt;41 and &amp;gt;24)&lt;br /&gt;
*&amp;quot;Faint traces&amp;quot; quality, unlocked at level 70 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Minuscule traces&amp;quot; quality, unlocked at level 80 (Needs confirmation)&lt;br /&gt;
*&amp;quot;Vague traces&amp;quot; quality, unlocked at level 90 (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By the most new experiments (done at 20 skill in prospecting), it looks like the more distance the ore is, the more difficult its to determine what is.&lt;br /&gt;
A message like ''[xx:xx:xx] You notice a slight trace of something, but cannot quite make it out.'' would be shown then, as an example, for some ore in the 2nd tile radius, displaying the ore vein as unknown (even if the vein is exposed and you can see it).&lt;br /&gt;
&lt;br /&gt;
Anyway, such given message does not mean that there is an ore beyond that point (and if there is, at that lvl of skill its imposible to say), but that there is an ore in the given radius.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
This is a possible analyse readout at prospecting level 20-29:&lt;br /&gt;
&lt;br /&gt;
*You start to analyse the shard.&lt;br /&gt;
*Lots of different sized rock shards.&lt;br /&gt;
*You notice a trace of silver ore.&lt;br /&gt;
*You take a closer look.&lt;br /&gt;
*You notice a slight trace of iron ore.&lt;br /&gt;
*You finish analysing the shard.&lt;br /&gt;
&lt;br /&gt;
This indicates that the [[silver ore]] is within one tile of the analysed rock shard/tile. So it could be one tile North, South, East, West, Northwest, Southwest, Southeast, or Northeast of the analysed tile.  It is the square of tiles immediately surrounding the analysed one.  Each increment of distance beyond this is the square of tiles immediately surrounding the previous one. In this example the second square, of distance two, holds the [[iron ore]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
*Rare pickaxe will not add another line of information. &lt;br /&gt;
*Ores may also be analysed.&lt;br /&gt;
*There is a skill tick chance for each trace strength analysis. (ex. If you can go up to &amp;quot;faint traces&amp;quot; you get 3 skill tick chances.)&lt;br /&gt;
*You get more prospecting skill gain when you have lower stamina.&lt;br /&gt;
*It is possible to detect two veins in the same distance zone. Both can have its quality range listed and be of same type, each on separate lines.&lt;br /&gt;
*Rock shard QL plays no part in how much information is given.&lt;br /&gt;
&lt;br /&gt;
===Uncertain knowledge===&lt;br /&gt;
*Rare rock shards do not appear to give any more information than normal rock shards. (Needs confirmation)&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
*[[Flint]] and [[salt]] detection may be possible (if not now, in the future.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Prospecting]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Quiver&amp;diff=76408</id>
		<title>Quiver</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Quiver&amp;diff=76408"/>
		<updated>2012-12-20T21:38:12Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Tailoring]] / [[Leatherworking]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{Item&lt;br /&gt;
|item=Quiver&lt;br /&gt;
|image=Quiver.png&lt;br /&gt;
|active=[[needle]]&lt;br /&gt;
|passive=piece of [[leather]] (0.275 kg)&lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=* '''{{PAGENAME}}''' - (0.25 kg)&lt;br /&gt;
* [[Leather pieces]] (0.025 kg)&lt;br /&gt;
|skill=leatherworking}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A quiver sown from leather, designed to be hanging across your back or from your hips.''&lt;br /&gt;
&lt;br /&gt;
'''Quiver''' is a [[:Category:Containers|container]] that holds up to 41 [[arrows]] and is worn on your [[Inventory|torso]], but at 21/12/12, its not posible to make them fit in the legs, receiving this message: &amp;quot;[xx:xx:xx] The quiver will not fit in the legs.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Leather items]]&lt;br /&gt;
[[Category:Containers]]&lt;br /&gt;
[[Category:Babel/Q]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Water&amp;diff=75817</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Water&amp;diff=75817"/>
		<updated>2012-11-27T09:32:53Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
'''Water''' is found on [[Wurm]]'s coasts, lakes, and wherever the [[terrain]] is low enough. Other than a safe refuge from a variety of non-swimming [[animals]] and [[monster]]s, water has a number of practical uses and can be collected in [[containers]].&lt;br /&gt;
&lt;br /&gt;
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;
== Usage ==&lt;br /&gt;
To collect water, activate a portable container capable of holding [[liquid]], such as a [[pottery jar]], [[pottery flask]], [[small barrel]], [[bucket]], [[small barrel]], [[water skin]], etc, right-click a [[water tile]], and select &amp;quot;Fill&amp;quot;. The action is executed on the tile itself, so if it's too far away an [[event window]] message will show that &amp;quot;You are too far away&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once collected, water is used to:&lt;br /&gt;
&lt;br /&gt;
* [[Cooking|Cook]] with for [[gulasch]] and [[porridge]].&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;
&lt;br /&gt;
&lt;br /&gt;
*Note: Have in mind that &amp;quot;Rare Water&amp;quot; is a posible item. Its special features are still unknown.&lt;br /&gt;
&lt;br /&gt;
== Water level ==&lt;br /&gt;
Water at sea level is universally set throughout the whole of Wurm and is always the same. This also applies when [[mining]] tunnels. If mined deep enough sea level will be reached and create a submerged [[cave floor]] tile, which can also be used to collect water from, just like any other submerged tile.&lt;br /&gt;
&lt;br /&gt;
Water depth puts some restrictions on various actions:&lt;br /&gt;
* [[Paving]]: At water level (+/- 0)&lt;br /&gt;
* Passable by [[large cart]]s: Three seven below water level (-7)&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 14 dirts below water level (-14)&lt;br /&gt;
* [[Mining#Floor and ceiling mining|Floor mining]]: Up to twenty five dirts below water level (-25)&lt;br /&gt;
* [[Dredging]]: ?&lt;br /&gt;
&lt;br /&gt;
== Travelling on the waterways ==&lt;br /&gt;
It is possible to swim reasonable distances across water but if the [[player]]'s [[stamina]] falls too low while in the water it will start to [[drown]] and eventually [[die]] if the player does not make it back to land (or a [[boat]]). This makes crossing large bodies of water very difficult without a boat. While unladen and un[[armour]]ed, a player can swim at about 8km/h.&lt;br /&gt;
&lt;br /&gt;
A player is generally quite safe from [[animals]] while in the water, as most cannot swim; however, it should be noted, while in the water a player suffers a large [[combat rating]] (fighting) penalty, so it's not recommended fighting anything while swimming.&lt;br /&gt;
&lt;br /&gt;
A [[cart]] can't be dragged into water but a [[raft]] or a [[boat]] will work.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Item:Water]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Liquids]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Valrei_item&amp;diff=75372</id>
		<title>Valrei item</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Valrei_item&amp;diff=75372"/>
		<updated>2012-10-16T17:01:06Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A weird item belonging on Valrei.''&lt;br /&gt;
&lt;br /&gt;
These items have a randomly generated name, and are butchered from creatures spawned on the [[Server_types|Epic servers]] by one of the [[gods]] as part of a [[Scenarios|scenario]].&lt;br /&gt;
&lt;br /&gt;
The use of these items is currently unknown, but it may be used to somehow interact or access [[Valrei]], domain of the gods. These decay fast and can be lit like a candle.&lt;br /&gt;
&lt;br /&gt;
*Beautiful Spirit&lt;br /&gt;
*Charming Feather&lt;br /&gt;
*Charming Opal&lt;br /&gt;
*Charming totem&lt;br /&gt;
*Golden Strand&lt;br /&gt;
*Powerful quill&lt;br /&gt;
*Powerful Corpse&lt;br /&gt;
*Powerful Opal&lt;br /&gt;
*Shadow totem&lt;br /&gt;
*Shiny Jewel&lt;br /&gt;
*Silvery Circlet&lt;br /&gt;
*Silvery Sceptre&lt;br /&gt;
*Wild diamond&lt;br /&gt;
*Wild opal&lt;br /&gt;
*Shadow Feather&lt;br /&gt;
*Fire Totem&lt;br /&gt;
*Marble Eye&lt;br /&gt;
These items are only different by their name, which seems to be a random combination out of a pool of names.&lt;br /&gt;
&lt;br /&gt;
==Butchered from==&lt;br /&gt;
*Sol Demon (Test server)&lt;br /&gt;
*[[Spawn of Uttacha]]&lt;br /&gt;
*Avatar of Libila&lt;br /&gt;
*Avatar of Magranon&lt;br /&gt;
&lt;br /&gt;
[[Category: Babel/V]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Stone_slab&amp;diff=75303</id>
		<title>Stone slab</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Stone_slab&amp;diff=75303"/>
		<updated>2012-10-09T18:44:28Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Masonry]] / [[Stone cutting]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Slab.png&lt;br /&gt;
|active=[[stone chisel]]&lt;br /&gt;
|passive=[[rock shards]] (88.00 kg)&lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=no&lt;br /&gt;
|result=*'''{{PAGENAME}}''' (80.00 kg)&lt;br /&gt;
'''or'''&lt;br /&gt;
*Unfinished stone slab (80.00 kg)&lt;br /&gt;
|skill=stone cutting&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A flat and square stone slab.  It is about your length and width. Slabs are used in constructing [[masonry]] items, such as [[bench|benches]] or [[coffin|stone coffins]], as well as for [[paving]] to transform a tile into a [[Terrain:Stone slabs|stone slabs]] tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Upon failure 8 kg of [[rock shards]] is consumed.&lt;br /&gt;
* As most rare items, rare slabs glow. Anyway, they still not glow when used to pave the ground (further confirmation requiered).&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Circle_of_Cunning&amp;diff=75120</id>
		<title>Circle of Cunning</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Circle_of_Cunning&amp;diff=75120"/>
		<updated>2012-09-25T22:40:55Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / [[:Category:Vynora spells|Vynora spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=51&lt;br /&gt;
|favor=50&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=30&lt;br /&gt;
|god=[[Vynora]]&lt;br /&gt;
|cooldowntime=5 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[:category:spells|Spell]] of [[Vynora]], this makes the item it was cast upon give you more skill for that item the skill is using. [[Circle of Cunning]] seems to increase both base skillgain percentage with that tool by it's potency and also increases the likelihood of skillgain 'ticks (where accumulated skill is actually added to your skill total, causing it to rise). The power and effect of spell is given in the bracket [x] Ranging from 0 to 99. The spell can be cast multiple times to try to improve the effect of it. Success of casting the spell depends on your [[channeling|channeling skill]].&lt;br /&gt;
&lt;br /&gt;
This spell is stackable with [[Aura of Shared Pain]], [[Flaming Aura]], [[Frostbrand]], [[Rotten Touch]], [[Venom]], [[Wind of Ages]], [[Nimbleness]] and [[demise_spells | Demise spells]].&lt;br /&gt;
&lt;br /&gt;
This spell will not stack with [[Blessings of the dark]].&lt;br /&gt;
&lt;br /&gt;
==Warning==	 &lt;br /&gt;
There is a risk that this spell will destroy the item if you fail casting it. Circle of Cunning shatter rate is considered '''very high'''.&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
You can cast this spell on [[Statuette|Statuettes of &amp;lt;deity&amp;gt;]], but it has no effect on [[channeling]] skill gain.&lt;br /&gt;
&lt;br /&gt;
You can also cast this on water (and maybe other liquids inside containers).&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Babel/C]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animal_husbandry&amp;diff=75085</id>
		<title>Animal husbandry</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animal_husbandry&amp;diff=75085"/>
		<updated>2012-09-20T22:09:56Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''Animal husbandry'' allows for the production (breeding) of new creatures, sometimes with increased quality, without the need to wait for new [[spawn]]s.&lt;br /&gt;
&lt;br /&gt;
====Characteristics gained====&lt;br /&gt;
Soul / [[Soul depth]]&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
*Both of the [[animals]] you wish to breed must be not hungry. One must be a male and the other one a female. Lead one of them with a [[rope]] (note that some animals must be [[animal taming|tamed]] to be led) and move it close to the other one. Right-click on the animal you are '''not''' leading and select the &amp;quot;Breed&amp;quot; option.&lt;br /&gt;
*Grooming also gives animal husbandry skill gains. Activate a [[grooming brush]] and select ''groom'' while right-clicking on a groomable creature. You can groom animals once per hour.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Animals must be of the same species.&lt;br /&gt;
* If breeding fails, you will receive a message that the male &amp;quot;shys away and interrupts the action&amp;quot;.&lt;br /&gt;
* If breeding fails or is successful and you attempt to breed again, the male animal will show that he's &amp;quot;not in the mood&amp;quot; until 45 real life minutes pass.&lt;br /&gt;
* Females will not breed while they are pregnant. Once the female gives birth, the animal can breed again.&lt;br /&gt;
* Animals do not have to be &amp;quot;fat&amp;quot; to breed, only &amp;quot;no longer interested in food&amp;quot; (when trying to feed them). Grass eaters will typically be in this state after a minute or 2 on grass or crops.&lt;br /&gt;
* [[Age]] is a factor in breeding: [[calves]] or [[foal]]s will not breed, neither will young/early adolescence animals.&lt;br /&gt;
* Breeding increases a player's [[soul depth]].&lt;br /&gt;
* Pregnancy times varies from 5-11 wurm [[Time|weeks]], regardless of species.&lt;br /&gt;
* Animals can have a miscarriage.&lt;br /&gt;
* If too hungry or low on fat animals can die when giving birth.&lt;br /&gt;
* Breeding animals with [[animal conditions|characteristics]] such as Champion will provide a chance that the offspring will also have that characteristic. This chance is dramatically increased when breeding two characteristics of the same type together. (Two Champions for example.)&lt;br /&gt;
** The same applies to Traits as well.&lt;br /&gt;
* Longer blood lines will support more traits. (For example: A 4th generation dog can have up to 6 or so traits where a 1st generation dog (the first offspring from wild dogs) usually only have 0-3 traits.)&lt;br /&gt;
* The name is determined at birth, the traits are determined at breeding (noticed on a server revert on 2011-03-01)&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Bred animals have a chance of having traits.(Enhancement/Deformity). Animals can have multiple traits. Examining an animal will show traits, if one has the required skill level:&lt;br /&gt;
&lt;br /&gt;
*  0 skill: Horse's color is considered a trait.&lt;br /&gt;
* 20 skill: &amp;quot;It will fight fiercely.&amp;quot; (High fighting skill?)&lt;br /&gt;
* 21 skill: &amp;quot;It has fleeter movement than normal.&amp;quot; (Minor speed boost)&lt;br /&gt;
* 22 skill: &amp;quot;It is a tough bugger.&amp;quot; (Withstands more damage)&lt;br /&gt;
* 23 skill: &amp;quot;It has a strong body.&amp;quot; (More health)&lt;br /&gt;
* 24 skill: &amp;quot;It has lightning movement.&amp;quot; (Randomly increases speed for a short duration)&lt;br /&gt;
* 25 skill: &amp;quot;It can carry more than average.&amp;quot; (Less penalty to speed due to high load)&lt;br /&gt;
* 26 skill: &amp;quot;It has very strong leg muscles.&amp;quot; (Less penalty to speed due to slope? Does not currently do this.)&lt;br /&gt;
* 27 skill: &amp;quot;It has keen senses.&amp;quot; (Increased agro range or possibly harder to tame?)&lt;br /&gt;
* 28 skill: &amp;quot;It has malformed hindlegs.&amp;quot; (Minor speed penalty)*&lt;br /&gt;
* 29 skill: &amp;quot;The legs are of different length.&amp;quot; (Major speed penalty)*&lt;br /&gt;
* 30 skill: &amp;quot;It seems overly aggressive.&amp;quot; (Goes into frenzy when attacked)*&lt;br /&gt;
* 31 skill: &amp;quot;It looks very unmotivated.&amp;quot; (Seldom uses speed boosts?)*&lt;br /&gt;
* 32 skill: &amp;quot;It is unusually strong willed.&amp;quot; (Randomly refuses to follow)*&lt;br /&gt;
* 33 skill: &amp;quot;It has some illness.&amp;quot; (Usually unridable. Penalty to body strength)*&lt;br /&gt;
* 34 skill: &amp;quot;It looks constantly hungry.&amp;quot; (is twice as fast hungry again)*&lt;br /&gt;
* 39 skill: &amp;quot;It looks feeble and unhealthy.&amp;quot; (Prone to disease)*&lt;br /&gt;
* 40 skill: &amp;quot;It looks unusually strong and healthy.&amp;quot; (Has a higher resistance to disease)&lt;br /&gt;
* 41 skill: &amp;quot;It has a certain spark in its eyes.&amp;quot; (Affects breeding? &amp;lt;s&amp;gt;Will not die of old age?&amp;lt;/s&amp;gt; Disproved, see talk.)&lt;br /&gt;
(All &amp;quot;?&amp;quot; are unconfirmed, traits with a * are removed by a [[Genesis]] cast)&lt;br /&gt;
&lt;br /&gt;
How traits are passed is explained on the [http://wurmonline.com/forum/index.php?topic=55489.0 forums]&lt;br /&gt;
&lt;br /&gt;
=== Inbreeding ===&lt;br /&gt;
&lt;br /&gt;
With a recent change inbreeding is supposed to have a negative effect. It adds extra negative traits that don't count against the regular traits pool.&lt;br /&gt;
&lt;br /&gt;
Inbreeding is mating with the father or mother or when the two animals have the same father or mother. Basically if you only can find two horses you'll be ok in three generations. But it might be better to mate your horses with your neighbours horses. &lt;br /&gt;
&lt;br /&gt;
See [http://wurmonline.com/forum/index.php?topic=55489.msg503824#msg503824 Rolfs forum post] for details.&lt;br /&gt;
&lt;br /&gt;
====Important to note====&lt;br /&gt;
&lt;br /&gt;
Players have observed that dead parents don't count towards the 'inbreeding' check:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have often used it as a method of breeding, to kill the old parents when I had too many horses that had a parent in common.  After the parents are dead, you can breed and get normal horses.  Leave the parents alive and you get lots of bad traited animals.&amp;quot; [http://forum.wurmonline.com/index.php?/topic/62468-animal-congestion-fix/page__st__100#entry643716 Source]&lt;br /&gt;
&lt;br /&gt;
== Caring ==&lt;br /&gt;
&lt;br /&gt;
To prolong venerable animals from dying of old age you can care for them. To start caring stand next to the animal, right click the animal and select ''Care for''. If you start caring for that animal you'll get the message:&lt;br /&gt;
 You now care specially for Aged fat Tearbabe, to ensure longevity. You may care for 1 more creatures.&lt;br /&gt;
&lt;br /&gt;
The amount of animals you can care for is limited by the animal husbandry skill of the player. If you can't care for more animals you'll get the message&lt;br /&gt;
 You may not care for any more creatures right now. You are already caring for 1 creatures.&lt;br /&gt;
&lt;br /&gt;
You can care for 1 animal and 1 extra animal for every 10 skill in animal husbandry. So at 40 Animal husbandry skill you can care for 5 animals.&lt;br /&gt;
&lt;br /&gt;
To stop caring for all cared animals type the command ''/stopcaring'' in the chat window. You'll get the message&lt;br /&gt;
 You no longer care for the one creature you used to.&lt;br /&gt;
&lt;br /&gt;
To stop caring for a specific animal, you will need to right click the animal and 'care for' again.&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Drover at 50 skill&lt;br /&gt;
* Granger at 70 skill&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/A]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=House_(general)&amp;diff=74951</id>
		<title>House (general)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=House_(general)&amp;diff=74951"/>
		<updated>2012-09-07T05:13:55Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Build House]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A '''house''' is a structure meant for living, storage, gateway or similar, built of [[wooden house|wood]] or [[stone house|stone]], on relatively flat [[ground]]: house tiles can be [[building plan|planned]] on maximum [[slope]]s of 8 dirts. The maximum length of a house is 20 tiles in one direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At 7 september of 2012, it seems you dont MUST (anymore) complete a building before you will be allowed to build or plan another one. In the past, if you attempt to &amp;quot;plan&amp;quot; an additional building, you were not be given the Plan Building option.&lt;br /&gt;
This requieres confirmation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finalized, the size and shape of a house may not be altered. If you wish to increase the size of your house, you would need to destroy and re-plan the structure.  You do not receive materials back from this process, so plan carefully the size and shape of your structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Newer players may want to have a look at the '''[[Build House]]''' guide for more direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
A house preserves your possessions by reducing [[decay]], and to a degree, protects them from [[Stealing|theft]]. If the doors are equipped with a [[door lock]], no one may enter your house except the [[friend]]s you give [[writ|permission]] to, unless the door is [[lockpicking|lockpick]]ed.&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s, which are useful for gaining [[sleep bonus]], only work when inside a house.&lt;br /&gt;
&lt;br /&gt;
If the owner of a house has not logged in for 1.5 months, the house is marked as abandoned, and takes much higher decay damage.&lt;br /&gt;
&lt;br /&gt;
:On the Freedom server, a locked house is the single best protection against theft.  Whether on deed or off, houses there '''cannot''' be bashed down or lockpicked, though anyone can enter if you do not put [[door lock]]s on all doors.  ''Since a house's locks cannot be picked on Freedom, the door lock's quality isn't really very important there.''&lt;br /&gt;
&lt;br /&gt;
==Writ and Management==&lt;br /&gt;
When the house is fully planned the planner will get a writ of ownership. The house can be managed by right clicking on the writ and selecting ''manage''. In the management window you can modify various settings for the house.&lt;br /&gt;
&lt;br /&gt;
You can add and remove [[friend]]s as guests on the house. The guest has the right to pass locked doors, pick up items in the house and to build, repair and even destroy house walls unless prohibited by a deed.&lt;br /&gt;
&lt;br /&gt;
You can lock and unlock all doors with [[door lock]]s on the building. If you are citizen of a deed you can allow citizens and allies to pass locked doors. This does not allow them to pick up items or to modify the house like guests can.&lt;br /&gt;
&lt;br /&gt;
You can change the house name or destroy the whole house in this window.&lt;br /&gt;
&lt;br /&gt;
Trading the writ passes ownership. You will lose all rights on the house until the new owner adds you as a guest.&lt;br /&gt;
&lt;br /&gt;
== House examples ==&lt;br /&gt;
Numbers listed above each plan is the minimum [[carpentry]] skill required.&lt;br /&gt;
&lt;br /&gt;
=== 1-4 tiles ===&lt;br /&gt;
 5    8     11         12    14       &lt;br /&gt;
 X    XX    XX  XXX    XX    XXXX  XXX  XXX&lt;br /&gt;
            X          XX          X     X &lt;br /&gt;
&lt;br /&gt;
=== 5 tiles ===&lt;br /&gt;
 15     17&lt;br /&gt;
 XXX    XXXXX  XXXX  XXXX  XXX  XXX  X      X   X   X&lt;br /&gt;
 XX            X      X    X X  X    XXX  XXX  XXX  XX&lt;br /&gt;
                                X    X    X     X    XX&lt;br /&gt;
&lt;br /&gt;
=== 6 tiles ===&lt;br /&gt;
 16     18&lt;br /&gt;
 XXX    XXXX  XXXX  XXX   XXX  XXX&lt;br /&gt;
 XXX    XX     XX    XXX   XX   XX&lt;br /&gt;
                            X   X&lt;br /&gt;
 20                                                     &lt;br /&gt;
 XXXXXX  XXXXX  XXXXX  XXXXX  XXXX  XXXX   XXXX   XXX&lt;br /&gt;
         X       X       X    X  X  X X   XX     XX X&lt;br /&gt;
 &lt;br /&gt;
  XXXX  XXXX  X      X      X      X  XXX&lt;br /&gt;
  X      X    XXXX  XXXX  XXXX  XXXX  XXX &lt;br /&gt;
  X      X    X     X     X     X      XX&lt;br /&gt;
&lt;br /&gt;
=== Larger examples ===&lt;br /&gt;
 21   32    45     60      77       96&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
      XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
            XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
                   XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
                           XXXXXXX  XXXXXXXX&lt;br /&gt;
                                    XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
; The ground is not flat enough.&lt;br /&gt;
: The highest slope of where you are trying to plan your building exceeds 8.&lt;br /&gt;
; Your structure must connect everywhere.&lt;br /&gt;
: You tried to plan a tile that is not connected to the rest of your plan.&lt;br /&gt;
; You need space to build the walls. Another building is too close.&lt;br /&gt;
: You tried to plan a building within one tile of another building.&lt;br /&gt;
; There is already a building there.&lt;br /&gt;
: You tried to extend the plan of your building within one tile of another building.&lt;br /&gt;
; Only the owner of &amp;lt;House name&amp;gt; can remodel it.&lt;br /&gt;
: You tried to add an inner wall to a house that is not owned by you.&lt;br /&gt;
; You are not skilled enough in carpentry to extend your house in that direction.&lt;br /&gt;
: You tried to make your house bigger than your carpentry level allows.&lt;br /&gt;
; You must finish the outer walls first.&lt;br /&gt;
: You tried to plan an inner wall without having finished the outer walls.&lt;br /&gt;
; &amp;lt;Deed name&amp;gt; does not allow that.&lt;br /&gt;
: You tried to plan your building in the perimeter of a foreign settlement.&lt;br /&gt;
; The structure contains a hole. You can not build like that. Please replan.&lt;br /&gt;
: You tried to finalize a plan that has a tile without a plan surrounded by tiles that have a plan.&lt;br /&gt;
; This action is not allowed here, because the tile is on a player owned deed that has disallowed it.&lt;br /&gt;
: You tried to plan your building on a foreign settlement that disallows you from building on it.&lt;br /&gt;
; Houses need at least one door. Build a door first.&lt;br /&gt;
: You tried to continue the second to last wall without having a door planned.&lt;br /&gt;
&lt;br /&gt;
== External Tools ==&lt;br /&gt;
&lt;br /&gt;
*[http://webdepp.sense-net.at/~toni/wurm/housecalc.php Web-based Calculator by Toni]&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=House_(general)&amp;diff=74950</id>
		<title>House (general)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=House_(general)&amp;diff=74950"/>
		<updated>2012-09-07T05:13:29Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Build House]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A '''house''' is a structure meant for living, storage, gateway or similar, built of [[wooden house|wood]] or [[stone house|stone]], on relatively flat [[ground]]: house tiles can be [[building plan|planned]] on maximum [[slope]]s of 8 dirts. The maximum length of a house is 20 tiles in one direction.&lt;br /&gt;
&lt;br /&gt;
At 7 september of 2012, it seems you dont MUST (anymore) complete a building before you will be allowed to build or plan another one. In the past, if you attempt to &amp;quot;plan&amp;quot; an additional building, you were not be given the Plan Building option.&lt;br /&gt;
This requieres confirmation.&lt;br /&gt;
&lt;br /&gt;
Once finalized, the size and shape of a house may not be altered. If you wish to increase the size of your house, you would need to destroy and re-plan the structure.  You do not receive materials back from this process, so plan carefully the size and shape of your structure.&lt;br /&gt;
&lt;br /&gt;
Newer players may want to have a look at the '''[[Build House]]''' guide for more direction.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
A house preserves your possessions by reducing [[decay]], and to a degree, protects them from [[Stealing|theft]]. If the doors are equipped with a [[door lock]], no one may enter your house except the [[friend]]s you give [[writ|permission]] to, unless the door is [[lockpicking|lockpick]]ed.&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s, which are useful for gaining [[sleep bonus]], only work when inside a house.&lt;br /&gt;
&lt;br /&gt;
If the owner of a house has not logged in for 1.5 months, the house is marked as abandoned, and takes much higher decay damage.&lt;br /&gt;
&lt;br /&gt;
:On the Freedom server, a locked house is the single best protection against theft.  Whether on deed or off, houses there '''cannot''' be bashed down or lockpicked, though anyone can enter if you do not put [[door lock]]s on all doors.  ''Since a house's locks cannot be picked on Freedom, the door lock's quality isn't really very important there.''&lt;br /&gt;
&lt;br /&gt;
==Writ and Management==&lt;br /&gt;
When the house is fully planned the planner will get a writ of ownership. The house can be managed by right clicking on the writ and selecting ''manage''. In the management window you can modify various settings for the house.&lt;br /&gt;
&lt;br /&gt;
You can add and remove [[friend]]s as guests on the house. The guest has the right to pass locked doors, pick up items in the house and to build, repair and even destroy house walls unless prohibited by a deed.&lt;br /&gt;
&lt;br /&gt;
You can lock and unlock all doors with [[door lock]]s on the building. If you are citizen of a deed you can allow citizens and allies to pass locked doors. This does not allow them to pick up items or to modify the house like guests can.&lt;br /&gt;
&lt;br /&gt;
You can change the house name or destroy the whole house in this window.&lt;br /&gt;
&lt;br /&gt;
Trading the writ passes ownership. You will lose all rights on the house until the new owner adds you as a guest.&lt;br /&gt;
&lt;br /&gt;
== House examples ==&lt;br /&gt;
Numbers listed above each plan is the minimum [[carpentry]] skill required.&lt;br /&gt;
&lt;br /&gt;
=== 1-4 tiles ===&lt;br /&gt;
 5    8     11         12    14       &lt;br /&gt;
 X    XX    XX  XXX    XX    XXXX  XXX  XXX&lt;br /&gt;
            X          XX          X     X &lt;br /&gt;
&lt;br /&gt;
=== 5 tiles ===&lt;br /&gt;
 15     17&lt;br /&gt;
 XXX    XXXXX  XXXX  XXXX  XXX  XXX  X      X   X   X&lt;br /&gt;
 XX            X      X    X X  X    XXX  XXX  XXX  XX&lt;br /&gt;
                                X    X    X     X    XX&lt;br /&gt;
&lt;br /&gt;
=== 6 tiles ===&lt;br /&gt;
 16     18&lt;br /&gt;
 XXX    XXXX  XXXX  XXX   XXX  XXX&lt;br /&gt;
 XXX    XX     XX    XXX   XX   XX&lt;br /&gt;
                            X   X&lt;br /&gt;
 20                                                     &lt;br /&gt;
 XXXXXX  XXXXX  XXXXX  XXXXX  XXXX  XXXX   XXXX   XXX&lt;br /&gt;
         X       X       X    X  X  X X   XX     XX X&lt;br /&gt;
 &lt;br /&gt;
  XXXX  XXXX  X      X      X      X  XXX&lt;br /&gt;
  X      X    XXXX  XXXX  XXXX  XXXX  XXX &lt;br /&gt;
  X      X    X     X     X     X      XX&lt;br /&gt;
&lt;br /&gt;
=== Larger examples ===&lt;br /&gt;
 21   32    45     60      77       96&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
 XXX  XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
      XXXX  XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
            XXXXX  XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
                   XXXXXX  XXXXXXX  XXXXXXXX&lt;br /&gt;
                           XXXXXXX  XXXXXXXX&lt;br /&gt;
                                    XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
; The ground is not flat enough.&lt;br /&gt;
: The highest slope of where you are trying to plan your building exceeds 8.&lt;br /&gt;
; Your structure must connect everywhere.&lt;br /&gt;
: You tried to plan a tile that is not connected to the rest of your plan.&lt;br /&gt;
; You need space to build the walls. Another building is too close.&lt;br /&gt;
: You tried to plan a building within one tile of another building.&lt;br /&gt;
; There is already a building there.&lt;br /&gt;
: You tried to extend the plan of your building within one tile of another building.&lt;br /&gt;
; Only the owner of &amp;lt;House name&amp;gt; can remodel it.&lt;br /&gt;
: You tried to add an inner wall to a house that is not owned by you.&lt;br /&gt;
; You are not skilled enough in carpentry to extend your house in that direction.&lt;br /&gt;
: You tried to make your house bigger than your carpentry level allows.&lt;br /&gt;
; You must finish the outer walls first.&lt;br /&gt;
: You tried to plan an inner wall without having finished the outer walls.&lt;br /&gt;
; &amp;lt;Deed name&amp;gt; does not allow that.&lt;br /&gt;
: You tried to plan your building in the perimeter of a foreign settlement.&lt;br /&gt;
; The structure contains a hole. You can not build like that. Please replan.&lt;br /&gt;
: You tried to finalize a plan that has a tile without a plan surrounded by tiles that have a plan.&lt;br /&gt;
; This action is not allowed here, because the tile is on a player owned deed that has disallowed it.&lt;br /&gt;
: You tried to plan your building on a foreign settlement that disallows you from building on it.&lt;br /&gt;
; Houses need at least one door. Build a door first.&lt;br /&gt;
: You tried to continue the second to last wall without having a door planned.&lt;br /&gt;
&lt;br /&gt;
== External Tools ==&lt;br /&gt;
&lt;br /&gt;
*[http://webdepp.sense-net.at/~toni/wurm/housecalc.php Web-based Calculator by Toni]&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Corpse&amp;diff=74937</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Corpse&amp;diff=74937"/>
		<updated>2012-09-07T00:33:44Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
   For detailed information on player corpses, please see the article on [[death]].&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is the result of killing [[NPC]]s ([[animals]], [[tower guard]]s, etc), and other [[player]]s. A corpse is used for (and left after) [[butchering]]. Burying a corpse gives a small amount of [[digging]] skill. If the corpse is a human then burying it can increase [[alignment]] by 1.&lt;br /&gt;
&lt;br /&gt;
Corpses [[decay]] relatively fast unless inside a [[Terrain:Cave|cave]]. Once it is decayed, the [[item]]s on the corpse will end up in a [[pile of items]].&lt;br /&gt;
&lt;br /&gt;
If a player is a [[Mol-Rehan]] or [[Jenn-Kellon]], type [[chat commands|&amp;lt;tt&amp;gt;/release corpse&amp;lt;/tt&amp;gt;]] (including the space) to allow other players of the same [[kingdom]] to [[loot]] a player's corpse. [[Blacklighter]]s can loot any corpse.&lt;br /&gt;
&lt;br /&gt;
It is believed that burying a corpse may affect creature [[spawn]] rates, but this is unlikely because corpses can be picked up. This means corpses are classified as items by the [[server]] and their creature slot on the server is now freed up for a new spawn to be created.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You cant rename a corpse.&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
The [[age]] and [[Food|hunger]] state of the creature does not affect corpse weight. Oddly enough, butchering a corpse does not affect its weight either.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! [[Creature]] !! [[Weight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Anaconda]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Black wolf]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Brown bear]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Black bear]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Calf]], [[Cow]], [[Bull]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave bug]] || 19.28&lt;br /&gt;
|-&lt;br /&gt;
| [[Crocodile]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Deer]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Dog]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Foal]], [[Horse]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Hen]] || 0.36*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rooster]] || 0.36&lt;br /&gt;
|-&lt;br /&gt;
| [[Chicken]] || 0.36&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Large rat]] || 7.14&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava fiend]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava spider]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain lion]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Pheasant]] || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Scorpion]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Spider]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild cat]] || 42.86&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) Requires update or confirmation as of undocumented January 2012 update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Corpse&amp;diff=74936</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Corpse&amp;diff=74936"/>
		<updated>2012-09-07T00:32:08Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Items|Items]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
   For detailed information on player corpses, please see the article on [[death]].&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is the result of killing [[NPC]]s ([[animals]], [[tower guard]]s, etc), and other [[player]]s. A corpse is used for (and left after) [[butchering]]. Burying a corpse gives a small amount of [[digging]] skill. If the corpse is a human then burying it can increase [[alignment]] by 1.&lt;br /&gt;
&lt;br /&gt;
Corpses [[decay]] relatively fast unless inside a [[Terrain:Cave|cave]]. Once it is decayed, the [[item]]s on the corpse will end up in a [[pile of items]].&lt;br /&gt;
&lt;br /&gt;
If a player is a [[Mol-Rehan]] or [[Jenn-Kellon]], type [[chat commands|&amp;lt;tt&amp;gt;/release corpse&amp;lt;/tt&amp;gt;]] (including the space) to allow other players of the same [[kingdom]] to [[loot]] a player's corpse. [[Blacklighter]]s can loot any corpse.&lt;br /&gt;
&lt;br /&gt;
It is believed that burying a corpse may affect creature [[spawn]] rates, but this is unlikely because corpses can be picked up. This means corpses are classified as items by the [[server]] and their creature slot on the server is now freed up for a new spawn to be created.&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
The [[age]] and [[Food|hunger]] state of the creature does not affect corpse weight. Oddly enough, butchering a corpse does not affect its weight either.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! [[Creature]] !! [[Weight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Anaconda]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Black wolf]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Brown bear]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Black bear]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Calf]], [[Cow]], [[Bull]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave bug]] || 19.28&lt;br /&gt;
|-&lt;br /&gt;
| [[Crocodile]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Deer]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Dog]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Foal]], [[Horse]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Hen]] || 0.36*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rooster]] || 0.36&lt;br /&gt;
|-&lt;br /&gt;
| [[Chicken]] || 0.36&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Large rat]] || 7.14&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava fiend]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava spider]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain lion]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Pheasant]] || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Scorpion]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Spider]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]] || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild cat]] || 42.86&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) Requires update or confirmation as of undocumented January 2012 update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You cant rename a corpse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Historical:Meal&amp;diff=74915</id>
		<title>Historical:Meal</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Historical:Meal&amp;diff=74915"/>
		<updated>2012-09-03T23:52:41Z</updated>

		<summary type="html">&lt;p&gt;Vanya: /* Additional notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Cooking]] / [[Hot food cooking]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|creation=cooking&lt;br /&gt;
|container=[[frying pan]]&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}'''&lt;br /&gt;
|skill=hot food cooking&lt;br /&gt;
|improve=no}}&lt;br /&gt;
&lt;br /&gt;
The most nutritious type of food. When eaten hot it gives more nutrition.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
Making meals can be very simple: Put [[meat]] / [[fish]] and [[potato]] / [[corn]] / [[onion]] / [[pumpkin]] (commonly referred to as [[vegetables]]) in a [[frying pan]] and heat it up. Voila, a meal. Do not use fish and meat at the same time, as that will only make a [[stew]].&lt;br /&gt;
&lt;br /&gt;
If there are no vegetables available, they can be substituted by [[bread]]. Adding [[salt]] halves the meal's decay rate.&lt;br /&gt;
&lt;br /&gt;
Examine the frying pan before cooking to determine the difficulty and whether or not it will become a meal. [[Herb]]s, [[cheese]], and some other [[foraged]] and [[Forestry|harvested]] items can be added for additional difficulty. The more ingredients a meal has, the more difficult it will be to cook.&lt;br /&gt;
[[Berries]] added to the frypan will produce [[stew]] instead of a meal.&lt;br /&gt;
Meals made with [[onion|onions]] are less difficult to make than meals made with [[potato]] or [[corn]]. [[Pumpkin]] and [[bread]] are cooking ingredients with an even higher difficulty.&lt;br /&gt;
&lt;br /&gt;
Meals have higher base difficulty than other cooking, so beginners are recommended to use [[stone oven]]s when cooking them. If difficulty isn't an issue, any fire source can be used. Experienced cooks will sometimes use [[campfire]]s or [[stone forge]]s to intentionally increase the difficulty and therefore their skill gain.&lt;br /&gt;
Added difficulty:&lt;br /&gt;
* Oven 0&lt;br /&gt;
* Campfire 5&lt;br /&gt;
* Forge 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The base [[QL]] of a meal is your [[hot food cooking]] skill, and at lower skill it will match this most of the time. As [[hot food cooking]] becomes higher, it also becomes harder and harder to maintain maximum quality. When it exceeds 70, the meal [[QL]] will drop and become more dependent on the ql of the items and the difficulty of making it (the easier the meal, the higher [[QL]] meal made).&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
; Fire source&lt;br /&gt;
: [[Campfire]], [[Stone forge]], [[Stone oven]]&lt;br /&gt;
; Cooking implement&lt;br /&gt;
: [[Frying pan]]&lt;br /&gt;
; Meaty part&lt;br /&gt;
: Either [[meat]] or [[fish]] (regular or fillet)&lt;br /&gt;
; Vegetable part&lt;br /&gt;
: [[Potato]], [[corn]], [[onion]] or [[pumpkin]].&lt;br /&gt;
: Alternatively: [[bread]] or [[grain]].&lt;br /&gt;
&lt;br /&gt;
=== Resulting Product ===&lt;br /&gt;
* 1x '''meal'''&lt;br /&gt;
&lt;br /&gt;
=== Skills used ===&lt;br /&gt;
* [[Hot food cooking]]&lt;br /&gt;
&lt;br /&gt;
== Some Recipes and Difficulty (2011 Feb 19) ==&lt;br /&gt;
* Meat + Onion = 22 difficulty&lt;br /&gt;
* Meat + Onion + Corn = 25 difficulty&lt;br /&gt;
* Meat + Onion + Potato = 25 difficulty&lt;br /&gt;
* Meat + Corn = 27 difficulty&lt;br /&gt;
* Meat + Potato = 27 difficulty&lt;br /&gt;
* Meat + Onion + Pumpkin = 28 difficulty&lt;br /&gt;
* Meat + Pumpkin = 30 difficulty&lt;br /&gt;
* Meat + Bread = 30 difficulty&lt;br /&gt;
* Meat + Corn + Onion + Cheese = 32 difficulty&lt;br /&gt;
* Meat + Pumpkin + Potato = 33 difficulty&lt;br /&gt;
* Meat + Pumpkin + Corn = 33 difficulty&lt;br /&gt;
* Meat + Pumpkin + [[Grain]] = 33 difficulty&lt;br /&gt;
* Meat + Pumpkin + Corn + Potato + Onion = 39 difficulty&lt;br /&gt;
* Meat + Corn + Onion + Cheese + Grain = 39 difficulty&lt;br /&gt;
* Meat + Pumpkin + Corn + Potato = 40 difficulty&lt;br /&gt;
&lt;br /&gt;
== Additional notes ==&lt;br /&gt;
* Meals decay very fast in inventories. You're better off storing them in a barrel.&lt;br /&gt;
* They do take damage in your inventory even if you are logged off.&lt;br /&gt;
* Water, salt, or water plus salt, will decrease the decay rate of meals in a barrel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hot food cooking items]]&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Potato&amp;diff=74914</id>
		<title>Potato</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Potato&amp;diff=74914"/>
		<updated>2012-09-03T23:48:27Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB| Main]] / [[Skills]] / [[Nature]] / [[Farming]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{item&lt;br /&gt;
|image=Potato.jpg&lt;br /&gt;
|creation=farm&lt;br /&gt;
|result=* '''{{PAGENAME}}''' (0.10 kg)&lt;br /&gt;
|improve=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A potato. potatoes can be pretty hard to grow to edible size.''&lt;br /&gt;
&lt;br /&gt;
Potato is a crop that can be used in [[hot food cooking|cooking]] to create [[meal]]s or [[casserole]]s.&lt;br /&gt;
&lt;br /&gt;
It can be found by [[botanizing]], but it is also a [[seed]] that can be [[Farming|sown]] on a dirt tile, to produce more crop. &lt;br /&gt;
&lt;br /&gt;
It can be planted and harvested using no tool but your bare hands.&lt;br /&gt;
&lt;br /&gt;
A potato weights 0.10 kg and has 0.175 volume.&lt;br /&gt;
&lt;br /&gt;
When the crop is ready to be harvested, it will show some medium size white flowers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Botanized items]]&lt;br /&gt;
[[Category:Cooking items]]&lt;br /&gt;
[[Category:Farming items]]&lt;br /&gt;
[[Category:Babel/P]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animal_taming&amp;diff=74910</id>
		<title>Animal taming</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animal_taming&amp;diff=74910"/>
		<updated>2012-09-02T21:31:19Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Skills|Skills]] / [[Nature]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
'''Taming''' is a [[skill]] used to make an [[animal]] a [[pet]]. You can only have one pet at a time, so if you have a pet and tame another, your first pet will become untamed. Pets that become untamed will return to their normal hostile or non-hostile stance; ie. if the animal is normally hostile then it will begin attacking guards and players.&lt;br /&gt;
&lt;br /&gt;
There is a penalty to taming for [[Blacklighter]]s; taming is still possible but with a higher level of difficulty.&lt;br /&gt;
&lt;br /&gt;
Only animals can be tamed; for [[monster]]s you need to be a [[Priest]]/Priestess and a follower of [[Magranon]] or [[Libila]].&lt;br /&gt;
* A Priest/Priestess of Magranon at 40 [[faith]] can cast [[Dominate]] to tame monsters.&lt;br /&gt;
* A Priest/Priestess of Libila at 40 faith can cast [[Rebirth]] to raise the spirit of a slain animal, monster or player as a [[zombie]] pet.&lt;br /&gt;
&lt;br /&gt;
====Characteristics gained====&lt;br /&gt;
Soul / [[Soul strength]], [[Soul depth]]&lt;br /&gt;
&lt;br /&gt;
== Method == &lt;br /&gt;
You can tame an animal by activating an item that it will eat, then right-click the animal and choose '''Tame'''. For some animals the item is [[seeds]], for others it is [[meat]] or [[fish]] (also [[Butchering#Fileting|filet]]ed).&lt;br /&gt;
&lt;br /&gt;
The [[QL]] of the taming item speeds up the taming action, for about 1 second per 20 QL.&lt;br /&gt;
&lt;br /&gt;
==Taming Skill and Status of Animal==&lt;br /&gt;
&lt;br /&gt;
* 0-10 Upset&lt;br /&gt;
* 10-20 Nervous&lt;br /&gt;
* 20-30 Submissive&lt;br /&gt;
* 30-40 Calm&lt;br /&gt;
* 40-50 Tame&lt;br /&gt;
* 50-60 Loyal&lt;br /&gt;
* 60-70 Trusting&lt;br /&gt;
* 70-99 Extremely loyal&lt;br /&gt;
&lt;br /&gt;
The taming status can be used to know when your animal will go untame. When you tame an animal numerous times, then at a 42 taming skill, for example, your animal will have a maximum &amp;quot;tamed level&amp;quot; of [42]. Over time, this value will [[decay]]. Examining the animal to check its status can tell you on average how high this level is, with &amp;quot;upset&amp;quot; being the least reliable status, as your animal could go untame without further warning.&lt;br /&gt;
&lt;br /&gt;
If a pet is hit, it will lose loyalty. Stronger animals lose more loyalty when hit than weaker animals.&lt;br /&gt;
&lt;br /&gt;
==Handling Pet==&lt;br /&gt;
&lt;br /&gt;
A pet can be ordered to go somewhere or to attack other animals or people. You can also lead a pet with a [[rope]].&lt;br /&gt;
&lt;br /&gt;
A pet can't be tamed by another person while it is your pet. A higher taming skill will probably make the animal stay longer as your pet.&lt;br /&gt;
&lt;br /&gt;
You can decide if your pet should go offline or stay online when you log off. Right-click something and select &amp;lt;tt&amp;gt;Pet &amp;gt; Go offline/online.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can give your pet to another person: right-click on the person and select &amp;lt;tt&amp;gt;Pet &amp;gt; Give away pet&amp;lt;/tt&amp;gt;. They may need to type &amp;lt;tt&amp;gt;/[[Chat commands|invitations]]&amp;lt;/tt&amp;gt; command first. They must not have a pet before. Their own taming skill must be high enough to keep the animal.&lt;br /&gt;
&lt;br /&gt;
Hitcheable animals as horses and so, while tammed, can still being hitched to a cart, but they will not move, nor move the cart, if they are ordered to go somewhere. Instead, they will stay on the place, and a message will say they cannot perform that action.&lt;br /&gt;
Anyway, the cart with the tammed animal hitched can be moved in the normal way (being mounted and driven by a commanding player).&lt;br /&gt;
&lt;br /&gt;
==Pets and Combat==&lt;br /&gt;
Bringing a pet into combat can be desirable, if it is strong enough it can give you a combination bonus and can more easily survive the fight. Against other players it may be enough to tip a fight your way. Against players however only champion or greenish pets are recommended and then only the stronger animals like crocodiles. Having your mount tamed means that it will enter combat with you too but often this means that in PvE whatever creature you fight will probably target your mount and not you. It is not recommended that you tame your mount for combat, this is an easy way to get it killed.&lt;br /&gt;
&lt;br /&gt;
When in combat the taming level of your pet is very important. If it takes a melee hit then this can reduce its taming level. If it takes enough hits without dying it can go un-tame. This cannot be achieved with archery however, it must be a melee weapon. Thus when entering combat with a pet its important that the pet has the highest loyalty level you can achieve.&lt;br /&gt;
&lt;br /&gt;
Having said that only the champion or greenish are preferred it should be pointed out that while a pet is alive and targeting an enemy it is stopping them from regaining stamina. If you can break off combat long enough to recover some yourself this also may be enough to put the fight in your favour.&lt;br /&gt;
&lt;br /&gt;
==Notice about Taming Difficulty==&lt;br /&gt;
&lt;br /&gt;
As of February 2008, when Mol-Rehan was introduced, taming was made much harder. While past mechanics allowed you to just try and tame again when you failed, the new system will make the animal go aggressive and attack you if you fail by too large a margin. Additionally, it will lose a level of loyalty when this happens. All animals also had their taming difficulty severely raised, making it very hard to tame a champion class animal and a gruesome project to tame even an ordinary bear with as high as 50 taming. You are advised to take extreme caution when attempting to tame something, preferably by fencing the animal in and taking refuge outside the gate if the animal goes berserk on you.&lt;br /&gt;
&lt;br /&gt;
If you want to stop attacking a pet that has gone aggressive, move a few tiles away, right-click on ground and choose No target (if you have &amp;quot;Display 'no target' in menus&amp;quot; option checked in Settings). &lt;br /&gt;
&lt;br /&gt;
If the animal has at least a single level of loyalty left after going aggressive from a failed taming, it will revert to its tamed status again after a while, provided nobody attacks it. Naturally neutral animals such as pigs, roosters, pheasants and unicorns will also return to their neutral state some time after a fail.&lt;br /&gt;
Don't forget that deed and tower guards attack hostile animals if summoned, but only if the animal is naturally hostile. For example, guards will attack a [[crocodile]] if summoned, but will ignore a berserk [[unicorn]].&lt;br /&gt;
&lt;br /&gt;
Certain animals are much easily kept tame than others. An upset status dog can remain tame for a day or two. However, be aware that a crocodile at upset or nervous level could go untamed any second since they are very aggressive animals.&lt;br /&gt;
&lt;br /&gt;
==Messages==&lt;br /&gt;
; [The animal] sniffs the air and looks too nervous to focus.: Move the animal to another spot or off deed before taming.&lt;br /&gt;
&lt;br /&gt;
== Guides to Raising Taming Skill ==&lt;br /&gt;
&lt;br /&gt;
With limited ressources:&lt;br /&gt;
*1x [[cauldron]]&lt;br /&gt;
*9x meat&lt;br /&gt;
*1x pig&lt;br /&gt;
*1x [[pottery flask]] or a [[Reed pen]]&lt;br /&gt;
*water&lt;br /&gt;
&lt;br /&gt;
1. Fill the cauldron with the water and put the meat in and cook it till it makes a soup.&lt;br /&gt;
&lt;br /&gt;
2. Get the pig and if you haven't done so already, walk it off deed.&lt;br /&gt;
&lt;br /&gt;
3. Get the pottery flask and drag the soup from the cauldron to the flask. It only takes 0.25kg of the soup.&lt;br /&gt;
&lt;br /&gt;
4. Tame the pig using the soup in the flask.&lt;br /&gt;
*Once it is tamed, repeat the process over and over till you have no more soup.&lt;br /&gt;
&lt;br /&gt;
A good idea is to add 9 grains ([[rye]] or others) and 2 vegetables ([[potato]]es, [[corn]], etc) to the flask before the soup.&lt;br /&gt;
:This makes the taming use 0.005kg of soup, allowing one cauldron of soup to last much longer.&lt;br /&gt;
A reed pen holds 0.01 of a liquid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have plenty of seeds, for example massive amounts from [[farming]] for skill you can easily benefit from using [[key_bindings|binds]] and the [[toolbelt]] function for containers:&lt;br /&gt;
&lt;br /&gt;
*Fill up as many [[satchel]]s, [[bucket]]s or other [[container]]s with [[seeds]], [[vegetables]] or [[grain]]s as you can queue up (dictated by your [[mind logic]]) and put them on your [[toolbelt]].&lt;br /&gt;
*Bind a key for taming (in console type: bind &amp;lt;key&amp;gt; tame )&lt;br /&gt;
*Go to a horse, cow or deer and start taming by using the key for the the first container on the toolbelt and then the bound key for the taming action.&lt;br /&gt;
**Continue activating the rest of the containers followed by the taming bind.&lt;br /&gt;
*Repeat after the actions are finished&lt;br /&gt;
**Keep an eye on your stamina! If you have more than 20% left after your queue add more containers to the queue, if you run out of stamina the last queued actions will terminate.&lt;br /&gt;
***QL of what you use for taming affects the taming timer - the higher the QL, the shorter the timer.&lt;br /&gt;
=== Skill Gain ===&lt;br /&gt;
&lt;br /&gt;
Taming skillgain appears to be based on timer length, so ideal skillgain is from decent ql food at the lowest stamina possible without being too tired.&lt;br /&gt;
Being wounded ironically seems to make this easier. With about a 50% longer timer, skillgain roughly doubles, on the same animal at the same tame level (below max)&lt;br /&gt;
&lt;br /&gt;
You can bottom out your stamina at 5 or 6 tries in a row with 44ql meat, highest gain is just before that point.&lt;br /&gt;
It should be mentioned that you gain the same skill regardless of whether you tame a new animal every cycle or not.&lt;br /&gt;
&lt;br /&gt;
== Taming Skill Levels ==&lt;br /&gt;
*00 [[Pig]]s, [[Dog]]s, [[Rats]], [[Deer]], [[Mountain Lion]], [[Wildcat]]&lt;br /&gt;
*05 [[Wolf|Wolves]], [[Cow]]s/[[Bull]]s&lt;br /&gt;
*07 [[Horse]]s&lt;br /&gt;
*15 [[Brown Bear]]s&lt;br /&gt;
*15 [[Wolf|Young Champion Wolves]]&lt;br /&gt;
*20 [[Black Bear]]s&lt;br /&gt;
*35 [[Cavebug]]s&lt;br /&gt;
*35-40 [[Unicorn]]s&lt;br /&gt;
*40 [[Crocodile]]s&lt;br /&gt;
*50+ [[unicorn|Champion Unicorns]]&lt;br /&gt;
&lt;br /&gt;
Beware: These levels are recommendations, not hard requirements.  It is to your advantage to wait, however, as trying to tame at too low a level can result in your death or the loss of potentially hundreds of food items in the attempt.&lt;br /&gt;
&lt;br /&gt;
==[[Titles]]==&lt;br /&gt;
* Animal Trainer at 50 skill&lt;br /&gt;
* Beast Speaker at 70 skill&lt;br /&gt;
* Beastmaster at 90 skill&lt;br /&gt;
&lt;br /&gt;
[[category:Skills]]&lt;br /&gt;
[[category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Enchanted_grass&amp;diff=74909</id>
		<title>Enchanted grass</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Enchanted_grass&amp;diff=74909"/>
		<updated>2012-09-02T21:21:32Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{terrain&lt;br /&gt;
|name=Enchanted grass&lt;br /&gt;
|speed=12.20km/h&lt;br /&gt;
|type=Enchanted&lt;br /&gt;
|playermade=Yes&lt;br /&gt;
|underground=No&lt;br /&gt;
|creation=[[Path of Love]] ability.&lt;br /&gt;
|material=dirt&lt;br /&gt;
|method=dig&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Enchanted grass''' is a special type of [[tile]] that can be created by using the [[Path of Love]] ability 'Enchant' on a normal [[grass tile]]. Herbivorous animals like [[horse]] can graze on it, but it will not get [[packed dirt|packed]] by them like grass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Since May 30, 2012, it can be packed by grazer animals. Quote: ''Grazers will now strive for enchanted grass, but there is also a small chance now that it may disappear when grazed upon.''. You can find that in the Wurm Dev Blog, or in the updates notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removing ==&lt;br /&gt;
Enchanted grass is not destroyed by digging or dropping dirt, but it can be removed by packing it with a shovel. [[Fire pillar]], [[Ice pillar]] and [[Fungus]] spells can also be used to remove it and turn it to sand, marsh or mycelium. It cannot be [[Dispel|dispelled]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* [[Sprout]]s cannot be planted on enchanted grass&lt;br /&gt;
* Does not spread naturally&lt;br /&gt;
* Can be [[trap]]ped.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Enchanted tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category:Babel/E]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Enchanted_grass&amp;diff=74908</id>
		<title>Enchanted grass</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Enchanted_grass&amp;diff=74908"/>
		<updated>2012-09-02T21:16:37Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{terrain&lt;br /&gt;
|name=Enchanted grass&lt;br /&gt;
|speed=12.20km/h&lt;br /&gt;
|type=Enchanted&lt;br /&gt;
|playermade=Yes&lt;br /&gt;
|underground=No&lt;br /&gt;
|creation=[[Path of Love]] ability.&lt;br /&gt;
|material=dirt&lt;br /&gt;
|method=dig&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Enchanted grass''' is a special type of [[tile]] that can be created by using the [[Path of Love]] ability 'Enchant' on a normal [[grass tile]]. Herbivorous animals like [[horse]] can graze on it, but it will not get [[packed dirt|packed]] by them like grass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Since May 30, 2012, it can be packed. Quote: ''Grazers will now strive for enchanted grass, but there is also a small chance now that it may disappear when grazed upon.''. You can find that in the Wurm Dev Blog, or in the updates notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removing ==&lt;br /&gt;
Enchanted grass is not destroyed by digging or dropping dirt, but it can be removed by packing it with a shovel. [[Fire pillar]], [[Ice pillar]] and [[Fungus]] spells can also be used to remove it and turn it to sand, marsh or mycelium. It cannot be [[Dispel|dispelled]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* [[Sprout]]s cannot be planted on enchanted grass&lt;br /&gt;
* Does not spread naturally&lt;br /&gt;
* Can be [[trap]]ped.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Enchanted tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category:Babel/E]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Enchanted_grass&amp;diff=74907</id>
		<title>Enchanted grass</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Enchanted_grass&amp;diff=74907"/>
		<updated>2012-09-02T21:15:13Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Terrain|Terrain]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{terrain&lt;br /&gt;
|name=Enchanted grass&lt;br /&gt;
|speed=12.20km/h&lt;br /&gt;
|type=Enchanted&lt;br /&gt;
|playermade=Yes&lt;br /&gt;
|underground=No&lt;br /&gt;
|creation=[[Path of Love]] ability.&lt;br /&gt;
|material=dirt&lt;br /&gt;
|method=dig&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Enchanted grass''' is a special type of [[tile]] that can be created by using the [[Path of Love]] ability 'Enchant' on a normal [[grass tile]]. Herbivorous animals like [[horse]] can graze on it, but it will not get [[packed dirt|packed]] by them like grass.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Till May 30, 2012, it can be packed. Quote: ''Grazers will now strive for enchanted grass, but there is also a small chance now that it may disappear when grazed upon.''. You can find that in the Wurm Dev Blog, or in the updates notes.&lt;br /&gt;
&lt;br /&gt;
== Removing ==&lt;br /&gt;
Enchanted grass is not destroyed by digging or dropping dirt, but it can be removed by packing it with a shovel. [[Fire pillar]], [[Ice pillar]] and [[Fungus]] spells can also be used to remove it and turn it to sand, marsh or mycelium. It cannot be [[Dispel|dispelled]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* [[Sprout]]s cannot be planted on enchanted grass&lt;br /&gt;
* Does not spread naturally&lt;br /&gt;
* Can be [[trap]]ped.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Enchanted tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category:Babel/E]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bulk_storage_bin&amp;diff=74906</id>
		<title>Bulk storage bin</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bulk_storage_bin&amp;diff=74906"/>
		<updated>2012-09-02T21:07:51Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Carpentry]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image=Bulk storage bin.png&lt;br /&gt;
|active=[[iron ribbon]] &lt;br /&gt;
|passive=[[plank]] &lt;br /&gt;
|group=Containers&lt;br /&gt;
|materials=* 24x [[plank]]&lt;br /&gt;
* 4x [[large nails]]&lt;br /&gt;
|result=*'''{{PAGENAME}}''' (20.00 kg)&lt;br /&gt;
|skill=Carpentry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
''A storage bin made from planks and strengthened with iron ribbons.''&lt;br /&gt;
&lt;br /&gt;
Bulk storage bins are useful for many reasons.&lt;br /&gt;
*You can fit more than 100 objects into them. &lt;br /&gt;
*They stop all decay of objects put into them. (Although items receive a 5% reduction in volume every month)&lt;br /&gt;
*They allow players to average the QL for items. This is not normally possible other way.&lt;br /&gt;
*They allow players to combine items it is not normally possible to combine, such as logs, and split up large combined items into smaller ones, such as lumps, cotton and woodscraps.&lt;br /&gt;
*It allows players to remove damage from unrepairable items without the [[Mend]] spell at the cost of having their quality reduced by a percent equal to the damage.&lt;br /&gt;
&lt;br /&gt;
There are three major downsides. Averaging the quality of the items put in is not always a good thing, such as when high quality materials are required for improving. In addition, 5% of the stored items are lost every 30 days. Finally, any [[enchant]]s, renames, [[rare item]] status, and other &amp;quot;special&amp;quot; characteristics on items put in are lost.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The last plank built onto the bin determines the type (cedar, pinewood, etc.).&lt;br /&gt;
* Finished bulk storage bins can only be picked up if they are empty, but can always be pushed, pulled, and turned like forges and ovens&lt;br /&gt;
* They can be planted to prevent pickup when they are empty.&lt;br /&gt;
* Can be secured like a [[large chest]] with a [[large padlock]].&lt;br /&gt;
* The 'Weight' column of the bin is actually the volume. A single bin can hold 16000.&lt;br /&gt;
* The model for bins will change when being half full to reflect its contents exceeding 8000 in volume.&lt;br /&gt;
* Items can be dragged directly from a container to the storage bin.&lt;br /&gt;
* Volume and Weight are not in the same proportion for different items, so some items store more efficiently in bulk storage bins than others.&lt;br /&gt;
* When you remove the last whole item, any remaining material of that type is lost.&lt;br /&gt;
* Destruction is possible for the BSB's creator or the holder of the key locking it, absent of deed restrictions. &lt;br /&gt;
* When a BSB is destroyed, all of the items inside of it are destroyed as well.&lt;br /&gt;
&lt;br /&gt;
==Items that fit in:==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=sortable&lt;br /&gt;
! Item&lt;br /&gt;
! Volume&lt;br /&gt;
per Unit&lt;br /&gt;
! Weight&lt;br /&gt;
per Unit&lt;br /&gt;
! Weight&lt;br /&gt;
per Volume&lt;br /&gt;
! Max Units&lt;br /&gt;
per BSB&lt;br /&gt;
|-&lt;br /&gt;
| [[Acorns]] || 0.125 || 0.200 || 1.600 || 128,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal fat]] || 0.125 || 1.000 || 8.000 || 128,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Armour chains]] || 0.050 || 0.100 || 2.000 || 320,000&lt;br /&gt;
|-&lt;br /&gt;
| Arrow heads([[Hunting arrow head|Hunting]], [[War arrow head|War]]) || 0.030 || 0.040 || 1.333 || 533,333&lt;br /&gt;
|-&lt;br /&gt;
| Arrows([[Hunting arrow|Hunting]], [[War arrow|War]], [[Arrow shaft]]) || 0.040 || 0.140 || 3.500 || 400,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ash]] || 1.000 || 0.100 || 0.100 || 16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Belaying pin]] || 0.300 || 0.500 || 1.667 || 53,333&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow string]] || 0.001 || 0.010 || 10.000 || 16,000,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Branch]] || 2.100 || 2.000 || 0.952 || 7,619&lt;br /&gt;
|-&lt;br /&gt;
| [[Charcoal]] || 0.125 || 0.500 || 4.000 || 128,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Clay]] || 1.000 || 2.000 || 2.000 || 16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochineal]] || 0.125 || 0.200 || 1.600 || 128,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Colossus brick]] || 8.000 || 15.000 || 1.875 || 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cordage rope]] || 2.000 || 0.500 || 0.250 || 8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cotton]] || 8.000 || 1.000 || 0.125 || 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cotton seed]] || 0.018 || 0.100 || 5.556 || 888,888&lt;br /&gt;
|-&lt;br /&gt;
| [[Cotton sheet]] || 0.125 || 1.500 || 12.000 || 128,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Deck board]] || 1.500 || 4.000 || 2.667 || 10,666&lt;br /&gt;
|-&lt;br /&gt;
| [[Pile of dirt|Dirt(pile of)]] || 18.750 || 20.000 || 1.067 || 853&lt;br /&gt;
|-&lt;br /&gt;
| [[Dredge scraping lip]] || 0.125 || 1.000 || 8.000 || 128,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]] || 0.064 || 0.100 || 1.563 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Floor boards]] || 756.000 || 42.000 || 0.056 || 21&lt;br /&gt;
|-&lt;br /&gt;
| [[Flowers]] || 0.001 || 0.050 || 50.000 || 16,000,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Handle]] || 0.040 || 0.100 || 2.500 || 400,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Hull plank]] || 6.000 || 8.000 || 1.333 || 2,666&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron fence bars]] || 2.000 || 6.000 || 2.000 || 8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Keel section]] || 420.000 || 60.000 || 0.143 || 38&lt;br /&gt;
|-&lt;br /&gt;
| [[Kindling]] || 4.000 || 1.500 || 0.375 || 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Large nails]] || 0.040 || 0.300 || 7.500 || 400,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Large tackle]] || 4.000 || 10.000 || 2.500 || 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavender|Lavender flower]] || 0.050 || 0.050 || 1.000 || 320,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || 9.000 || 3.000 || 0.333 || 1,777&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather pieces]] || 0.500 || 0.400 || 0.800 || 32,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Log]] || 80.000 || 24.000 || 0.300 || 200&lt;br /&gt;
|-&lt;br /&gt;
| [[Bronze lump|Lump(Bronze)]] || 1.000 || 0.100 || 0.100 || 16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold lump|Lump(Gold)]] || 0.090 || 0.100 || 1.111 || 177,777&lt;br /&gt;
|-&lt;br /&gt;
| Lump([[Iron lump|Iron]], [[Copper lump|Copper]], [[Lead lump|Lead]]) || 1.000 || 1.000 || 1.000 || 16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver lump|Lump(Silver)]] || 0.250 || 0.100 || 0.400 || 64,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel lump|Lump(Steel)]] || 0.027 || 0.400 || 14.815 || 592,592&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin lump|Lump(Tin)]] || 1.000 || 0.500 || 0.500 || 16,000&lt;br /&gt;
|-&lt;br /&gt;
|-[[Metal scrap]] || 0.125 || 0.800 || 6.400 || 128,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal sheet]] (steel, silver or gold) || 2.000 || 6.000 || 3.000 || 8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Mine door (wood)]] || 63.000 || 42.000 || 0.667 || 253&lt;br /&gt;
|-&lt;br /&gt;
| [[Mixed grass]] || 0.040 || 0.050 || 1.250 || 400,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Mooring anchor]] || 42.000 || 20.500 || 0.488 || 380&lt;br /&gt;
|-&lt;br /&gt;
| [[Mooring rope]] || 4.500 || 0.500 || 0.111 || 3,555&lt;br /&gt;
|-&lt;br /&gt;
| [[Mortar]] || 1.000 || 2.000 || 2.000 || 16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Moss]] || 1.000 || 0.300 || 0.300 || 16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Oar]] || 9.500 || 5.000 || 0.526 || 1,684&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore]] || 18.750 || 20.000 || 1.067 || 853&lt;br /&gt;
|-&lt;br /&gt;
| [[Peat]] || 11.250 || 10.000 || 0.889 || 1,422&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg]] || 0.040 || 0.100 || 2.500 || 400,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Plank]] || 3.000 || 2.000 || 0.667 || 5,333&lt;br /&gt;
|-&lt;br /&gt;
| [[Rags]] || 0.125 || 0.200 || 1.600 || 128,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ribbon]] || 0.200 || 3.000 || 15.000 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Rivets]] || 0.016 || 0.200 || 12.500 || 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock shards]] || 18.750 || 20.000 || 1.067 || 853&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope]] || 0.200 || 0.500 || 2.500 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Rose flower]] || 0.030 || 0.050 || 1.667 || 533,333&lt;br /&gt;
|-&lt;br /&gt;
| [[heap of sand|Sand(heap of)]] || 18.750 || 20.000 || 1.067 || 853&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaft]] || 2.100 || 1.000 || 0.476 || 7,619&lt;br /&gt;
|-&lt;br /&gt;
| [[Small nails]] || 0.020 || 0.200 || 10.000 || 800,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Small tackle]] || 0.500 || 5.000 || 10.000 || 32,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Square piece of cloth]] || 0.125 || 0.300 || 2.400 || 128,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone brick]] || 8.000 || 15.000 || 1.875 || 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[String of cloth]] || 0.001 || 0.100 || 100.000 || 16,000,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Support beam]] || 756.000 || 60.000 || 0.079 || 21&lt;br /&gt;
|-&lt;br /&gt;
| [[Tar]] || 1.000 || 1.000 || 1.000 || 16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenon]] || 0.150 || 1.000 || 6.667 || 106,666&lt;br /&gt;
|-&lt;br /&gt;
| [[Thick rope]] || 12.000 || 5.500 || 0.458 || 1,333&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch]](wood) || 0.750 || 0.200 || 0.267 || 21,333&lt;br /&gt;
|-&lt;br /&gt;
| [[Wemp fibre]] || 0.180 || 0.500 || 2.778 || 88,888&lt;br /&gt;
|-&lt;br /&gt;
| [[Wemp plant]] || 0.500 || 0.700 || 1.400 || 32,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wemp seed]] || 0.018 || 0.100 || 5.556 || 888,888&lt;br /&gt;
|-&lt;br /&gt;
| [[Woad]] || 0.027 || 0.050 || 1.852 || 592,592&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood scrap]] || 0.120 || 1.500 || 12.500 || 133,333&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Food storage bin]]&lt;br /&gt;
*[[Decay]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Cow&amp;diff=74905</id>
		<title>Cow</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Cow&amp;diff=74905"/>
		<updated>2012-09-02T19:29:00Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|image=Cows.JPG&lt;br /&gt;
|aggro=No&lt;br /&gt;
|tamable=Yes&lt;br /&gt;
|dommable=No&lt;br /&gt;
|groomable=Yes&lt;br /&gt;
|butcheringprod=[[Meat]], [[fat]], [[tail]], [[hoof]], [[eye]], [[hide]], [[bladder]]&lt;br /&gt;
|eats=Grain, seeds and vegetables; grazer&lt;br /&gt;
|ridable=Yes, even with less than 20 body control.&lt;br /&gt;
|swim=No&lt;br /&gt;
|lair=Spawns anywhere&lt;br /&gt;
}}&lt;br /&gt;
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''&lt;br /&gt;
== Description ==&lt;br /&gt;
''A brown docile cow.''&lt;br /&gt;
&lt;br /&gt;
'''Cow''' is a domestic animal you can find wandering around [[grass]] lands. You can use a [[rope]] to lead it. You cannot lead it into [[water]] though. You can feed cows by placing them in a tile of [[grass]] or a tile of farmed [[field]], but they can stomp the grass into packed dirt and eat your [[crops]].&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
A cow, like other animals in Wurm, will not yield meat when butchering if they are starving. Fat cows, on the other hand, will yield extra meat upon butchering. Cows may wander while grazing for food, so [[fence]] them in a large area with lots of grass or crops. Cows can and usually will destroy crops over time by walking on them, so only put them on your extra fields.&lt;br /&gt;
&lt;br /&gt;
== Milking ==&lt;br /&gt;
Cows can be milked once per Wurm day (every 3 hours).&lt;br /&gt;
&lt;br /&gt;
Activate a portable container like [[small bucket]], [[small barrel]], [[pottery jar]] or [[water skin]], right-click the cow, and select ''Milk''. Drink it, or use a [[cheese drill]] to make it into [[cheese]].&lt;br /&gt;
==Notes==&lt;br /&gt;
*Bashing attack&lt;br /&gt;
*Leadable&lt;br /&gt;
*[[Milk]]able&lt;br /&gt;
*Will eat grass on their own if on a tile of grass&lt;br /&gt;
*Cannot swim&lt;br /&gt;
*Weak&lt;br /&gt;
==Reference==&lt;br /&gt;
[[:wikipedia:cow|Cow]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Babel/C]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Kelp&amp;diff=74893</id>
		<title>Kelp</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Kelp&amp;diff=74893"/>
		<updated>2012-08-31T17:25:14Z</updated>

		<summary type="html">&lt;p&gt;Vanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Nature]] / [[Farming]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
|image=Kelp.jpg&lt;br /&gt;
|image=none.jpg&lt;br /&gt;
|creation=farm&lt;br /&gt;
|result=* '''Kelp''' (0.50 kg)&lt;br /&gt;
|improve=no&lt;br /&gt;
|combinable=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''A brown algae long and slimy with air bladders clearly visible.''&lt;br /&gt;
&lt;br /&gt;
'''Kelp''' is a [[farming]] product gathered from [[kelp tile|kelp tiles]].&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
There is currently no known use for kelp.&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
===Kelp tiles===&lt;br /&gt;
Medium, long and wild natural [[kelp tile|kelp tiles]] can be harvested to produce kelp. Medium kelp produces 1 plant, tall produces 2 plants and wild produces 3 plants. The quality of the harvest is random.&lt;br /&gt;
&lt;br /&gt;
The length of the kelp can be [[examine]]d:&lt;br /&gt;
 You see a patch of kelp. The kelp is short and seem to like it here.&lt;br /&gt;
 You see a patch of kelp. The kelp is medium and seem to like it here.&lt;br /&gt;
 You see a patch of kelp. The kelp is tall and seem to like it here.&lt;br /&gt;
 You see a patch of kelp. The kelp is wild and seem to like it here.&lt;br /&gt;
&lt;br /&gt;
Kelp tiles can be harvested with a&lt;br /&gt;
* [[Sickle]]&lt;br /&gt;
* [[Shovel]]&lt;br /&gt;
* [[Scythe]]&lt;br /&gt;
* [[Butchering knife]]&lt;br /&gt;
* [[Carving knife]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Farming items]]&lt;br /&gt;
[[Category:Babel/K]]&lt;/div&gt;</summary>
		<author><name>Vanya</name></author>
		
	</entry>
</feed>