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	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Iron_fence&amp;diff=59172</id>
		<title>Iron fence</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Iron_fence&amp;diff=59172"/>
		<updated>2010-09-17T07:42:30Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{itemM&lt;br /&gt;
|image=Iron fence.jpg&lt;br /&gt;
|name=Iron fence&lt;br /&gt;
|active=[[Mallet]] or [[Hammer]]&lt;br /&gt;
|passive=[[Tile Border]]&lt;br /&gt;
|groupM=Fence &amp;gt; Iron &amp;gt; Build iron fence&lt;br /&gt;
|materials=* 10x [[Stone brick]]s&lt;br /&gt;
* 1x [[Iron fence bars]]&lt;br /&gt;
|result=*'''Iron fence'''&lt;br /&gt;
|skill=Masonry&lt;br /&gt;
|improveItem=Stone bricks&lt;br /&gt;
|note=*You must have at least one stone brick in your [[inventory]] to start building it.&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
''You see an iron fence.''&lt;br /&gt;
&lt;br /&gt;
A small stone wall with iron bars. Appears to be half as strong as a small stone wall.&lt;br /&gt;
&lt;br /&gt;
[[Category:Masonry items]]&lt;br /&gt;
[[Category:Fences]]&lt;br /&gt;
[[Category:Babel/I]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58064</id>
		<title>Guides:Tactics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58064"/>
		<updated>2010-08-17T12:26:40Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Raid info by Friend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Tutorials]] :: [[Tactics]]&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' deals with basic defense and offense strategies.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Since these are basic they won't cover much in regards to defense against [[catapult]]s until other defenses are come up with.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
==== Design ====&lt;br /&gt;
You will always need multiple layers of [[wall]]s. If you don't have enough time, or other people to help, the first layer is going to have to be low [[stone wall]] as it's the quickest to put up (you can always knock it down and replace it with high stone wall later).&lt;br /&gt;
&lt;br /&gt;
Unless you are going for a pretty [[town]] (defense of which would be a lot harder) you need to concentrate on squares of walls so that they can match a future [[deed]] and so that the deed can control [[gate]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://img408.imageshack.us/img408/5286/basicdeed0by.th.jpg&lt;br /&gt;
[http://img408.imageshack.us/img408/5286/basicdeed0by.jpg Click]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
At first you'll probably have to go for gatehouses as shown in the image above between two layers of walls. It's recommended to have a [[tower]] inside that size 5 deed area which will cover your town from enemy [[kingdom]] attacks. Most people prefer to have it in the center with the deed [[token]]--although practical, it may not look the best.&lt;br /&gt;
&lt;br /&gt;
Thats the basic size 5 design you can make it harder for your enemy by having offset gates, although you'll need a deed as only [[palisade]]s will work.&lt;br /&gt;
&lt;br /&gt;
http://img252.imageshack.us/img252/3695/hashedwall3ew.th.jpg&lt;br /&gt;
[http://img252.imageshack.us/my.php?image=hashedwall3ew.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This design denies your enemies the chance to pick the weakest section in each layer without breaking all the dividing walls. Be careful not to lock anyone inbetween the walls(unless you want to, see catapult use below)&lt;br /&gt;
&lt;br /&gt;
'''Catapults''': You could put catapults in squares between walls and either have a gate or put a firing account in there when you build it sealing it in. You can then trade ammo and supplies over the wall to the person firing.&lt;br /&gt;
&lt;br /&gt;
==== Types ====&lt;br /&gt;
* [[Wooden fence]]&lt;br /&gt;
I'd really advise against this type unless you like how it looks in which case use it for fields and containing farm animals. It's easily destroyed so not that useful more cosmetic than practical.&lt;br /&gt;
&lt;br /&gt;
* [[Stone wall]]s&lt;br /&gt;
This will be your basic defense when you start out, easy and fast to make and can take some damage. Try and have two layers of this if you expect it will take a while before you can make tall stone walls. Allows you to see enemies coming but doesn't stop them from looking in.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade wall]]s&lt;br /&gt;
Really costly to make provide some good protection and look really good. Unless you have a lot of trees, a size 5 deed will probably be the only practical size to build them or really small bases (camouflage effect in woods?)&lt;br /&gt;
&lt;br /&gt;
* [[Tall stone wall]]s&lt;br /&gt;
You'll want these for your town as they are difficult to take down (haven't tried catapults). The only problem is you'll need a lot of bricks but for an established town that's nothing. Blocks enemies views of your town but also makes it harder to see them coming. Well worth the hassle you can also make entrances maze like to confuse attackers (add in multiple gates between two layers and it's great fun).&lt;br /&gt;
&lt;br /&gt;
* Gate House&lt;br /&gt;
Just a regular one tile house allows you to set access without a deed to make the most out of it have them between two layers of walls. Easy to destroy though so keep them high quality and repaired till you get a deed and can use something better. Also note you'll need everyone on friends list for this option.&lt;br /&gt;
&lt;br /&gt;
* [[Wooden fence gate]]&lt;br /&gt;
I personally don't like these you'll need a gate lock and key for them which without a deed leaves you open to being killed for your key. Although the keyholder can pass straight through you'll need to unlock and lock to let friends in and out. Once you have a deed just chuck the key in a chest or in the bank and let the deed control the gate. With the deed it's so much easier as you can allow all allies and selected citizens to pass through.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade gate]]s&lt;br /&gt;
Although taking up many resources you won't need that many gates.&lt;br /&gt;
Don't build these without deed control it's not worth it really. They provide so much extra protection and work perfectly with high stone walls. You'll want these and high stone walls in your finished town (until they come out with something better (metal gates maybe?)).&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Without a deed always go for a 1 x 1 gatehouse since it saves so much pain, or if you have 3 layers of walls have the first two covered by a gatehouse and the third inside one a palisade gate so you have time to unlock it to let people in and lock it again before the enemy gets in.&lt;br /&gt;
* If you use dividing walls, keep them at a uniform [[quality]] as you're not going to be able to improve them later.&lt;br /&gt;
* Always have two or more gates unless you have good fighting skills incase someone camps outside or a monster spawns.&lt;br /&gt;
* Concentrate your efforts on improving your gates to as high a quality as possible as they are your weakest points.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Use the [[terrain]] to your advantage.&lt;br /&gt;
* On top of a hill lets you see enemies coming and forces them to [[climb]] up to you which with siege weapons is a lot harder.&lt;br /&gt;
* Have your walls at the top of a slope you'd have to climb up this means that without siege weapons they have to climb up to attack your walls costing [[stamina]] and causing injury if they fall.&lt;br /&gt;
* Surrounded by mountains on most sides means they'd probably die if they came from those directions. It's also very painful (annoying) to climb between a wall and a cliff.&lt;br /&gt;
&lt;br /&gt;
==== Water ====&lt;br /&gt;
If you are on the side of a hill/mountain just [[mine]] down to [[water]]. Otherwise you will want to be next to a lake or even at sea level with a bit of water inside your walls. (images/diagrams later)&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon/Mol-rehan ====&lt;br /&gt;
Make sure the land is entirely free from [[mycelium]] you don't want Horde of the Summoned people healing while they attack your town. Do regular checks for the prescence of Libila and the Horde of the Summoned kingdom to ensure no one is trying to grow it.&lt;br /&gt;
&lt;br /&gt;
==== Horde of the Summoned ====&lt;br /&gt;
You'll want to build your town so that you have [[tile]]s inside your town that have [[mycelium]] on them. If you expect your only enemies to be JK or MR have a ring outside your town or just let it grow naturally. Be more careful if other [[HotS]] towns are your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
You'll want as many [[tower]]s as possible around your town. These will complement your town guards and slow down incoming enemies.&lt;br /&gt;
&lt;br /&gt;
http://img447.imageshack.us/img447/4757/towers8ji.th.jpg&lt;br /&gt;
[http://img447.imageshack.us/my.php?image=towers8ji.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This shows the basic design you will want to start with (remember they need to be 50 tiles apart to work) if you plan on growing to a big town the outer 4 can eventually be built into your outer layer of walls. Work with nearby towns to build many towers; remember this will focus where your enemy has to attack from to be safe allowing you to set up other traps for them.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
(To be done)&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
This is what you'll need. ''Please note these are very basic strategies i'm hoping people will write up alternatives.''&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
For very small towns and homesteads you should take 6 people just to be safe (with current 30 [[skill]] cap).&lt;br /&gt;
&lt;br /&gt;
===== Jenn-Kellon/Mol-Rehan =====&lt;br /&gt;
* Two [[Fo]] Healers&lt;br /&gt;
* Two people with heavy weapons (AKA Tanks) for destroying walls and buildings (heavily armoured)&lt;br /&gt;
* Two fast aggressive fighters (AKA Warriors)with light to medium armour&lt;br /&gt;
&lt;br /&gt;
To start with everyone fights to take out whatever citizens or guards there are use the tanks to draw all the attacks and the fast warriors to flank them if you have time check their equipment to pick the best target.&lt;br /&gt;
&lt;br /&gt;
Once the main battle is over the fast warriors and one of the Fo healers takes care of any respawns while the tanks knock down walls while the other Fo healer takes care of them.&lt;br /&gt;
&lt;br /&gt;
If you have more people add in more in the following order:&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Siege Engineer (catapult)&lt;br /&gt;
* Extra Fo Healer&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Supply [[Cart]] (contains ammo for catapult, food, water and on the way home loot transport)&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Extra Fo healer&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Or go for a siege team build:&lt;br /&gt;
*Five Warriors&lt;br /&gt;
*Three Fo Healers&lt;br /&gt;
*Four tanks&lt;br /&gt;
*As many catapults as you can build&lt;br /&gt;
*For every two catapults one ammo cart(chuck in unfinished catapults to be finished on location)&lt;br /&gt;
&lt;br /&gt;
With this build you can fire loads of rounds into the enemy town taking down walls and hopefully hitting guards and villagers. All the other people will be defending the catapults and their operator.&lt;br /&gt;
&lt;br /&gt;
===== Horde of the Summoned =====&lt;br /&gt;
Replace Fo healers with warriors or tanks that know drain health spells.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
You are going to need to know as much about your enemy as possible(duh).&lt;br /&gt;
If they are relatively close to newtown you could try the old guest trick to sit outside their walls taking note of entrances and anything happening in the event window. Most people know about this though so it will raise suspicions listen to how new players talk and try to emulate them to avoid suspicion.&lt;br /&gt;
&lt;br /&gt;
Full infiltration can easily work on any town that is openly recruiting it will however take up one of your villagers play time faking being someone else actually doing stuff in town getting on the deed and passing information along. If they do their job well enough and get permissions, you can get them to unlock gates or change the guards first to heavy then back to light again stopping them from deploying heavier guards when your main attack comes. You'll also have a grace period while the guards respawn to get in and start attacking things.&lt;br /&gt;
&lt;br /&gt;
You can also just keep chatting to them and encourage them to let something slip or even employ others to spy for you. Convincing one of their town members to turn traitor is also helpful.&lt;br /&gt;
&lt;br /&gt;
===== Things to Check =====&lt;br /&gt;
* Where are the weakest walls&lt;br /&gt;
* How many layers are there&lt;br /&gt;
* Where are the most expensive/useful items&lt;br /&gt;
* What level are the guards&lt;br /&gt;
* What time are they mostly offline&lt;br /&gt;
* Who are their best fighters and and who is likely to be carrying [[key]]s&lt;br /&gt;
&lt;br /&gt;
===== Other Suggestions =====&lt;br /&gt;
If you or one of your villagers keeps files on all enemy towns and their villagers you will be able to assess the strengths and weaknesses of anyone you'll need to face.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to keep notepad files on people and towns and adding anything you ever find out about them predicted skills, most common armour used, size of deed etc etc.&lt;br /&gt;
Add any and all rumours even put what time zone they are in and who their friends are. This will help when you are picking targets during battles and the best way to attack a town.&lt;br /&gt;
&lt;br /&gt;
If you are really sad but prepared draw a diagram of their town(use the grid method i used above) you could even put last known wall qualities and names of buildings on it. The more information the better chance of successfully attacking you have.&lt;br /&gt;
&lt;br /&gt;
==== Basic Attacks ====&lt;br /&gt;
===== Sheer Numbers =====&lt;br /&gt;
If the enemy is hated by many grab all your allies pick a time and get as many people as possible to gather near the enemies town. Split into groups of four or five with one person as team leader. One group will contain the overall leader or if you have multiple allied towns arrange it into two groups(with multiple teams) with a leader in each. The teams will look after their own members ensuring they don't die and that they all attack the same target. If you have catapults one person will fire while the rest of the team guards.&lt;br /&gt;
&lt;br /&gt;
If you have enough for two groups you will want to attack from two opposite directions to split the defenders and their guards. Leave roughly two minutes between attacks to further confuse the defenders. Mainly though you'll have one or two teams knocking down walls(always pick the weakest walls and avoid gates which are usually the most improved and have the most defense) while the rest kill guards and villagers. Once you are inside secure any buildings that contain weapons to prevent respawning people from rearming. Assign a couple of teams to take down the tower if there is one.&lt;br /&gt;
&lt;br /&gt;
Once the immediate threat is over ensure everyone is healed up then begin looting but leave a couple of teams on guard killing duty. You're better off taking their carts and filling them with stuff to save time. Try not to stay for more than an hour or two once their defenses are down just incase they have reinforcements on their way.&lt;br /&gt;
I'd personally recommend leaving their basic tools like small anvils and axes so that they can rebuild and present a target again at a later date. If your attack group is made up of multiple towns try and leave together to prevent people from being picked off on their way home.&lt;br /&gt;
&lt;br /&gt;
===== Even Match =====&lt;br /&gt;
When you and your enemy have pretty much the same skills and numbers you need to out think them. Organise your forces to have your tanks up front taking hits and picking targets have a line of heavy damage dealers behind them then your leader followed by a couple more warriors just incase they attack from behind without any warning.&lt;br /&gt;
&lt;br /&gt;
When you approach the enemies walls spread out and search for the weakest point(lowest quality and/or highest damage). If the wall borders the deed you will have to watch out for guards coming through the wall they need to be taken out before you can punch through. If the guards are out of range work on destroying the walls and have one person on watch for any enemies coming out to meet you.&lt;br /&gt;
&lt;br /&gt;
If they do come out to meet you get into formation take out their tanks first followed by any priority targets(leader, best fighter etc). Every non tank needs to focus on one at a time once you kill them all or they fall back loot any of their corpses and heal up(never heal during a fight it's too distracting and marks the healer as a target). Continue destroying the walls if they come back repeat above battle until you take too many losses or you get in. Make sure you have easy access into the town incase you need to get back in following a death. Then proceed in destroying the guards and anyone respawning(eventually they will respawn somewhere else or log off). Heal up again then begin looting banding together anytime a guard respawns. If you don't have much time or live far away only take the most valuable stuff or anything you need (i'd go for armour and weapons to prevent retaliation). I'd also target one wall section or gate and damage it to around 90 then leave it hopefully they will miss it and you'll have an easy target if you need to come back. If you do lose any of your fighters get their stuff immeadiately so that when they make it back to you they can rearm instantly.&lt;br /&gt;
(This bit needs a bit of work it's rather fragmented and hard to read)&lt;br /&gt;
&lt;br /&gt;
===== Convoy Attacks =====&lt;br /&gt;
&lt;br /&gt;
A very simple attack strategy. But very effective in terms of cost vs. reward. Usually if the enemy wants to raid someone. They will bring extra supplies in carts or on the backs of Mule accounts. This gives you an opportunity to attack a raiding party at its weakest point.&lt;br /&gt;
&lt;br /&gt;
The secret to using this tactic properly is to give the enemy very little warning before you attack. This can be achived by concealing a small group of fighters near the target the enemy is trying to attack. This will create the illusion that all of your forces are defending the target, which can be determined by looking at local chat. One thing I need to point out is if you take the time to build a well concealed position with which to attack from. The attack is more effective.&lt;br /&gt;
&lt;br /&gt;
Now when the enemy convoy gets to the perfect position. Run out from your hiding point and immediatly attack all the fighters in the group. Then have any spare allies start looting the carts (but try not to overload on loot or you'll be slow). When they are loaded up. Run away and try to get back into the position you're defending. If you can't get into there. Just keep going until you find a good secondary position to hide at.&lt;br /&gt;
&lt;br /&gt;
One more thing, DO NOT go back to your original hiding point. Otherwise this area will be unuseable in a future attack because they will know about it.&lt;br /&gt;
&lt;br /&gt;
(save point)&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
* If you have time to dig a tunnel during a battle a sneaky thing to do is to make two entrances to a tunnel, one without a door and one with a rock door. Mine the one without a door up and mine the one with the door down, then after you've done this for at least 4 tiles each connect them to make a drop shaft. Lure the enemy into the cave and down the drop shaft. Then exit through the door you made, leaving them stuck inside. If you made the drop shaft steep enough they shouldn't be able to climb out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Raid info by Friend''' ==&lt;br /&gt;
&lt;br /&gt;
This little article describes raiding and the steps to follow. A lot of what is written in this article might seem logical but yet all the time forgotten or not properly done. I could write a whole book about raiding in detail and I have started one a while ago but it’s simply something I can’t devote my time to because it has too many factors to describe it all. So in this article it is kept to basics that still need logic thinking from yourself to go with it. This article keeps in mind the factors that play a role in winning or losing a raid. Main factor that works against you is time. You only have so long until the attacking team you brought will have to go to sleep or to work or other appointments outside of wurm. Defenders have this problem a lot less. Another factor is security, if you have too many casualties compared to the enemy, the people you brought will lose a lot of morale and begin having doubts about the raid and eventually want to leave.  &lt;br /&gt;
&lt;br /&gt;
So in short:&lt;br /&gt;
-   Time&lt;br /&gt;
-   Security&lt;br /&gt;
&lt;br /&gt;
The steps you will be reading in this article describe how you will raid the most effective keeping the above two factors in mind at all times. &lt;br /&gt;
&lt;br /&gt;
Steps in short:&lt;br /&gt;
-   Step 1: planning: Plan before you raid, know everything there is to know about the town and have everything you need with you on a raid.&lt;br /&gt;
&lt;br /&gt;
-   Step 2: Setting up base and stopping defenders: Before you can begin with the raid you must create a safe environment for the attackers and stop defenders coming to help.&lt;br /&gt;
&lt;br /&gt;
-   Step 3: Destroying the town: After creating security and before actual pvping or entering the enemy town you must create a clear entrance for you and the ability to walk freely on deed wherever you want.&lt;br /&gt;
&lt;br /&gt;
-   Step 4: The fighting and looting: After taking away all safety from the defenders you can make your way into the town and begin killing the defenders and after that looting.&lt;br /&gt;
&lt;br /&gt;
-   Step 5: The Exit: This can be one of the most dangerous moments of a raid especially when things go bad, having a smart exit plan is very important. Defenders know this is your weakest moment.&lt;br /&gt;
&lt;br /&gt;
After describing these steps in basic there will be some trends that might be interesting for any raider to make raiding more efficient.&lt;br /&gt;
&lt;br /&gt;
To understand this book fully, it describes the following roles:&lt;br /&gt;
Tasks:&lt;br /&gt;
• Overall raid leader&lt;br /&gt;
• Wallers&lt;br /&gt;
• Fort builder&lt;br /&gt;
• Fighting leader&lt;br /&gt;
• Catapult leader&lt;br /&gt;
• Catapulters&lt;br /&gt;
&lt;br /&gt;
•   The overall raid leader is the one that keep an eye on everything. He barely does any work himself but appoints people as much as he can.&lt;br /&gt;
•   The wallers are the people that wall off the enemy entrances at the start of the raid. The overall raid leader is responsible that the wallers secure all the entrances.&lt;br /&gt;
•   The fort builder is the person in charge of setting up the attack fort. The overall raid leader is responsible for the location and a rough design if needed but the fort builder has to think for himself how its most effective. &lt;br /&gt;
•   The catapult leader is responsible to keep the overview on which buildings are catapulted, where to shoot from and who shoots what. He will guide the catapulters to do their task&lt;br /&gt;
•   The catapulters are responsible for taking down the walls and have to find someone to bring them a constant flow of ammunition. At times one catapulter might have to operate 3 catapults at the same time and ask someone to help load and winch them &lt;br /&gt;
•   The fighting leader is responsible of holding off the enemies, taking out the guards and the defenders. But since good fighters are often also good miners, he will also be responsible of finding people to mine so there is a constant flow of ammunition. It is important that the fighting leader makes an example and has the fighters follow him into a fight but even more important is that he stays alive.&lt;br /&gt;
&lt;br /&gt;
Step 1: Planning&lt;br /&gt;
Step 1 is all about planning, without a plan you should not go on a raid. The idea behind planning is to make sure everyone knows what to do and with this save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
Pre-set goals &lt;br /&gt;
Before a raid you need to know what exactly the purpose is of going to the enemy town. It can range from trying to steal an item or plundering the entire town or just some pvp. At any rate, it is very important to know what your mission and any submissions are, so you can determine when it is time to leave incase none of the missions are achievable.&lt;br /&gt;
&lt;br /&gt;
Escape route&lt;br /&gt;
Before you plan a raid further, you must determine how you will travel to the raid and more importantly how you will leave safely in case things go bad. This is the most important part of raiding, knowing how to leave.&lt;br /&gt;
Town layout&lt;br /&gt;
You will need a layout of the town. A tilemap is the best option but not always possible. The least you need is enough info to know from which side it is most effective to attack.&lt;br /&gt;
&lt;br /&gt;
Items needed&lt;br /&gt;
Prepare a list of items you will need, items such as woa pickaxes, shovels, carving knifes, spare cotton, barrels, nails, locks, ores for catapulting, ropes etc., etc. Anything you could need you have to bring. It is very difficult to get items during the raid and may cause big delays. &lt;br /&gt;
&lt;br /&gt;
Preparing the teams&lt;br /&gt;
Before a raid, people need to know their roles. Most important are designated catapulters and miners, if you don’t have this covered before a raid, you will not succeed. But along with preparing the teams, you also need to divide the initial tasks such as building the fort, making catapults, locking the town. Set people responsible for parts of the raid. One person in charge of all the catapulting and one person in charge of holding off the defenders when needed.&lt;br /&gt;
&lt;br /&gt;
Step 2: Setting up base and stopping defenders&lt;br /&gt;
Step 2 is ironically all about keeping the defenders away from you and create a situation where you can catapult the enemies with as little as possible pvp.&lt;br /&gt;
&lt;br /&gt;
Building the fort&lt;br /&gt;
At all raids you need a fall-out base, a place where you can store items, safely mine, and even go afk in for a short while. At a raid you need to turn the tides in your favor as much as possible. If you give yourself a gatehop while taking away that from the enemy, that is a big advantage. Set one person responsible for building the fort and let him find people on site to help build it. The fort is best to be of good size. At least a 5x5 area with one or two mine doors is recommended.&lt;br /&gt;
&lt;br /&gt;
Locking up the town&lt;br /&gt;
The biggest reason a raid fails is if there are people defending it. This is logic thinking. This makes locking up the town very important. You need to lock up all entrances except the one you are creating for yourself. Set up small teams for this to lock the town up fast and put one person responsible per team.&lt;br /&gt;
&lt;br /&gt;
Step 3: Destroying the town&lt;br /&gt;
Step 3 is destroying the town. To do this fast you will have to fully concentrate on opening all the buildings and avoid pvp and gatehopping as much as possible. After the enemy has no places to run anymore for safety, it’s the moment you begin the fighting.&lt;br /&gt;
&lt;br /&gt;
Systematically catapulting&lt;br /&gt;
After you have set up a base you should be ready to focus completely on catapulting. The person responsible for the destruction of the town will have to keep overview of what buildings are opened and what the damage is while the catapulters are responsible to get themselves ammunition. Everyone who isn’t mining, catapulting or filling another important job should be hauling the ammunition around. This phase can cause much frustration if people begin slacking so it is important everyone works hard here.&lt;br /&gt;
&lt;br /&gt;
A proper entrance/exit&lt;br /&gt;
This is the first thing you create with catapulting. You destroy an entire longhouse to create a clear entrance on the deed. You can’t have a half done job here. There needs to be an easy way in and out of the enemy town. It is recommended you lock this up again though while you catapult the buildings inside.&lt;br /&gt;
&lt;br /&gt;
Step 4: The fighting and looting&lt;br /&gt;
Step 4 is where the fun begins. Finally there is a payoff for all the work you have put in destroying the town. The fighter team should be ready to kill the guards and then rush in the town after the catapulting of all buildings is finished.&lt;br /&gt;
&lt;br /&gt;
Entering the deed&lt;br /&gt;
A very important note here is to not fall into enemy traps, keep close eye on unfinished stone walls or fences that the enemy can finish after you pass them. Have the catapulters standing by to open up any obstructions that are found while entering the town.&lt;br /&gt;
&lt;br /&gt;
Looting and storage&lt;br /&gt;
Looting can bring out the worse in people. A raid should not be for the loot in the first place, but for the fun of beating an enemy town. There are people who will go through the houses and handpick the best they can find because ‘they deserve it’. Well guess what... so do the other 30 people that joined the raid. When looting, you have to fill up a cart, haul it back to the safety of the attack fort and ditch it there while you fill up a new cart. Take every item you can grab and don’t keep stuff for yourself. Items such as drake and scale will go to the kingdom as a whole. The rest I have found to be most ‘fairly’ looted by all plundering it inside the fort or after having left the raid with equal chances, not while people are taking the items from the town.&lt;br /&gt;
&lt;br /&gt;
Step 5: The exit&lt;br /&gt;
Step 5 describes how and when to exit from a raid. It is important to have the exit planned ahead and is also described in the planning step. You will either leave with your mission completed or without completing it.&lt;br /&gt;
&lt;br /&gt;
Know when to leave&lt;br /&gt;
It does not take much common sense to know when you cannot complete your mission. At this stage the situation usually only becomes worse for you. It is better to leave at this stage than staying around till the point where you can’t leave anymore.&lt;br /&gt;
&lt;br /&gt;
Another reason to leave is of course after completing your mission. If there is nothing more for you to gain at the enemy deed it is time to leave with the victory in your pocket. &lt;br /&gt;
&lt;br /&gt;
How to leave&lt;br /&gt;
When you are leaving it is important to leave as one group. Try to have horses ready to leave with as well to give you a movement bonus. The order in which you leave is that the weaker people will leave first with the stronger fighters covering them from behind. Anyone that is way ahead of the group needs to shoot the enemies in case they are following. The weaker people have to keep moving. No need to look back other than blocking arrows. The stronger fighters adapt to the speed of the weaker people.&lt;br /&gt;
&lt;br /&gt;
Quick ambush&lt;br /&gt;
While the enemy knows that when you retreat, you are at your most vulnerable, they are putting themselves at a big risk as well. Keep your eye open for opportunities to ambush the enemy. In case you are leaving because you can’t complete the mission but still have a good force, you can use this moment to ambush the enemies that chase you for a while.&lt;br /&gt;
&lt;br /&gt;
Trends / Tactics in raiding&lt;br /&gt;
While this entire article describes raiding there are some tactics you can use with this concept.&lt;br /&gt;
&lt;br /&gt;
Small to big group&lt;br /&gt;
In a usual raid situation, you agree a location where you meet up with 20-30 people and you march to the enemy town. The beginning of raids can be very messy because there are too many people, and not enough things they can do easily. While during the course of the raid, the enemy will grow in numbers while you will have less people because they have to leave or die. Right as you will need the full force to enter the enemy deed you don’t have it anymore.&lt;br /&gt;
&lt;br /&gt;
The tactic that is used to counter this is setting up a team which consists of the wallers, fort builders, catapult leaders and their catapult teams to go ahead of the raid and begin their tasks. Since there aren’t many enemies to worry about at the start of the raid you won’t need the fighters yet. Ofcourse if they are online they can come with you but because of this you can start raids earlier by going with the team to perform the pre-raid phase instead of waiting for the rest of the raiders to wake up or log in.&lt;br /&gt;
&lt;br /&gt;
Gatehop disabling&lt;br /&gt;
The power that defenders have is gatehopping and repairing. While its hard to take away repairing from the defenders, it is possible to take away the ability to gatehop by walling them off. But an even more successful tactic is to use their gatehop against them.&lt;br /&gt;
&lt;br /&gt;
A raid can last easily up to 10 hours.  But in a lot less time you can do the following: You go with a small team to the enemy town while no one is online to spot you and you catapult the gatehouse nearest to the side you attack from and replace it with one of your own. While you have this gatehouse set to stay unlocked you can lock it at the moment most of the defenders are lured outside. This can create for a beautiful gank, taking out most of the defenders in one sweep.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
A lot of this information comes from the time when i was part of the Horde (the Horde vs Hammerfell map). Also Angrycat and Xplict developed most of the original strategies the map before. The tile-by-tile planning dates back to when myself Serph and (i've forgotten your name) were planning that Horde's town and to some extent inspired by Hortons tile by tile map of [[Whosville]]. In fact, without all the people i've been in towns with and all the enemies i've faced there would be very little to put here (you know who you are).&lt;br /&gt;
&lt;br /&gt;
''Some of these credits are for things i'm planning to add later :D''&lt;br /&gt;
&lt;br /&gt;
--[[User:Commcd|Commcd]] 11:37, 6 January 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58063</id>
		<title>Guides:Tactics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58063"/>
		<updated>2010-08-17T12:26:07Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Raid info by Friend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Tutorials]] :: [[Tactics]]&lt;br /&gt;
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'''Tactics''' deals with basic defense and offense strategies.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Since these are basic they won't cover much in regards to defense against [[catapult]]s until other defenses are come up with.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
==== Design ====&lt;br /&gt;
You will always need multiple layers of [[wall]]s. If you don't have enough time, or other people to help, the first layer is going to have to be low [[stone wall]] as it's the quickest to put up (you can always knock it down and replace it with high stone wall later).&lt;br /&gt;
&lt;br /&gt;
Unless you are going for a pretty [[town]] (defense of which would be a lot harder) you need to concentrate on squares of walls so that they can match a future [[deed]] and so that the deed can control [[gate]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://img408.imageshack.us/img408/5286/basicdeed0by.th.jpg&lt;br /&gt;
[http://img408.imageshack.us/img408/5286/basicdeed0by.jpg Click]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
At first you'll probably have to go for gatehouses as shown in the image above between two layers of walls. It's recommended to have a [[tower]] inside that size 5 deed area which will cover your town from enemy [[kingdom]] attacks. Most people prefer to have it in the center with the deed [[token]]--although practical, it may not look the best.&lt;br /&gt;
&lt;br /&gt;
Thats the basic size 5 design you can make it harder for your enemy by having offset gates, although you'll need a deed as only [[palisade]]s will work.&lt;br /&gt;
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http://img252.imageshack.us/img252/3695/hashedwall3ew.th.jpg&lt;br /&gt;
[http://img252.imageshack.us/my.php?image=hashedwall3ew.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This design denies your enemies the chance to pick the weakest section in each layer without breaking all the dividing walls. Be careful not to lock anyone inbetween the walls(unless you want to, see catapult use below)&lt;br /&gt;
&lt;br /&gt;
'''Catapults''': You could put catapults in squares between walls and either have a gate or put a firing account in there when you build it sealing it in. You can then trade ammo and supplies over the wall to the person firing.&lt;br /&gt;
&lt;br /&gt;
==== Types ====&lt;br /&gt;
* [[Wooden fence]]&lt;br /&gt;
I'd really advise against this type unless you like how it looks in which case use it for fields and containing farm animals. It's easily destroyed so not that useful more cosmetic than practical.&lt;br /&gt;
&lt;br /&gt;
* [[Stone wall]]s&lt;br /&gt;
This will be your basic defense when you start out, easy and fast to make and can take some damage. Try and have two layers of this if you expect it will take a while before you can make tall stone walls. Allows you to see enemies coming but doesn't stop them from looking in.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade wall]]s&lt;br /&gt;
Really costly to make provide some good protection and look really good. Unless you have a lot of trees, a size 5 deed will probably be the only practical size to build them or really small bases (camouflage effect in woods?)&lt;br /&gt;
&lt;br /&gt;
* [[Tall stone wall]]s&lt;br /&gt;
You'll want these for your town as they are difficult to take down (haven't tried catapults). The only problem is you'll need a lot of bricks but for an established town that's nothing. Blocks enemies views of your town but also makes it harder to see them coming. Well worth the hassle you can also make entrances maze like to confuse attackers (add in multiple gates between two layers and it's great fun).&lt;br /&gt;
&lt;br /&gt;
* Gate House&lt;br /&gt;
Just a regular one tile house allows you to set access without a deed to make the most out of it have them between two layers of walls. Easy to destroy though so keep them high quality and repaired till you get a deed and can use something better. Also note you'll need everyone on friends list for this option.&lt;br /&gt;
&lt;br /&gt;
* [[Wooden fence gate]]&lt;br /&gt;
I personally don't like these you'll need a gate lock and key for them which without a deed leaves you open to being killed for your key. Although the keyholder can pass straight through you'll need to unlock and lock to let friends in and out. Once you have a deed just chuck the key in a chest or in the bank and let the deed control the gate. With the deed it's so much easier as you can allow all allies and selected citizens to pass through.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade gate]]s&lt;br /&gt;
Although taking up many resources you won't need that many gates.&lt;br /&gt;
Don't build these without deed control it's not worth it really. They provide so much extra protection and work perfectly with high stone walls. You'll want these and high stone walls in your finished town (until they come out with something better (metal gates maybe?)).&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Without a deed always go for a 1 x 1 gatehouse since it saves so much pain, or if you have 3 layers of walls have the first two covered by a gatehouse and the third inside one a palisade gate so you have time to unlock it to let people in and lock it again before the enemy gets in.&lt;br /&gt;
* If you use dividing walls, keep them at a uniform [[quality]] as you're not going to be able to improve them later.&lt;br /&gt;
* Always have two or more gates unless you have good fighting skills incase someone camps outside or a monster spawns.&lt;br /&gt;
* Concentrate your efforts on improving your gates to as high a quality as possible as they are your weakest points.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Use the [[terrain]] to your advantage.&lt;br /&gt;
* On top of a hill lets you see enemies coming and forces them to [[climb]] up to you which with siege weapons is a lot harder.&lt;br /&gt;
* Have your walls at the top of a slope you'd have to climb up this means that without siege weapons they have to climb up to attack your walls costing [[stamina]] and causing injury if they fall.&lt;br /&gt;
* Surrounded by mountains on most sides means they'd probably die if they came from those directions. It's also very painful (annoying) to climb between a wall and a cliff.&lt;br /&gt;
&lt;br /&gt;
==== Water ====&lt;br /&gt;
If you are on the side of a hill/mountain just [[mine]] down to [[water]]. Otherwise you will want to be next to a lake or even at sea level with a bit of water inside your walls. (images/diagrams later)&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon/Mol-rehan ====&lt;br /&gt;
Make sure the land is entirely free from [[mycelium]] you don't want Horde of the Summoned people healing while they attack your town. Do regular checks for the prescence of Libila and the Horde of the Summoned kingdom to ensure no one is trying to grow it.&lt;br /&gt;
&lt;br /&gt;
==== Horde of the Summoned ====&lt;br /&gt;
You'll want to build your town so that you have [[tile]]s inside your town that have [[mycelium]] on them. If you expect your only enemies to be JK or MR have a ring outside your town or just let it grow naturally. Be more careful if other [[HotS]] towns are your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
You'll want as many [[tower]]s as possible around your town. These will complement your town guards and slow down incoming enemies.&lt;br /&gt;
&lt;br /&gt;
http://img447.imageshack.us/img447/4757/towers8ji.th.jpg&lt;br /&gt;
[http://img447.imageshack.us/my.php?image=towers8ji.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This shows the basic design you will want to start with (remember they need to be 50 tiles apart to work) if you plan on growing to a big town the outer 4 can eventually be built into your outer layer of walls. Work with nearby towns to build many towers; remember this will focus where your enemy has to attack from to be safe allowing you to set up other traps for them.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
(To be done)&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
This is what you'll need. ''Please note these are very basic strategies i'm hoping people will write up alternatives.''&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
For very small towns and homesteads you should take 6 people just to be safe (with current 30 [[skill]] cap).&lt;br /&gt;
&lt;br /&gt;
===== Jenn-Kellon/Mol-Rehan =====&lt;br /&gt;
* Two [[Fo]] Healers&lt;br /&gt;
* Two people with heavy weapons (AKA Tanks) for destroying walls and buildings (heavily armoured)&lt;br /&gt;
* Two fast aggressive fighters (AKA Warriors)with light to medium armour&lt;br /&gt;
&lt;br /&gt;
To start with everyone fights to take out whatever citizens or guards there are use the tanks to draw all the attacks and the fast warriors to flank them if you have time check their equipment to pick the best target.&lt;br /&gt;
&lt;br /&gt;
Once the main battle is over the fast warriors and one of the Fo healers takes care of any respawns while the tanks knock down walls while the other Fo healer takes care of them.&lt;br /&gt;
&lt;br /&gt;
If you have more people add in more in the following order:&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Siege Engineer (catapult)&lt;br /&gt;
* Extra Fo Healer&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Supply [[Cart]] (contains ammo for catapult, food, water and on the way home loot transport)&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Extra Fo healer&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Or go for a siege team build:&lt;br /&gt;
*Five Warriors&lt;br /&gt;
*Three Fo Healers&lt;br /&gt;
*Four tanks&lt;br /&gt;
*As many catapults as you can build&lt;br /&gt;
*For every two catapults one ammo cart(chuck in unfinished catapults to be finished on location)&lt;br /&gt;
&lt;br /&gt;
With this build you can fire loads of rounds into the enemy town taking down walls and hopefully hitting guards and villagers. All the other people will be defending the catapults and their operator.&lt;br /&gt;
&lt;br /&gt;
===== Horde of the Summoned =====&lt;br /&gt;
Replace Fo healers with warriors or tanks that know drain health spells.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
You are going to need to know as much about your enemy as possible(duh).&lt;br /&gt;
If they are relatively close to newtown you could try the old guest trick to sit outside their walls taking note of entrances and anything happening in the event window. Most people know about this though so it will raise suspicions listen to how new players talk and try to emulate them to avoid suspicion.&lt;br /&gt;
&lt;br /&gt;
Full infiltration can easily work on any town that is openly recruiting it will however take up one of your villagers play time faking being someone else actually doing stuff in town getting on the deed and passing information along. If they do their job well enough and get permissions, you can get them to unlock gates or change the guards first to heavy then back to light again stopping them from deploying heavier guards when your main attack comes. You'll also have a grace period while the guards respawn to get in and start attacking things.&lt;br /&gt;
&lt;br /&gt;
You can also just keep chatting to them and encourage them to let something slip or even employ others to spy for you. Convincing one of their town members to turn traitor is also helpful.&lt;br /&gt;
&lt;br /&gt;
===== Things to Check =====&lt;br /&gt;
* Where are the weakest walls&lt;br /&gt;
* How many layers are there&lt;br /&gt;
* Where are the most expensive/useful items&lt;br /&gt;
* What level are the guards&lt;br /&gt;
* What time are they mostly offline&lt;br /&gt;
* Who are their best fighters and and who is likely to be carrying [[key]]s&lt;br /&gt;
&lt;br /&gt;
===== Other Suggestions =====&lt;br /&gt;
If you or one of your villagers keeps files on all enemy towns and their villagers you will be able to assess the strengths and weaknesses of anyone you'll need to face.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to keep notepad files on people and towns and adding anything you ever find out about them predicted skills, most common armour used, size of deed etc etc.&lt;br /&gt;
Add any and all rumours even put what time zone they are in and who their friends are. This will help when you are picking targets during battles and the best way to attack a town.&lt;br /&gt;
&lt;br /&gt;
If you are really sad but prepared draw a diagram of their town(use the grid method i used above) you could even put last known wall qualities and names of buildings on it. The more information the better chance of successfully attacking you have.&lt;br /&gt;
&lt;br /&gt;
==== Basic Attacks ====&lt;br /&gt;
===== Sheer Numbers =====&lt;br /&gt;
If the enemy is hated by many grab all your allies pick a time and get as many people as possible to gather near the enemies town. Split into groups of four or five with one person as team leader. One group will contain the overall leader or if you have multiple allied towns arrange it into two groups(with multiple teams) with a leader in each. The teams will look after their own members ensuring they don't die and that they all attack the same target. If you have catapults one person will fire while the rest of the team guards.&lt;br /&gt;
&lt;br /&gt;
If you have enough for two groups you will want to attack from two opposite directions to split the defenders and their guards. Leave roughly two minutes between attacks to further confuse the defenders. Mainly though you'll have one or two teams knocking down walls(always pick the weakest walls and avoid gates which are usually the most improved and have the most defense) while the rest kill guards and villagers. Once you are inside secure any buildings that contain weapons to prevent respawning people from rearming. Assign a couple of teams to take down the tower if there is one.&lt;br /&gt;
&lt;br /&gt;
Once the immediate threat is over ensure everyone is healed up then begin looting but leave a couple of teams on guard killing duty. You're better off taking their carts and filling them with stuff to save time. Try not to stay for more than an hour or two once their defenses are down just incase they have reinforcements on their way.&lt;br /&gt;
I'd personally recommend leaving their basic tools like small anvils and axes so that they can rebuild and present a target again at a later date. If your attack group is made up of multiple towns try and leave together to prevent people from being picked off on their way home.&lt;br /&gt;
&lt;br /&gt;
===== Even Match =====&lt;br /&gt;
When you and your enemy have pretty much the same skills and numbers you need to out think them. Organise your forces to have your tanks up front taking hits and picking targets have a line of heavy damage dealers behind them then your leader followed by a couple more warriors just incase they attack from behind without any warning.&lt;br /&gt;
&lt;br /&gt;
When you approach the enemies walls spread out and search for the weakest point(lowest quality and/or highest damage). If the wall borders the deed you will have to watch out for guards coming through the wall they need to be taken out before you can punch through. If the guards are out of range work on destroying the walls and have one person on watch for any enemies coming out to meet you.&lt;br /&gt;
&lt;br /&gt;
If they do come out to meet you get into formation take out their tanks first followed by any priority targets(leader, best fighter etc). Every non tank needs to focus on one at a time once you kill them all or they fall back loot any of their corpses and heal up(never heal during a fight it's too distracting and marks the healer as a target). Continue destroying the walls if they come back repeat above battle until you take too many losses or you get in. Make sure you have easy access into the town incase you need to get back in following a death. Then proceed in destroying the guards and anyone respawning(eventually they will respawn somewhere else or log off). Heal up again then begin looting banding together anytime a guard respawns. If you don't have much time or live far away only take the most valuable stuff or anything you need (i'd go for armour and weapons to prevent retaliation). I'd also target one wall section or gate and damage it to around 90 then leave it hopefully they will miss it and you'll have an easy target if you need to come back. If you do lose any of your fighters get their stuff immeadiately so that when they make it back to you they can rearm instantly.&lt;br /&gt;
(This bit needs a bit of work it's rather fragmented and hard to read)&lt;br /&gt;
&lt;br /&gt;
===== Convoy Attacks =====&lt;br /&gt;
&lt;br /&gt;
A very simple attack strategy. But very effective in terms of cost vs. reward. Usually if the enemy wants to raid someone. They will bring extra supplies in carts or on the backs of Mule accounts. This gives you an opportunity to attack a raiding party at its weakest point.&lt;br /&gt;
&lt;br /&gt;
The secret to using this tactic properly is to give the enemy very little warning before you attack. This can be achived by concealing a small group of fighters near the target the enemy is trying to attack. This will create the illusion that all of your forces are defending the target, which can be determined by looking at local chat. One thing I need to point out is if you take the time to build a well concealed position with which to attack from. The attack is more effective.&lt;br /&gt;
&lt;br /&gt;
Now when the enemy convoy gets to the perfect position. Run out from your hiding point and immediatly attack all the fighters in the group. Then have any spare allies start looting the carts (but try not to overload on loot or you'll be slow). When they are loaded up. Run away and try to get back into the position you're defending. If you can't get into there. Just keep going until you find a good secondary position to hide at.&lt;br /&gt;
&lt;br /&gt;
One more thing, DO NOT go back to your original hiding point. Otherwise this area will be unuseable in a future attack because they will know about it.&lt;br /&gt;
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(save point)&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
* If you have time to dig a tunnel during a battle a sneaky thing to do is to make two entrances to a tunnel, one without a door and one with a rock door. Mine the one without a door up and mine the one with the door down, then after you've done this for at least 4 tiles each connect them to make a drop shaft. Lure the enemy into the cave and down the drop shaft. Then exit through the door you made, leaving them stuck inside. If you made the drop shaft steep enough they shouldn't be able to climb out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Raid info by Friend''' ==&lt;br /&gt;
&lt;br /&gt;
This little article describes raiding and the steps to follow. A lot of what is written in this article might seem logical but yet all the time forgotten or not properly done. I could write a whole book about raiding in detail and I have started one a while ago but it’s simply something I can’t devote my time to because it has too many factors to describe it all. So in this article it is kept to basics that still need logic thinking from yourself to go with it. This article keeps in mind the factors that play a role in winning or losing a raid. Main factor that works against you is time. You only have so long until the attacking team you brought will have to go to sleep or to work or other appointments outside of wurm. Defenders have this problem a lot less. Another factor is security, if you have too many casualties compared to the enemy, the people you brought will lose a lot of morale and begin having doubts about the raid and eventually want to leave.  &lt;br /&gt;
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So in short:&lt;br /&gt;
-   Time&lt;br /&gt;
-   Security&lt;br /&gt;
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The steps you will be reading in this article describe how you will raid the most effective keeping the above two factors in mind at all times. &lt;br /&gt;
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Steps in short:&lt;br /&gt;
-   Step 1: planning &lt;br /&gt;
    Plan before you raid, know everything there is to know about the town and have everything you need with you on a raid.&lt;br /&gt;
&lt;br /&gt;
-   Step 2: Setting up base and stopping defenders&lt;br /&gt;
    Before you can begin with the raid you must create a safe environment for the attackers and stop defenders coming to help.&lt;br /&gt;
&lt;br /&gt;
-   Step 3: Destroying the town&lt;br /&gt;
    After creating security and before actual pvping or entering the enemy town you must create a clear entrance for you and the ability to walk freely on deed wherever you want.&lt;br /&gt;
&lt;br /&gt;
-   Step 4: The fighting and looting&lt;br /&gt;
    After taking away all safety from the defenders you can make your way into the town and begin killing the defenders and after that looting.&lt;br /&gt;
&lt;br /&gt;
-   Step 5: The Exit&lt;br /&gt;
    This can be one of the most dangerous moments of a raid especially when things go bad, having a smart exit plan is very important. Defenders know this is your weakest moment.&lt;br /&gt;
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After describing these steps in basic there will be some trends that might be interesting for any raider to make raiding more efficient.&lt;br /&gt;
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To understand this book fully, it describes the following roles:&lt;br /&gt;
Tasks:&lt;br /&gt;
• Overall raid leader&lt;br /&gt;
• Wallers&lt;br /&gt;
• Fort builder&lt;br /&gt;
• Fighting leader&lt;br /&gt;
• Catapult leader&lt;br /&gt;
• Catapulters&lt;br /&gt;
&lt;br /&gt;
•   The overall raid leader is the one that keep an eye on everything. He barely does any work himself but appoints people as much as he can.&lt;br /&gt;
•   The wallers are the people that wall off the enemy entrances at the start of the raid. The overall raid leader is responsible that the wallers secure all the entrances.&lt;br /&gt;
•   The fort builder is the person in charge of setting up the attack fort. The overall raid leader is responsible for the location and a rough design if needed but the fort builder has to think for himself how its most effective. &lt;br /&gt;
•   The catapult leader is responsible to keep the overview on which buildings are catapulted, where to shoot from and who shoots what. He will guide the catapulters to do their task&lt;br /&gt;
•   The catapulters are responsible for taking down the walls and have to find someone to bring them a constant flow of ammunition. At times one catapulter might have to operate 3 catapults at the same time and ask someone to help load and winch them &lt;br /&gt;
•   The fighting leader is responsible of holding off the enemies, taking out the guards and the defenders. But since good fighters are often also good miners, he will also be responsible of finding people to mine so there is a constant flow of ammunition. It is important that the fighting leader makes an example and has the fighters follow him into a fight but even more important is that he stays alive.&lt;br /&gt;
&lt;br /&gt;
Step 1: Planning&lt;br /&gt;
Step 1 is all about planning, without a plan you should not go on a raid. The idea behind planning is to make sure everyone knows what to do and with this save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
Pre-set goals &lt;br /&gt;
Before a raid you need to know what exactly the purpose is of going to the enemy town. It can range from trying to steal an item or plundering the entire town or just some pvp. At any rate, it is very important to know what your mission and any submissions are, so you can determine when it is time to leave incase none of the missions are achievable.&lt;br /&gt;
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Escape route&lt;br /&gt;
Before you plan a raid further, you must determine how you will travel to the raid and more importantly how you will leave safely in case things go bad. This is the most important part of raiding, knowing how to leave.&lt;br /&gt;
Town layout&lt;br /&gt;
You will need a layout of the town. A tilemap is the best option but not always possible. The least you need is enough info to know from which side it is most effective to attack.&lt;br /&gt;
&lt;br /&gt;
Items needed&lt;br /&gt;
Prepare a list of items you will need, items such as woa pickaxes, shovels, carving knifes, spare cotton, barrels, nails, locks, ores for catapulting, ropes etc., etc. Anything you could need you have to bring. It is very difficult to get items during the raid and may cause big delays. &lt;br /&gt;
&lt;br /&gt;
Preparing the teams&lt;br /&gt;
Before a raid, people need to know their roles. Most important are designated catapulters and miners, if you don’t have this covered before a raid, you will not succeed. But along with preparing the teams, you also need to divide the initial tasks such as building the fort, making catapults, locking the town. Set people responsible for parts of the raid. One person in charge of all the catapulting and one person in charge of holding off the defenders when needed.&lt;br /&gt;
&lt;br /&gt;
Step 2: Setting up base and stopping defenders&lt;br /&gt;
Step 2 is ironically all about keeping the defenders away from you and create a situation where you can catapult the enemies with as little as possible pvp.&lt;br /&gt;
&lt;br /&gt;
Building the fort&lt;br /&gt;
At all raids you need a fall-out base, a place where you can store items, safely mine, and even go afk in for a short while. At a raid you need to turn the tides in your favor as much as possible. If you give yourself a gatehop while taking away that from the enemy, that is a big advantage. Set one person responsible for building the fort and let him find people on site to help build it. The fort is best to be of good size. At least a 5x5 area with one or two mine doors is recommended.&lt;br /&gt;
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Locking up the town&lt;br /&gt;
The biggest reason a raid fails is if there are people defending it. This is logic thinking. This makes locking up the town very important. You need to lock up all entrances except the one you are creating for yourself. Set up small teams for this to lock the town up fast and put one person responsible per team.&lt;br /&gt;
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Step 3: Destroying the town&lt;br /&gt;
Step 3 is destroying the town. To do this fast you will have to fully concentrate on opening all the buildings and avoid pvp and gatehopping as much as possible. After the enemy has no places to run anymore for safety, it’s the moment you begin the fighting.&lt;br /&gt;
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Systematically catapulting&lt;br /&gt;
After you have set up a base you should be ready to focus completely on catapulting. The person responsible for the destruction of the town will have to keep overview of what buildings are opened and what the damage is while the catapulters are responsible to get themselves ammunition. Everyone who isn’t mining, catapulting or filling another important job should be hauling the ammunition around. This phase can cause much frustration if people begin slacking so it is important everyone works hard here.&lt;br /&gt;
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A proper entrance/exit&lt;br /&gt;
This is the first thing you create with catapulting. You destroy an entire longhouse to create a clear entrance on the deed. You can’t have a half done job here. There needs to be an easy way in and out of the enemy town. It is recommended you lock this up again though while you catapult the buildings inside.&lt;br /&gt;
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Step 4: The fighting and looting&lt;br /&gt;
Step 4 is where the fun begins. Finally there is a payoff for all the work you have put in destroying the town. The fighter team should be ready to kill the guards and then rush in the town after the catapulting of all buildings is finished.&lt;br /&gt;
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Entering the deed&lt;br /&gt;
A very important note here is to not fall into enemy traps, keep close eye on unfinished stone walls or fences that the enemy can finish after you pass them. Have the catapulters standing by to open up any obstructions that are found while entering the town.&lt;br /&gt;
&lt;br /&gt;
Looting and storage&lt;br /&gt;
Looting can bring out the worse in people. A raid should not be for the loot in the first place, but for the fun of beating an enemy town. There are people who will go through the houses and handpick the best they can find because ‘they deserve it’. Well guess what... so do the other 30 people that joined the raid. When looting, you have to fill up a cart, haul it back to the safety of the attack fort and ditch it there while you fill up a new cart. Take every item you can grab and don’t keep stuff for yourself. Items such as drake and scale will go to the kingdom as a whole. The rest I have found to be most ‘fairly’ looted by all plundering it inside the fort or after having left the raid with equal chances, not while people are taking the items from the town.&lt;br /&gt;
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Step 5: The exit&lt;br /&gt;
Step 5 describes how and when to exit from a raid. It is important to have the exit planned ahead and is also described in the planning step. You will either leave with your mission completed or without completing it.&lt;br /&gt;
&lt;br /&gt;
Know when to leave&lt;br /&gt;
It does not take much common sense to know when you cannot complete your mission. At this stage the situation usually only becomes worse for you. It is better to leave at this stage than staying around till the point where you can’t leave anymore.&lt;br /&gt;
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Another reason to leave is of course after completing your mission. If there is nothing more for you to gain at the enemy deed it is time to leave with the victory in your pocket. &lt;br /&gt;
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How to leave&lt;br /&gt;
When you are leaving it is important to leave as one group. Try to have horses ready to leave with as well to give you a movement bonus. The order in which you leave is that the weaker people will leave first with the stronger fighters covering them from behind. Anyone that is way ahead of the group needs to shoot the enemies in case they are following. The weaker people have to keep moving. No need to look back other than blocking arrows. The stronger fighters adapt to the speed of the weaker people.&lt;br /&gt;
&lt;br /&gt;
Quick ambush&lt;br /&gt;
While the enemy knows that when you retreat, you are at your most vulnerable, they are putting themselves at a big risk as well. Keep your eye open for opportunities to ambush the enemy. In case you are leaving because you can’t complete the mission but still have a good force, you can use this moment to ambush the enemies that chase you for a while.&lt;br /&gt;
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Trends / Tactics in raiding&lt;br /&gt;
While this entire article describes raiding there are some tactics you can use with this concept.&lt;br /&gt;
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Small to big group&lt;br /&gt;
In a usual raid situation, you agree a location where you meet up with 20-30 people and you march to the enemy town. The beginning of raids can be very messy because there are too many people, and not enough things they can do easily. While during the course of the raid, the enemy will grow in numbers while you will have less people because they have to leave or die. Right as you will need the full force to enter the enemy deed you don’t have it anymore.&lt;br /&gt;
&lt;br /&gt;
The tactic that is used to counter this is setting up a team which consists of the wallers, fort builders, catapult leaders and their catapult teams to go ahead of the raid and begin their tasks. Since there aren’t many enemies to worry about at the start of the raid you won’t need the fighters yet. Ofcourse if they are online they can come with you but because of this you can start raids earlier by going with the team to perform the pre-raid phase instead of waiting for the rest of the raiders to wake up or log in.&lt;br /&gt;
&lt;br /&gt;
Gatehop disabling&lt;br /&gt;
The power that defenders have is gatehopping and repairing. While its hard to take away repairing from the defenders, it is possible to take away the ability to gatehop by walling them off. But an even more successful tactic is to use their gatehop against them.&lt;br /&gt;
&lt;br /&gt;
A raid can last easily up to 10 hours.  But in a lot less time you can do the following: You go with a small team to the enemy town while no one is online to spot you and you catapult the gatehouse nearest to the side you attack from and replace it with one of your own. While you have this gatehouse set to stay unlocked you can lock it at the moment most of the defenders are lured outside. This can create for a beautiful gank, taking out most of the defenders in one sweep.&lt;br /&gt;
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== Credits ==&lt;br /&gt;
A lot of this information comes from the time when i was part of the Horde (the Horde vs Hammerfell map). Also Angrycat and Xplict developed most of the original strategies the map before. The tile-by-tile planning dates back to when myself Serph and (i've forgotten your name) were planning that Horde's town and to some extent inspired by Hortons tile by tile map of [[Whosville]]. In fact, without all the people i've been in towns with and all the enemies i've faced there would be very little to put here (you know who you are).&lt;br /&gt;
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''Some of these credits are for things i'm planning to add later :D''&lt;br /&gt;
&lt;br /&gt;
--[[User:Commcd|Commcd]] 11:37, 6 January 2006 (CST)&lt;br /&gt;
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[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58062</id>
		<title>Guides:Tactics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58062"/>
		<updated>2010-08-17T12:25:33Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Raid info by Friend */&lt;/p&gt;
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&lt;div&gt;[[Main Page]] :: [[Tutorials]] :: [[Tactics]]&lt;br /&gt;
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'''Tactics''' deals with basic defense and offense strategies.&lt;br /&gt;
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== Defense ==&lt;br /&gt;
Since these are basic they won't cover much in regards to defense against [[catapult]]s until other defenses are come up with.&lt;br /&gt;
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=== Walls ===&lt;br /&gt;
==== Design ====&lt;br /&gt;
You will always need multiple layers of [[wall]]s. If you don't have enough time, or other people to help, the first layer is going to have to be low [[stone wall]] as it's the quickest to put up (you can always knock it down and replace it with high stone wall later).&lt;br /&gt;
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Unless you are going for a pretty [[town]] (defense of which would be a lot harder) you need to concentrate on squares of walls so that they can match a future [[deed]] and so that the deed can control [[gate]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://img408.imageshack.us/img408/5286/basicdeed0by.th.jpg&lt;br /&gt;
[http://img408.imageshack.us/img408/5286/basicdeed0by.jpg Click]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
At first you'll probably have to go for gatehouses as shown in the image above between two layers of walls. It's recommended to have a [[tower]] inside that size 5 deed area which will cover your town from enemy [[kingdom]] attacks. Most people prefer to have it in the center with the deed [[token]]--although practical, it may not look the best.&lt;br /&gt;
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Thats the basic size 5 design you can make it harder for your enemy by having offset gates, although you'll need a deed as only [[palisade]]s will work.&lt;br /&gt;
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http://img252.imageshack.us/img252/3695/hashedwall3ew.th.jpg&lt;br /&gt;
[http://img252.imageshack.us/my.php?image=hashedwall3ew.jpg Click]&lt;br /&gt;
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This design denies your enemies the chance to pick the weakest section in each layer without breaking all the dividing walls. Be careful not to lock anyone inbetween the walls(unless you want to, see catapult use below)&lt;br /&gt;
&lt;br /&gt;
'''Catapults''': You could put catapults in squares between walls and either have a gate or put a firing account in there when you build it sealing it in. You can then trade ammo and supplies over the wall to the person firing.&lt;br /&gt;
&lt;br /&gt;
==== Types ====&lt;br /&gt;
* [[Wooden fence]]&lt;br /&gt;
I'd really advise against this type unless you like how it looks in which case use it for fields and containing farm animals. It's easily destroyed so not that useful more cosmetic than practical.&lt;br /&gt;
&lt;br /&gt;
* [[Stone wall]]s&lt;br /&gt;
This will be your basic defense when you start out, easy and fast to make and can take some damage. Try and have two layers of this if you expect it will take a while before you can make tall stone walls. Allows you to see enemies coming but doesn't stop them from looking in.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade wall]]s&lt;br /&gt;
Really costly to make provide some good protection and look really good. Unless you have a lot of trees, a size 5 deed will probably be the only practical size to build them or really small bases (camouflage effect in woods?)&lt;br /&gt;
&lt;br /&gt;
* [[Tall stone wall]]s&lt;br /&gt;
You'll want these for your town as they are difficult to take down (haven't tried catapults). The only problem is you'll need a lot of bricks but for an established town that's nothing. Blocks enemies views of your town but also makes it harder to see them coming. Well worth the hassle you can also make entrances maze like to confuse attackers (add in multiple gates between two layers and it's great fun).&lt;br /&gt;
&lt;br /&gt;
* Gate House&lt;br /&gt;
Just a regular one tile house allows you to set access without a deed to make the most out of it have them between two layers of walls. Easy to destroy though so keep them high quality and repaired till you get a deed and can use something better. Also note you'll need everyone on friends list for this option.&lt;br /&gt;
&lt;br /&gt;
* [[Wooden fence gate]]&lt;br /&gt;
I personally don't like these you'll need a gate lock and key for them which without a deed leaves you open to being killed for your key. Although the keyholder can pass straight through you'll need to unlock and lock to let friends in and out. Once you have a deed just chuck the key in a chest or in the bank and let the deed control the gate. With the deed it's so much easier as you can allow all allies and selected citizens to pass through.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade gate]]s&lt;br /&gt;
Although taking up many resources you won't need that many gates.&lt;br /&gt;
Don't build these without deed control it's not worth it really. They provide so much extra protection and work perfectly with high stone walls. You'll want these and high stone walls in your finished town (until they come out with something better (metal gates maybe?)).&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Without a deed always go for a 1 x 1 gatehouse since it saves so much pain, or if you have 3 layers of walls have the first two covered by a gatehouse and the third inside one a palisade gate so you have time to unlock it to let people in and lock it again before the enemy gets in.&lt;br /&gt;
* If you use dividing walls, keep them at a uniform [[quality]] as you're not going to be able to improve them later.&lt;br /&gt;
* Always have two or more gates unless you have good fighting skills incase someone camps outside or a monster spawns.&lt;br /&gt;
* Concentrate your efforts on improving your gates to as high a quality as possible as they are your weakest points.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Use the [[terrain]] to your advantage.&lt;br /&gt;
* On top of a hill lets you see enemies coming and forces them to [[climb]] up to you which with siege weapons is a lot harder.&lt;br /&gt;
* Have your walls at the top of a slope you'd have to climb up this means that without siege weapons they have to climb up to attack your walls costing [[stamina]] and causing injury if they fall.&lt;br /&gt;
* Surrounded by mountains on most sides means they'd probably die if they came from those directions. It's also very painful (annoying) to climb between a wall and a cliff.&lt;br /&gt;
&lt;br /&gt;
==== Water ====&lt;br /&gt;
If you are on the side of a hill/mountain just [[mine]] down to [[water]]. Otherwise you will want to be next to a lake or even at sea level with a bit of water inside your walls. (images/diagrams later)&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon/Mol-rehan ====&lt;br /&gt;
Make sure the land is entirely free from [[mycelium]] you don't want Horde of the Summoned people healing while they attack your town. Do regular checks for the prescence of Libila and the Horde of the Summoned kingdom to ensure no one is trying to grow it.&lt;br /&gt;
&lt;br /&gt;
==== Horde of the Summoned ====&lt;br /&gt;
You'll want to build your town so that you have [[tile]]s inside your town that have [[mycelium]] on them. If you expect your only enemies to be JK or MR have a ring outside your town or just let it grow naturally. Be more careful if other [[HotS]] towns are your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
You'll want as many [[tower]]s as possible around your town. These will complement your town guards and slow down incoming enemies.&lt;br /&gt;
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http://img447.imageshack.us/img447/4757/towers8ji.th.jpg&lt;br /&gt;
[http://img447.imageshack.us/my.php?image=towers8ji.jpg Click]&lt;br /&gt;
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This shows the basic design you will want to start with (remember they need to be 50 tiles apart to work) if you plan on growing to a big town the outer 4 can eventually be built into your outer layer of walls. Work with nearby towns to build many towers; remember this will focus where your enemy has to attack from to be safe allowing you to set up other traps for them.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
(To be done)&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
This is what you'll need. ''Please note these are very basic strategies i'm hoping people will write up alternatives.''&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
For very small towns and homesteads you should take 6 people just to be safe (with current 30 [[skill]] cap).&lt;br /&gt;
&lt;br /&gt;
===== Jenn-Kellon/Mol-Rehan =====&lt;br /&gt;
* Two [[Fo]] Healers&lt;br /&gt;
* Two people with heavy weapons (AKA Tanks) for destroying walls and buildings (heavily armoured)&lt;br /&gt;
* Two fast aggressive fighters (AKA Warriors)with light to medium armour&lt;br /&gt;
&lt;br /&gt;
To start with everyone fights to take out whatever citizens or guards there are use the tanks to draw all the attacks and the fast warriors to flank them if you have time check their equipment to pick the best target.&lt;br /&gt;
&lt;br /&gt;
Once the main battle is over the fast warriors and one of the Fo healers takes care of any respawns while the tanks knock down walls while the other Fo healer takes care of them.&lt;br /&gt;
&lt;br /&gt;
If you have more people add in more in the following order:&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Siege Engineer (catapult)&lt;br /&gt;
* Extra Fo Healer&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Supply [[Cart]] (contains ammo for catapult, food, water and on the way home loot transport)&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Extra Fo healer&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Or go for a siege team build:&lt;br /&gt;
*Five Warriors&lt;br /&gt;
*Three Fo Healers&lt;br /&gt;
*Four tanks&lt;br /&gt;
*As many catapults as you can build&lt;br /&gt;
*For every two catapults one ammo cart(chuck in unfinished catapults to be finished on location)&lt;br /&gt;
&lt;br /&gt;
With this build you can fire loads of rounds into the enemy town taking down walls and hopefully hitting guards and villagers. All the other people will be defending the catapults and their operator.&lt;br /&gt;
&lt;br /&gt;
===== Horde of the Summoned =====&lt;br /&gt;
Replace Fo healers with warriors or tanks that know drain health spells.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
You are going to need to know as much about your enemy as possible(duh).&lt;br /&gt;
If they are relatively close to newtown you could try the old guest trick to sit outside their walls taking note of entrances and anything happening in the event window. Most people know about this though so it will raise suspicions listen to how new players talk and try to emulate them to avoid suspicion.&lt;br /&gt;
&lt;br /&gt;
Full infiltration can easily work on any town that is openly recruiting it will however take up one of your villagers play time faking being someone else actually doing stuff in town getting on the deed and passing information along. If they do their job well enough and get permissions, you can get them to unlock gates or change the guards first to heavy then back to light again stopping them from deploying heavier guards when your main attack comes. You'll also have a grace period while the guards respawn to get in and start attacking things.&lt;br /&gt;
&lt;br /&gt;
You can also just keep chatting to them and encourage them to let something slip or even employ others to spy for you. Convincing one of their town members to turn traitor is also helpful.&lt;br /&gt;
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===== Things to Check =====&lt;br /&gt;
* Where are the weakest walls&lt;br /&gt;
* How many layers are there&lt;br /&gt;
* Where are the most expensive/useful items&lt;br /&gt;
* What level are the guards&lt;br /&gt;
* What time are they mostly offline&lt;br /&gt;
* Who are their best fighters and and who is likely to be carrying [[key]]s&lt;br /&gt;
&lt;br /&gt;
===== Other Suggestions =====&lt;br /&gt;
If you or one of your villagers keeps files on all enemy towns and their villagers you will be able to assess the strengths and weaknesses of anyone you'll need to face.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to keep notepad files on people and towns and adding anything you ever find out about them predicted skills, most common armour used, size of deed etc etc.&lt;br /&gt;
Add any and all rumours even put what time zone they are in and who their friends are. This will help when you are picking targets during battles and the best way to attack a town.&lt;br /&gt;
&lt;br /&gt;
If you are really sad but prepared draw a diagram of their town(use the grid method i used above) you could even put last known wall qualities and names of buildings on it. The more information the better chance of successfully attacking you have.&lt;br /&gt;
&lt;br /&gt;
==== Basic Attacks ====&lt;br /&gt;
===== Sheer Numbers =====&lt;br /&gt;
If the enemy is hated by many grab all your allies pick a time and get as many people as possible to gather near the enemies town. Split into groups of four or five with one person as team leader. One group will contain the overall leader or if you have multiple allied towns arrange it into two groups(with multiple teams) with a leader in each. The teams will look after their own members ensuring they don't die and that they all attack the same target. If you have catapults one person will fire while the rest of the team guards.&lt;br /&gt;
&lt;br /&gt;
If you have enough for two groups you will want to attack from two opposite directions to split the defenders and their guards. Leave roughly two minutes between attacks to further confuse the defenders. Mainly though you'll have one or two teams knocking down walls(always pick the weakest walls and avoid gates which are usually the most improved and have the most defense) while the rest kill guards and villagers. Once you are inside secure any buildings that contain weapons to prevent respawning people from rearming. Assign a couple of teams to take down the tower if there is one.&lt;br /&gt;
&lt;br /&gt;
Once the immediate threat is over ensure everyone is healed up then begin looting but leave a couple of teams on guard killing duty. You're better off taking their carts and filling them with stuff to save time. Try not to stay for more than an hour or two once their defenses are down just incase they have reinforcements on their way.&lt;br /&gt;
I'd personally recommend leaving their basic tools like small anvils and axes so that they can rebuild and present a target again at a later date. If your attack group is made up of multiple towns try and leave together to prevent people from being picked off on their way home.&lt;br /&gt;
&lt;br /&gt;
===== Even Match =====&lt;br /&gt;
When you and your enemy have pretty much the same skills and numbers you need to out think them. Organise your forces to have your tanks up front taking hits and picking targets have a line of heavy damage dealers behind them then your leader followed by a couple more warriors just incase they attack from behind without any warning.&lt;br /&gt;
&lt;br /&gt;
When you approach the enemies walls spread out and search for the weakest point(lowest quality and/or highest damage). If the wall borders the deed you will have to watch out for guards coming through the wall they need to be taken out before you can punch through. If the guards are out of range work on destroying the walls and have one person on watch for any enemies coming out to meet you.&lt;br /&gt;
&lt;br /&gt;
If they do come out to meet you get into formation take out their tanks first followed by any priority targets(leader, best fighter etc). Every non tank needs to focus on one at a time once you kill them all or they fall back loot any of their corpses and heal up(never heal during a fight it's too distracting and marks the healer as a target). Continue destroying the walls if they come back repeat above battle until you take too many losses or you get in. Make sure you have easy access into the town incase you need to get back in following a death. Then proceed in destroying the guards and anyone respawning(eventually they will respawn somewhere else or log off). Heal up again then begin looting banding together anytime a guard respawns. If you don't have much time or live far away only take the most valuable stuff or anything you need (i'd go for armour and weapons to prevent retaliation). I'd also target one wall section or gate and damage it to around 90 then leave it hopefully they will miss it and you'll have an easy target if you need to come back. If you do lose any of your fighters get their stuff immeadiately so that when they make it back to you they can rearm instantly.&lt;br /&gt;
(This bit needs a bit of work it's rather fragmented and hard to read)&lt;br /&gt;
&lt;br /&gt;
===== Convoy Attacks =====&lt;br /&gt;
&lt;br /&gt;
A very simple attack strategy. But very effective in terms of cost vs. reward. Usually if the enemy wants to raid someone. They will bring extra supplies in carts or on the backs of Mule accounts. This gives you an opportunity to attack a raiding party at its weakest point.&lt;br /&gt;
&lt;br /&gt;
The secret to using this tactic properly is to give the enemy very little warning before you attack. This can be achived by concealing a small group of fighters near the target the enemy is trying to attack. This will create the illusion that all of your forces are defending the target, which can be determined by looking at local chat. One thing I need to point out is if you take the time to build a well concealed position with which to attack from. The attack is more effective.&lt;br /&gt;
&lt;br /&gt;
Now when the enemy convoy gets to the perfect position. Run out from your hiding point and immediatly attack all the fighters in the group. Then have any spare allies start looting the carts (but try not to overload on loot or you'll be slow). When they are loaded up. Run away and try to get back into the position you're defending. If you can't get into there. Just keep going until you find a good secondary position to hide at.&lt;br /&gt;
&lt;br /&gt;
One more thing, DO NOT go back to your original hiding point. Otherwise this area will be unuseable in a future attack because they will know about it.&lt;br /&gt;
&lt;br /&gt;
(save point)&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
* If you have time to dig a tunnel during a battle a sneaky thing to do is to make two entrances to a tunnel, one without a door and one with a rock door. Mine the one without a door up and mine the one with the door down, then after you've done this for at least 4 tiles each connect them to make a drop shaft. Lure the enemy into the cave and down the drop shaft. Then exit through the door you made, leaving them stuck inside. If you made the drop shaft steep enough they shouldn't be able to climb out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Raid info by Friend''' ==&lt;br /&gt;
&lt;br /&gt;
This little article describes raiding and the steps to follow. A lot of what is written in this article might seem logical but yet all the time forgotten or not properly done. I could write a whole book about raiding in detail and I have started one a while ago but it’s simply something I can’t devote my time to because it has too many factors to describe it all. So in this article it is kept to basics that still need logic thinking from yourself to go with it. This article keeps in mind the factors that play a role in winning or losing a raid. Main factor that works against you is time. You only have so long until the attacking team you brought will have to go to sleep or to work or other appointments outside of wurm. Defenders have this problem a lot less. Another factor is security, if you have too many casualties compared to the enemy, the people you brought will lose a lot of morale and begin having doubts about the raid and eventually want to leave.  &lt;br /&gt;
&lt;br /&gt;
So in short:&lt;br /&gt;
-   Time&lt;br /&gt;
-   Security&lt;br /&gt;
&lt;br /&gt;
The steps you will be reading in this article describe how you will raid the most effective keeping the above two factors in mind at all times. &lt;br /&gt;
&lt;br /&gt;
Steps in short:&lt;br /&gt;
-   Step 1: planning &lt;br /&gt;
          Plan before you raid, know everything there is to know about the town and have everything you need with you on a raid.&lt;br /&gt;
&lt;br /&gt;
-   Step 2: Setting up base and stopping defenders&lt;br /&gt;
          Before you can begin with the raid you must create a safe environment for the attackers and stop defenders coming to help.&lt;br /&gt;
&lt;br /&gt;
-   Step 3: Destroying the town&lt;br /&gt;
         After creating security and before actual pvping or entering the enemy town you must create a clear entrance for you and the ability to walk freely on deed wherever you want.&lt;br /&gt;
&lt;br /&gt;
-   Step 4: The fighting and looting&lt;br /&gt;
         After taking away all safety from the defenders you can make your way into the town and begin killing the defenders and after that looting.&lt;br /&gt;
&lt;br /&gt;
-   Step 5: The Exit&lt;br /&gt;
         This can be one of the most dangerous moments of a raid especially when things go bad, having a smart exit plan is very important. Defenders know this is your weakest moment.&lt;br /&gt;
&lt;br /&gt;
After describing these steps in basic there will be some trends that might be interesting for any raider to make raiding more efficient.&lt;br /&gt;
&lt;br /&gt;
To understand this book fully, it describes the following roles:&lt;br /&gt;
Tasks:&lt;br /&gt;
• Overall raid leader&lt;br /&gt;
• Wallers&lt;br /&gt;
• Fort builder&lt;br /&gt;
• Fighting leader&lt;br /&gt;
• Catapult leader&lt;br /&gt;
• Catapulters&lt;br /&gt;
&lt;br /&gt;
•   The overall raid leader is the one that keep an eye on everything. He barely does any work himself but appoints people as much as he can.&lt;br /&gt;
•   The wallers are the people that wall off the enemy entrances at the start of the raid. The overall raid leader is responsible that the wallers secure all the entrances.&lt;br /&gt;
•   The fort builder is the person in charge of setting up the attack fort. The overall raid leader is responsible for the location and a rough design if needed but the fort builder has to think for himself how its most effective. &lt;br /&gt;
•   The catapult leader is responsible to keep the overview on which buildings are catapulted, where to shoot from and who shoots what. He will guide the catapulters to do their task&lt;br /&gt;
•   The catapulters are responsible for taking down the walls and have to find someone to bring them a constant flow of ammunition. At times one catapulter might have to operate 3 catapults at the same time and ask someone to help load and winch them &lt;br /&gt;
•   The fighting leader is responsible of holding off the enemies, taking out the guards and the defenders. But since good fighters are often also good miners, he will also be responsible of finding people to mine so there is a constant flow of ammunition. It is important that the fighting leader makes an example and has the fighters follow him into a fight but even more important is that he stays alive.&lt;br /&gt;
&lt;br /&gt;
Step 1: Planning&lt;br /&gt;
Step 1 is all about planning, without a plan you should not go on a raid. The idea behind planning is to make sure everyone knows what to do and with this save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
Pre-set goals &lt;br /&gt;
Before a raid you need to know what exactly the purpose is of going to the enemy town. It can range from trying to steal an item or plundering the entire town or just some pvp. At any rate, it is very important to know what your mission and any submissions are, so you can determine when it is time to leave incase none of the missions are achievable.&lt;br /&gt;
&lt;br /&gt;
Escape route&lt;br /&gt;
Before you plan a raid further, you must determine how you will travel to the raid and more importantly how you will leave safely in case things go bad. This is the most important part of raiding, knowing how to leave.&lt;br /&gt;
Town layout&lt;br /&gt;
You will need a layout of the town. A tilemap is the best option but not always possible. The least you need is enough info to know from which side it is most effective to attack.&lt;br /&gt;
&lt;br /&gt;
Items needed&lt;br /&gt;
Prepare a list of items you will need, items such as woa pickaxes, shovels, carving knifes, spare cotton, barrels, nails, locks, ores for catapulting, ropes etc., etc. Anything you could need you have to bring. It is very difficult to get items during the raid and may cause big delays. &lt;br /&gt;
&lt;br /&gt;
Preparing the teams&lt;br /&gt;
Before a raid, people need to know their roles. Most important are designated catapulters and miners, if you don’t have this covered before a raid, you will not succeed. But along with preparing the teams, you also need to divide the initial tasks such as building the fort, making catapults, locking the town. Set people responsible for parts of the raid. One person in charge of all the catapulting and one person in charge of holding off the defenders when needed.&lt;br /&gt;
&lt;br /&gt;
Step 2: Setting up base and stopping defenders&lt;br /&gt;
Step 2 is ironically all about keeping the defenders away from you and create a situation where you can catapult the enemies with as little as possible pvp.&lt;br /&gt;
&lt;br /&gt;
Building the fort&lt;br /&gt;
At all raids you need a fall-out base, a place where you can store items, safely mine, and even go afk in for a short while. At a raid you need to turn the tides in your favor as much as possible. If you give yourself a gatehop while taking away that from the enemy, that is a big advantage. Set one person responsible for building the fort and let him find people on site to help build it. The fort is best to be of good size. At least a 5x5 area with one or two mine doors is recommended.&lt;br /&gt;
&lt;br /&gt;
Locking up the town&lt;br /&gt;
The biggest reason a raid fails is if there are people defending it. This is logic thinking. This makes locking up the town very important. You need to lock up all entrances except the one you are creating for yourself. Set up small teams for this to lock the town up fast and put one person responsible per team.&lt;br /&gt;
&lt;br /&gt;
Step 3: Destroying the town&lt;br /&gt;
Step 3 is destroying the town. To do this fast you will have to fully concentrate on opening all the buildings and avoid pvp and gatehopping as much as possible. After the enemy has no places to run anymore for safety, it’s the moment you begin the fighting.&lt;br /&gt;
&lt;br /&gt;
Systematically catapulting&lt;br /&gt;
After you have set up a base you should be ready to focus completely on catapulting. The person responsible for the destruction of the town will have to keep overview of what buildings are opened and what the damage is while the catapulters are responsible to get themselves ammunition. Everyone who isn’t mining, catapulting or filling another important job should be hauling the ammunition around. This phase can cause much frustration if people begin slacking so it is important everyone works hard here.&lt;br /&gt;
&lt;br /&gt;
A proper entrance/exit&lt;br /&gt;
This is the first thing you create with catapulting. You destroy an entire longhouse to create a clear entrance on the deed. You can’t have a half done job here. There needs to be an easy way in and out of the enemy town. It is recommended you lock this up again though while you catapult the buildings inside.&lt;br /&gt;
&lt;br /&gt;
Step 4: The fighting and looting&lt;br /&gt;
Step 4 is where the fun begins. Finally there is a payoff for all the work you have put in destroying the town. The fighter team should be ready to kill the guards and then rush in the town after the catapulting of all buildings is finished.&lt;br /&gt;
&lt;br /&gt;
Entering the deed&lt;br /&gt;
A very important note here is to not fall into enemy traps, keep close eye on unfinished stone walls or fences that the enemy can finish after you pass them. Have the catapulters standing by to open up any obstructions that are found while entering the town.&lt;br /&gt;
&lt;br /&gt;
Looting and storage&lt;br /&gt;
Looting can bring out the worse in people. A raid should not be for the loot in the first place, but for the fun of beating an enemy town. There are people who will go through the houses and handpick the best they can find because ‘they deserve it’. Well guess what... so do the other 30 people that joined the raid. When looting, you have to fill up a cart, haul it back to the safety of the attack fort and ditch it there while you fill up a new cart. Take every item you can grab and don’t keep stuff for yourself. Items such as drake and scale will go to the kingdom as a whole. The rest I have found to be most ‘fairly’ looted by all plundering it inside the fort or after having left the raid with equal chances, not while people are taking the items from the town.&lt;br /&gt;
&lt;br /&gt;
Step 5: The exit&lt;br /&gt;
Step 5 describes how and when to exit from a raid. It is important to have the exit planned ahead and is also described in the planning step. You will either leave with your mission completed or without completing it.&lt;br /&gt;
&lt;br /&gt;
Know when to leave&lt;br /&gt;
It does not take much common sense to know when you cannot complete your mission. At this stage the situation usually only becomes worse for you. It is better to leave at this stage than staying around till the point where you can’t leave anymore.&lt;br /&gt;
&lt;br /&gt;
Another reason to leave is of course after completing your mission. If there is nothing more for you to gain at the enemy deed it is time to leave with the victory in your pocket. &lt;br /&gt;
&lt;br /&gt;
How to leave&lt;br /&gt;
When you are leaving it is important to leave as one group. Try to have horses ready to leave with as well to give you a movement bonus. The order in which you leave is that the weaker people will leave first with the stronger fighters covering them from behind. Anyone that is way ahead of the group needs to shoot the enemies in case they are following. The weaker people have to keep moving. No need to look back other than blocking arrows. The stronger fighters adapt to the speed of the weaker people.&lt;br /&gt;
&lt;br /&gt;
Quick ambush&lt;br /&gt;
While the enemy knows that when you retreat, you are at your most vulnerable, they are putting themselves at a big risk as well. Keep your eye open for opportunities to ambush the enemy. In case you are leaving because you can’t complete the mission but still have a good force, you can use this moment to ambush the enemies that chase you for a while.&lt;br /&gt;
&lt;br /&gt;
Trends / Tactics in raiding&lt;br /&gt;
While this entire article describes raiding there are some tactics you can use with this concept.&lt;br /&gt;
&lt;br /&gt;
Small to big group&lt;br /&gt;
In a usual raid situation, you agree a location where you meet up with 20-30 people and you march to the enemy town. The beginning of raids can be very messy because there are too many people, and not enough things they can do easily. While during the course of the raid, the enemy will grow in numbers while you will have less people because they have to leave or die. Right as you will need the full force to enter the enemy deed you don’t have it anymore.&lt;br /&gt;
&lt;br /&gt;
The tactic that is used to counter this is setting up a team which consists of the wallers, fort builders, catapult leaders and their catapult teams to go ahead of the raid and begin their tasks. Since there aren’t many enemies to worry about at the start of the raid you won’t need the fighters yet. Ofcourse if they are online they can come with you but because of this you can start raids earlier by going with the team to perform the pre-raid phase instead of waiting for the rest of the raiders to wake up or log in.&lt;br /&gt;
&lt;br /&gt;
Gatehop disabling&lt;br /&gt;
The power that defenders have is gatehopping and repairing. While its hard to take away repairing from the defenders, it is possible to take away the ability to gatehop by walling them off. But an even more successful tactic is to use their gatehop against them.&lt;br /&gt;
&lt;br /&gt;
A raid can last easily up to 10 hours.  But in a lot less time you can do the following: You go with a small team to the enemy town while no one is online to spot you and you catapult the gatehouse nearest to the side you attack from and replace it with one of your own. While you have this gatehouse set to stay unlocked you can lock it at the moment most of the defenders are lured outside. This can create for a beautiful gank, taking out most of the defenders in one sweep.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
A lot of this information comes from the time when i was part of the Horde (the Horde vs Hammerfell map). Also Angrycat and Xplict developed most of the original strategies the map before. The tile-by-tile planning dates back to when myself Serph and (i've forgotten your name) were planning that Horde's town and to some extent inspired by Hortons tile by tile map of [[Whosville]]. In fact, without all the people i've been in towns with and all the enemies i've faced there would be very little to put here (you know who you are).&lt;br /&gt;
&lt;br /&gt;
''Some of these credits are for things i'm planning to add later :D''&lt;br /&gt;
&lt;br /&gt;
--[[User:Commcd|Commcd]] 11:37, 6 January 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58061</id>
		<title>Guides:Tactics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58061"/>
		<updated>2010-08-17T12:24:10Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Raid info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Tutorials]] :: [[Tactics]]&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' deals with basic defense and offense strategies.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Since these are basic they won't cover much in regards to defense against [[catapult]]s until other defenses are come up with.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
==== Design ====&lt;br /&gt;
You will always need multiple layers of [[wall]]s. If you don't have enough time, or other people to help, the first layer is going to have to be low [[stone wall]] as it's the quickest to put up (you can always knock it down and replace it with high stone wall later).&lt;br /&gt;
&lt;br /&gt;
Unless you are going for a pretty [[town]] (defense of which would be a lot harder) you need to concentrate on squares of walls so that they can match a future [[deed]] and so that the deed can control [[gate]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://img408.imageshack.us/img408/5286/basicdeed0by.th.jpg&lt;br /&gt;
[http://img408.imageshack.us/img408/5286/basicdeed0by.jpg Click]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
At first you'll probably have to go for gatehouses as shown in the image above between two layers of walls. It's recommended to have a [[tower]] inside that size 5 deed area which will cover your town from enemy [[kingdom]] attacks. Most people prefer to have it in the center with the deed [[token]]--although practical, it may not look the best.&lt;br /&gt;
&lt;br /&gt;
Thats the basic size 5 design you can make it harder for your enemy by having offset gates, although you'll need a deed as only [[palisade]]s will work.&lt;br /&gt;
&lt;br /&gt;
http://img252.imageshack.us/img252/3695/hashedwall3ew.th.jpg&lt;br /&gt;
[http://img252.imageshack.us/my.php?image=hashedwall3ew.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This design denies your enemies the chance to pick the weakest section in each layer without breaking all the dividing walls. Be careful not to lock anyone inbetween the walls(unless you want to, see catapult use below)&lt;br /&gt;
&lt;br /&gt;
'''Catapults''': You could put catapults in squares between walls and either have a gate or put a firing account in there when you build it sealing it in. You can then trade ammo and supplies over the wall to the person firing.&lt;br /&gt;
&lt;br /&gt;
==== Types ====&lt;br /&gt;
* [[Wooden fence]]&lt;br /&gt;
I'd really advise against this type unless you like how it looks in which case use it for fields and containing farm animals. It's easily destroyed so not that useful more cosmetic than practical.&lt;br /&gt;
&lt;br /&gt;
* [[Stone wall]]s&lt;br /&gt;
This will be your basic defense when you start out, easy and fast to make and can take some damage. Try and have two layers of this if you expect it will take a while before you can make tall stone walls. Allows you to see enemies coming but doesn't stop them from looking in.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade wall]]s&lt;br /&gt;
Really costly to make provide some good protection and look really good. Unless you have a lot of trees, a size 5 deed will probably be the only practical size to build them or really small bases (camouflage effect in woods?)&lt;br /&gt;
&lt;br /&gt;
* [[Tall stone wall]]s&lt;br /&gt;
You'll want these for your town as they are difficult to take down (haven't tried catapults). The only problem is you'll need a lot of bricks but for an established town that's nothing. Blocks enemies views of your town but also makes it harder to see them coming. Well worth the hassle you can also make entrances maze like to confuse attackers (add in multiple gates between two layers and it's great fun).&lt;br /&gt;
&lt;br /&gt;
* Gate House&lt;br /&gt;
Just a regular one tile house allows you to set access without a deed to make the most out of it have them between two layers of walls. Easy to destroy though so keep them high quality and repaired till you get a deed and can use something better. Also note you'll need everyone on friends list for this option.&lt;br /&gt;
&lt;br /&gt;
* [[Wooden fence gate]]&lt;br /&gt;
I personally don't like these you'll need a gate lock and key for them which without a deed leaves you open to being killed for your key. Although the keyholder can pass straight through you'll need to unlock and lock to let friends in and out. Once you have a deed just chuck the key in a chest or in the bank and let the deed control the gate. With the deed it's so much easier as you can allow all allies and selected citizens to pass through.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade gate]]s&lt;br /&gt;
Although taking up many resources you won't need that many gates.&lt;br /&gt;
Don't build these without deed control it's not worth it really. They provide so much extra protection and work perfectly with high stone walls. You'll want these and high stone walls in your finished town (until they come out with something better (metal gates maybe?)).&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Without a deed always go for a 1 x 1 gatehouse since it saves so much pain, or if you have 3 layers of walls have the first two covered by a gatehouse and the third inside one a palisade gate so you have time to unlock it to let people in and lock it again before the enemy gets in.&lt;br /&gt;
* If you use dividing walls, keep them at a uniform [[quality]] as you're not going to be able to improve them later.&lt;br /&gt;
* Always have two or more gates unless you have good fighting skills incase someone camps outside or a monster spawns.&lt;br /&gt;
* Concentrate your efforts on improving your gates to as high a quality as possible as they are your weakest points.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Use the [[terrain]] to your advantage.&lt;br /&gt;
* On top of a hill lets you see enemies coming and forces them to [[climb]] up to you which with siege weapons is a lot harder.&lt;br /&gt;
* Have your walls at the top of a slope you'd have to climb up this means that without siege weapons they have to climb up to attack your walls costing [[stamina]] and causing injury if they fall.&lt;br /&gt;
* Surrounded by mountains on most sides means they'd probably die if they came from those directions. It's also very painful (annoying) to climb between a wall and a cliff.&lt;br /&gt;
&lt;br /&gt;
==== Water ====&lt;br /&gt;
If you are on the side of a hill/mountain just [[mine]] down to [[water]]. Otherwise you will want to be next to a lake or even at sea level with a bit of water inside your walls. (images/diagrams later)&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon/Mol-rehan ====&lt;br /&gt;
Make sure the land is entirely free from [[mycelium]] you don't want Horde of the Summoned people healing while they attack your town. Do regular checks for the prescence of Libila and the Horde of the Summoned kingdom to ensure no one is trying to grow it.&lt;br /&gt;
&lt;br /&gt;
==== Horde of the Summoned ====&lt;br /&gt;
You'll want to build your town so that you have [[tile]]s inside your town that have [[mycelium]] on them. If you expect your only enemies to be JK or MR have a ring outside your town or just let it grow naturally. Be more careful if other [[HotS]] towns are your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
You'll want as many [[tower]]s as possible around your town. These will complement your town guards and slow down incoming enemies.&lt;br /&gt;
&lt;br /&gt;
http://img447.imageshack.us/img447/4757/towers8ji.th.jpg&lt;br /&gt;
[http://img447.imageshack.us/my.php?image=towers8ji.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This shows the basic design you will want to start with (remember they need to be 50 tiles apart to work) if you plan on growing to a big town the outer 4 can eventually be built into your outer layer of walls. Work with nearby towns to build many towers; remember this will focus where your enemy has to attack from to be safe allowing you to set up other traps for them.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
(To be done)&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
This is what you'll need. ''Please note these are very basic strategies i'm hoping people will write up alternatives.''&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
For very small towns and homesteads you should take 6 people just to be safe (with current 30 [[skill]] cap).&lt;br /&gt;
&lt;br /&gt;
===== Jenn-Kellon/Mol-Rehan =====&lt;br /&gt;
* Two [[Fo]] Healers&lt;br /&gt;
* Two people with heavy weapons (AKA Tanks) for destroying walls and buildings (heavily armoured)&lt;br /&gt;
* Two fast aggressive fighters (AKA Warriors)with light to medium armour&lt;br /&gt;
&lt;br /&gt;
To start with everyone fights to take out whatever citizens or guards there are use the tanks to draw all the attacks and the fast warriors to flank them if you have time check their equipment to pick the best target.&lt;br /&gt;
&lt;br /&gt;
Once the main battle is over the fast warriors and one of the Fo healers takes care of any respawns while the tanks knock down walls while the other Fo healer takes care of them.&lt;br /&gt;
&lt;br /&gt;
If you have more people add in more in the following order:&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Siege Engineer (catapult)&lt;br /&gt;
* Extra Fo Healer&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Supply [[Cart]] (contains ammo for catapult, food, water and on the way home loot transport)&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Extra Fo healer&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Or go for a siege team build:&lt;br /&gt;
*Five Warriors&lt;br /&gt;
*Three Fo Healers&lt;br /&gt;
*Four tanks&lt;br /&gt;
*As many catapults as you can build&lt;br /&gt;
*For every two catapults one ammo cart(chuck in unfinished catapults to be finished on location)&lt;br /&gt;
&lt;br /&gt;
With this build you can fire loads of rounds into the enemy town taking down walls and hopefully hitting guards and villagers. All the other people will be defending the catapults and their operator.&lt;br /&gt;
&lt;br /&gt;
===== Horde of the Summoned =====&lt;br /&gt;
Replace Fo healers with warriors or tanks that know drain health spells.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
You are going to need to know as much about your enemy as possible(duh).&lt;br /&gt;
If they are relatively close to newtown you could try the old guest trick to sit outside their walls taking note of entrances and anything happening in the event window. Most people know about this though so it will raise suspicions listen to how new players talk and try to emulate them to avoid suspicion.&lt;br /&gt;
&lt;br /&gt;
Full infiltration can easily work on any town that is openly recruiting it will however take up one of your villagers play time faking being someone else actually doing stuff in town getting on the deed and passing information along. If they do their job well enough and get permissions, you can get them to unlock gates or change the guards first to heavy then back to light again stopping them from deploying heavier guards when your main attack comes. You'll also have a grace period while the guards respawn to get in and start attacking things.&lt;br /&gt;
&lt;br /&gt;
You can also just keep chatting to them and encourage them to let something slip or even employ others to spy for you. Convincing one of their town members to turn traitor is also helpful.&lt;br /&gt;
&lt;br /&gt;
===== Things to Check =====&lt;br /&gt;
* Where are the weakest walls&lt;br /&gt;
* How many layers are there&lt;br /&gt;
* Where are the most expensive/useful items&lt;br /&gt;
* What level are the guards&lt;br /&gt;
* What time are they mostly offline&lt;br /&gt;
* Who are their best fighters and and who is likely to be carrying [[key]]s&lt;br /&gt;
&lt;br /&gt;
===== Other Suggestions =====&lt;br /&gt;
If you or one of your villagers keeps files on all enemy towns and their villagers you will be able to assess the strengths and weaknesses of anyone you'll need to face.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to keep notepad files on people and towns and adding anything you ever find out about them predicted skills, most common armour used, size of deed etc etc.&lt;br /&gt;
Add any and all rumours even put what time zone they are in and who their friends are. This will help when you are picking targets during battles and the best way to attack a town.&lt;br /&gt;
&lt;br /&gt;
If you are really sad but prepared draw a diagram of their town(use the grid method i used above) you could even put last known wall qualities and names of buildings on it. The more information the better chance of successfully attacking you have.&lt;br /&gt;
&lt;br /&gt;
==== Basic Attacks ====&lt;br /&gt;
===== Sheer Numbers =====&lt;br /&gt;
If the enemy is hated by many grab all your allies pick a time and get as many people as possible to gather near the enemies town. Split into groups of four or five with one person as team leader. One group will contain the overall leader or if you have multiple allied towns arrange it into two groups(with multiple teams) with a leader in each. The teams will look after their own members ensuring they don't die and that they all attack the same target. If you have catapults one person will fire while the rest of the team guards.&lt;br /&gt;
&lt;br /&gt;
If you have enough for two groups you will want to attack from two opposite directions to split the defenders and their guards. Leave roughly two minutes between attacks to further confuse the defenders. Mainly though you'll have one or two teams knocking down walls(always pick the weakest walls and avoid gates which are usually the most improved and have the most defense) while the rest kill guards and villagers. Once you are inside secure any buildings that contain weapons to prevent respawning people from rearming. Assign a couple of teams to take down the tower if there is one.&lt;br /&gt;
&lt;br /&gt;
Once the immediate threat is over ensure everyone is healed up then begin looting but leave a couple of teams on guard killing duty. You're better off taking their carts and filling them with stuff to save time. Try not to stay for more than an hour or two once their defenses are down just incase they have reinforcements on their way.&lt;br /&gt;
I'd personally recommend leaving their basic tools like small anvils and axes so that they can rebuild and present a target again at a later date. If your attack group is made up of multiple towns try and leave together to prevent people from being picked off on their way home.&lt;br /&gt;
&lt;br /&gt;
===== Even Match =====&lt;br /&gt;
When you and your enemy have pretty much the same skills and numbers you need to out think them. Organise your forces to have your tanks up front taking hits and picking targets have a line of heavy damage dealers behind them then your leader followed by a couple more warriors just incase they attack from behind without any warning.&lt;br /&gt;
&lt;br /&gt;
When you approach the enemies walls spread out and search for the weakest point(lowest quality and/or highest damage). If the wall borders the deed you will have to watch out for guards coming through the wall they need to be taken out before you can punch through. If the guards are out of range work on destroying the walls and have one person on watch for any enemies coming out to meet you.&lt;br /&gt;
&lt;br /&gt;
If they do come out to meet you get into formation take out their tanks first followed by any priority targets(leader, best fighter etc). Every non tank needs to focus on one at a time once you kill them all or they fall back loot any of their corpses and heal up(never heal during a fight it's too distracting and marks the healer as a target). Continue destroying the walls if they come back repeat above battle until you take too many losses or you get in. Make sure you have easy access into the town incase you need to get back in following a death. Then proceed in destroying the guards and anyone respawning(eventually they will respawn somewhere else or log off). Heal up again then begin looting banding together anytime a guard respawns. If you don't have much time or live far away only take the most valuable stuff or anything you need (i'd go for armour and weapons to prevent retaliation). I'd also target one wall section or gate and damage it to around 90 then leave it hopefully they will miss it and you'll have an easy target if you need to come back. If you do lose any of your fighters get their stuff immeadiately so that when they make it back to you they can rearm instantly.&lt;br /&gt;
(This bit needs a bit of work it's rather fragmented and hard to read)&lt;br /&gt;
&lt;br /&gt;
===== Convoy Attacks =====&lt;br /&gt;
&lt;br /&gt;
A very simple attack strategy. But very effective in terms of cost vs. reward. Usually if the enemy wants to raid someone. They will bring extra supplies in carts or on the backs of Mule accounts. This gives you an opportunity to attack a raiding party at its weakest point.&lt;br /&gt;
&lt;br /&gt;
The secret to using this tactic properly is to give the enemy very little warning before you attack. This can be achived by concealing a small group of fighters near the target the enemy is trying to attack. This will create the illusion that all of your forces are defending the target, which can be determined by looking at local chat. One thing I need to point out is if you take the time to build a well concealed position with which to attack from. The attack is more effective.&lt;br /&gt;
&lt;br /&gt;
Now when the enemy convoy gets to the perfect position. Run out from your hiding point and immediatly attack all the fighters in the group. Then have any spare allies start looting the carts (but try not to overload on loot or you'll be slow). When they are loaded up. Run away and try to get back into the position you're defending. If you can't get into there. Just keep going until you find a good secondary position to hide at.&lt;br /&gt;
&lt;br /&gt;
One more thing, DO NOT go back to your original hiding point. Otherwise this area will be unuseable in a future attack because they will know about it.&lt;br /&gt;
&lt;br /&gt;
(save point)&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
* If you have time to dig a tunnel during a battle a sneaky thing to do is to make two entrances to a tunnel, one without a door and one with a rock door. Mine the one without a door up and mine the one with the door down, then after you've done this for at least 4 tiles each connect them to make a drop shaft. Lure the enemy into the cave and down the drop shaft. Then exit through the door you made, leaving them stuck inside. If you made the drop shaft steep enough they shouldn't be able to climb out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Raid info by Friend''' ==&lt;br /&gt;
&lt;br /&gt;
This little article describes raiding and the steps to follow. A lot of what is written in this article might seem logical but yet all the time forgotten or not properly done. I could write a whole book about raiding in detail and I have started one a while ago but it’s simply something I can’t devote my time to because it has too many factors to describe it all. So in this article it is kept to basics that still need logic thinking from yourself to go with it. This article keeps in mind the factors that play a role in winning or losing a raid. Main factor that works against you is time. You only have so long until the attacking team you brought will have to go to sleep or to work or other appointments outside of wurm. Defenders have this problem a lot less. Another factor is security, if you have too many casualties compared to the enemy, the people you brought will lose a lot of morale and begin having doubts about the raid and eventually want to leave.  &lt;br /&gt;
&lt;br /&gt;
So in short:&lt;br /&gt;
-   Time&lt;br /&gt;
-   Security&lt;br /&gt;
&lt;br /&gt;
The steps you will be reading in this article describe how you will raid the most effective keeping the above two factors in mind at all times. &lt;br /&gt;
&lt;br /&gt;
Steps in short:&lt;br /&gt;
-   Step 1: planning &lt;br /&gt;
Plan before you raid, know everything there is to know about the town and have everything you need with you on a raid.&lt;br /&gt;
-   Step 2: Setting up base and stopping defenders&lt;br /&gt;
Before you can begin with the raid you must create a safe environment for the attackers and stop defenders coming to help.&lt;br /&gt;
-   Step 3: Destroying the town&lt;br /&gt;
After creating security and before actual pvping or entering the enemy town you must create a clear entrance for you and the ability to walk freely on deed wherever you want.&lt;br /&gt;
-   Step 4: The fighting and looting&lt;br /&gt;
After taking away all safety from the defenders you can make your way into the town and begin killing the defenders and after that looting.&lt;br /&gt;
-   Step 5: The Exit&lt;br /&gt;
This can be one of the most dangerous moments of a raid especially when things go bad, having a smart exit plan is very important. Defenders know this is your weakest moment.&lt;br /&gt;
&lt;br /&gt;
After describing these steps in basic there will be some trends that might be interesting for any raider to make raiding more efficient.&lt;br /&gt;
&lt;br /&gt;
To understand this book fully, it describes the following roles:&lt;br /&gt;
Tasks:&lt;br /&gt;
• Overall raid leader&lt;br /&gt;
• Wallers&lt;br /&gt;
• Fort builder&lt;br /&gt;
• Fighting leader&lt;br /&gt;
• Catapult leader&lt;br /&gt;
• Catapulters&lt;br /&gt;
&lt;br /&gt;
•   The overall raid leader is the one that keep an eye on everything. He barely does any work himself but appoints people as much as he can.&lt;br /&gt;
•   The wallers are the people that wall off the enemy entrances at the start of the raid. The overall raid leader is responsible that the wallers secure all the entrances.&lt;br /&gt;
•   The fort builder is the person in charge of setting up the attack fort. The overall raid leader is responsible for the location and a rough design if needed but the fort builder has to think for himself how its most effective. &lt;br /&gt;
•   The catapult leader is responsible to keep the overview on which buildings are catapulted, where to shoot from and who shoots what. He will guide the catapulters to do their task&lt;br /&gt;
•   The catapulters are responsible for taking down the walls and have to find someone to bring them a constant flow of ammunition. At times one catapulter might have to operate 3 catapults at the same time and ask someone to help load and winch them &lt;br /&gt;
•   The fighting leader is responsible of holding off the enemies, taking out the guards and the defenders. But since good fighters are often also good miners, he will also be responsible of finding people to mine so there is a constant flow of ammunition. It is important that the fighting leader makes an example and has the fighters follow him into a fight but even more important is that he stays alive.&lt;br /&gt;
&lt;br /&gt;
Step 1: Planning&lt;br /&gt;
Step 1 is all about planning, without a plan you should not go on a raid. The idea behind planning is to make sure everyone knows what to do and with this save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
Pre-set goals &lt;br /&gt;
Before a raid you need to know what exactly the purpose is of going to the enemy town. It can range from trying to steal an item or plundering the entire town or just some pvp. At any rate, it is very important to know what your mission and any submissions are, so you can determine when it is time to leave incase none of the missions are achievable.&lt;br /&gt;
&lt;br /&gt;
Escape route&lt;br /&gt;
Before you plan a raid further, you must determine how you will travel to the raid and more importantly how you will leave safely in case things go bad. This is the most important part of raiding, knowing how to leave.&lt;br /&gt;
Town layout&lt;br /&gt;
You will need a layout of the town. A tilemap is the best option but not always possible. The least you need is enough info to know from which side it is most effective to attack.&lt;br /&gt;
&lt;br /&gt;
Items needed&lt;br /&gt;
Prepare a list of items you will need, items such as woa pickaxes, shovels, carving knifes, spare cotton, barrels, nails, locks, ores for catapulting, ropes etc., etc. Anything you could need you have to bring. It is very difficult to get items during the raid and may cause big delays. &lt;br /&gt;
&lt;br /&gt;
Preparing the teams&lt;br /&gt;
Before a raid, people need to know their roles. Most important are designated catapulters and miners, if you don’t have this covered before a raid, you will not succeed. But along with preparing the teams, you also need to divide the initial tasks such as building the fort, making catapults, locking the town. Set people responsible for parts of the raid. One person in charge of all the catapulting and one person in charge of holding off the defenders when needed.&lt;br /&gt;
&lt;br /&gt;
Step 2: Setting up base and stopping defenders&lt;br /&gt;
Step 2 is ironically all about keeping the defenders away from you and create a situation where you can catapult the enemies with as little as possible pvp.&lt;br /&gt;
&lt;br /&gt;
Building the fort&lt;br /&gt;
At all raids you need a fall-out base, a place where you can store items, safely mine, and even go afk in for a short while. At a raid you need to turn the tides in your favor as much as possible. If you give yourself a gatehop while taking away that from the enemy, that is a big advantage. Set one person responsible for building the fort and let him find people on site to help build it. The fort is best to be of good size. At least a 5x5 area with one or two mine doors is recommended.&lt;br /&gt;
&lt;br /&gt;
Locking up the town&lt;br /&gt;
The biggest reason a raid fails is if there are people defending it. This is logic thinking. This makes locking up the town very important. You need to lock up all entrances except the one you are creating for yourself. Set up small teams for this to lock the town up fast and put one person responsible per team.&lt;br /&gt;
&lt;br /&gt;
Step 3: Destroying the town&lt;br /&gt;
Step 3 is destroying the town. To do this fast you will have to fully concentrate on opening all the buildings and avoid pvp and gatehopping as much as possible. After the enemy has no places to run anymore for safety, it’s the moment you begin the fighting.&lt;br /&gt;
&lt;br /&gt;
Systematically catapulting&lt;br /&gt;
After you have set up a base you should be ready to focus completely on catapulting. The person responsible for the destruction of the town will have to keep overview of what buildings are opened and what the damage is while the catapulters are responsible to get themselves ammunition. Everyone who isn’t mining, catapulting or filling another important job should be hauling the ammunition around. This phase can cause much frustration if people begin slacking so it is important everyone works hard here.&lt;br /&gt;
&lt;br /&gt;
A proper entrance/exit&lt;br /&gt;
This is the first thing you create with catapulting. You destroy an entire longhouse to create a clear entrance on the deed. You can’t have a half done job here. There needs to be an easy way in and out of the enemy town. It is recommended you lock this up again though while you catapult the buildings inside.&lt;br /&gt;
&lt;br /&gt;
Step 4: The fighting and looting&lt;br /&gt;
Step 4 is where the fun begins. Finally there is a payoff for all the work you have put in destroying the town. The fighter team should be ready to kill the guards and then rush in the town after the catapulting of all buildings is finished.&lt;br /&gt;
&lt;br /&gt;
Entering the deed&lt;br /&gt;
A very important note here is to not fall into enemy traps, keep close eye on unfinished stone walls or fences that the enemy can finish after you pass them. Have the catapulters standing by to open up any obstructions that are found while entering the town.&lt;br /&gt;
&lt;br /&gt;
Looting and storage&lt;br /&gt;
Looting can bring out the worse in people. A raid should not be for the loot in the first place, but for the fun of beating an enemy town. There are people who will go through the houses and handpick the best they can find because ‘they deserve it’. Well guess what... so do the other 30 people that joined the raid. When looting, you have to fill up a cart, haul it back to the safety of the attack fort and ditch it there while you fill up a new cart. Take every item you can grab and don’t keep stuff for yourself. Items such as drake and scale will go to the kingdom as a whole. The rest I have found to be most ‘fairly’ looted by all plundering it inside the fort or after having left the raid with equal chances, not while people are taking the items from the town.&lt;br /&gt;
&lt;br /&gt;
Step 5: The exit&lt;br /&gt;
Step 5 describes how and when to exit from a raid. It is important to have the exit planned ahead and is also described in the planning step. You will either leave with your mission completed or without completing it.&lt;br /&gt;
&lt;br /&gt;
Know when to leave&lt;br /&gt;
It does not take much common sense to know when you cannot complete your mission. At this stage the situation usually only becomes worse for you. It is better to leave at this stage than staying around till the point where you can’t leave anymore.&lt;br /&gt;
&lt;br /&gt;
Another reason to leave is of course after completing your mission. If there is nothing more for you to gain at the enemy deed it is time to leave with the victory in your pocket. &lt;br /&gt;
&lt;br /&gt;
How to leave&lt;br /&gt;
When you are leaving it is important to leave as one group. Try to have horses ready to leave with as well to give you a movement bonus. The order in which you leave is that the weaker people will leave first with the stronger fighters covering them from behind. Anyone that is way ahead of the group needs to shoot the enemies in case they are following. The weaker people have to keep moving. No need to look back other than blocking arrows. The stronger fighters adapt to the speed of the weaker people.&lt;br /&gt;
&lt;br /&gt;
Quick ambush&lt;br /&gt;
While the enemy knows that when you retreat, you are at your most vulnerable, they are putting themselves at a big risk as well. Keep your eye open for opportunities to ambush the enemy. In case you are leaving because you can’t complete the mission but still have a good force, you can use this moment to ambush the enemies that chase you for a while.&lt;br /&gt;
&lt;br /&gt;
Trends / Tactics in raiding&lt;br /&gt;
While this entire article describes raiding there are some tactics you can use with this concept.&lt;br /&gt;
&lt;br /&gt;
Small to big group&lt;br /&gt;
In a usual raid situation, you agree a location where you meet up with 20-30 people and you march to the enemy town. The beginning of raids can be very messy because there are too many people, and not enough things they can do easily. While during the course of the raid, the enemy will grow in numbers while you will have less people because they have to leave or die. Right as you will need the full force to enter the enemy deed you don’t have it anymore.&lt;br /&gt;
&lt;br /&gt;
The tactic that is used to counter this is setting up a team which consists of the wallers, fort builders, catapult leaders and their catapult teams to go ahead of the raid and begin their tasks. Since there aren’t many enemies to worry about at the start of the raid you won’t need the fighters yet. Ofcourse if they are online they can come with you but because of this you can start raids earlier by going with the team to perform the pre-raid phase instead of waiting for the rest of the raiders to wake up or log in.&lt;br /&gt;
&lt;br /&gt;
Gatehop disabling&lt;br /&gt;
The power that defenders have is gatehopping and repairing. While its hard to take away repairing from the defenders, it is possible to take away the ability to gatehop by walling them off. But an even more successful tactic is to use their gatehop against them.&lt;br /&gt;
&lt;br /&gt;
A raid can last easily up to 10 hours.  But in a lot less time you can do the following: You go with a small team to the enemy town while no one is online to spot you and you catapult the gatehouse nearest to the side you attack from and replace it with one of your own. While you have this gatehouse set to stay unlocked you can lock it at the moment most of the defenders are lured outside. This can create for a beautiful gank, taking out most of the defenders in one sweep.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
A lot of this information comes from the time when i was part of the Horde (the Horde vs Hammerfell map). Also Angrycat and Xplict developed most of the original strategies the map before. The tile-by-tile planning dates back to when myself Serph and (i've forgotten your name) were planning that Horde's town and to some extent inspired by Hortons tile by tile map of [[Whosville]]. In fact, without all the people i've been in towns with and all the enemies i've faced there would be very little to put here (you know who you are).&lt;br /&gt;
&lt;br /&gt;
''Some of these credits are for things i'm planning to add later :D''&lt;br /&gt;
&lt;br /&gt;
--[[User:Commcd|Commcd]] 11:37, 6 January 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58060</id>
		<title>Guides:Tactics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58060"/>
		<updated>2010-08-17T12:23:55Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Raid guide by Friend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Tutorials]] :: [[Tactics]]&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' deals with basic defense and offense strategies.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Since these are basic they won't cover much in regards to defense against [[catapult]]s until other defenses are come up with.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
==== Design ====&lt;br /&gt;
You will always need multiple layers of [[wall]]s. If you don't have enough time, or other people to help, the first layer is going to have to be low [[stone wall]] as it's the quickest to put up (you can always knock it down and replace it with high stone wall later).&lt;br /&gt;
&lt;br /&gt;
Unless you are going for a pretty [[town]] (defense of which would be a lot harder) you need to concentrate on squares of walls so that they can match a future [[deed]] and so that the deed can control [[gate]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://img408.imageshack.us/img408/5286/basicdeed0by.th.jpg&lt;br /&gt;
[http://img408.imageshack.us/img408/5286/basicdeed0by.jpg Click]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
At first you'll probably have to go for gatehouses as shown in the image above between two layers of walls. It's recommended to have a [[tower]] inside that size 5 deed area which will cover your town from enemy [[kingdom]] attacks. Most people prefer to have it in the center with the deed [[token]]--although practical, it may not look the best.&lt;br /&gt;
&lt;br /&gt;
Thats the basic size 5 design you can make it harder for your enemy by having offset gates, although you'll need a deed as only [[palisade]]s will work.&lt;br /&gt;
&lt;br /&gt;
http://img252.imageshack.us/img252/3695/hashedwall3ew.th.jpg&lt;br /&gt;
[http://img252.imageshack.us/my.php?image=hashedwall3ew.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This design denies your enemies the chance to pick the weakest section in each layer without breaking all the dividing walls. Be careful not to lock anyone inbetween the walls(unless you want to, see catapult use below)&lt;br /&gt;
&lt;br /&gt;
'''Catapults''': You could put catapults in squares between walls and either have a gate or put a firing account in there when you build it sealing it in. You can then trade ammo and supplies over the wall to the person firing.&lt;br /&gt;
&lt;br /&gt;
==== Types ====&lt;br /&gt;
* [[Wooden fence]]&lt;br /&gt;
I'd really advise against this type unless you like how it looks in which case use it for fields and containing farm animals. It's easily destroyed so not that useful more cosmetic than practical.&lt;br /&gt;
&lt;br /&gt;
* [[Stone wall]]s&lt;br /&gt;
This will be your basic defense when you start out, easy and fast to make and can take some damage. Try and have two layers of this if you expect it will take a while before you can make tall stone walls. Allows you to see enemies coming but doesn't stop them from looking in.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade wall]]s&lt;br /&gt;
Really costly to make provide some good protection and look really good. Unless you have a lot of trees, a size 5 deed will probably be the only practical size to build them or really small bases (camouflage effect in woods?)&lt;br /&gt;
&lt;br /&gt;
* [[Tall stone wall]]s&lt;br /&gt;
You'll want these for your town as they are difficult to take down (haven't tried catapults). The only problem is you'll need a lot of bricks but for an established town that's nothing. Blocks enemies views of your town but also makes it harder to see them coming. Well worth the hassle you can also make entrances maze like to confuse attackers (add in multiple gates between two layers and it's great fun).&lt;br /&gt;
&lt;br /&gt;
* Gate House&lt;br /&gt;
Just a regular one tile house allows you to set access without a deed to make the most out of it have them between two layers of walls. Easy to destroy though so keep them high quality and repaired till you get a deed and can use something better. Also note you'll need everyone on friends list for this option.&lt;br /&gt;
&lt;br /&gt;
* [[Wooden fence gate]]&lt;br /&gt;
I personally don't like these you'll need a gate lock and key for them which without a deed leaves you open to being killed for your key. Although the keyholder can pass straight through you'll need to unlock and lock to let friends in and out. Once you have a deed just chuck the key in a chest or in the bank and let the deed control the gate. With the deed it's so much easier as you can allow all allies and selected citizens to pass through.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade gate]]s&lt;br /&gt;
Although taking up many resources you won't need that many gates.&lt;br /&gt;
Don't build these without deed control it's not worth it really. They provide so much extra protection and work perfectly with high stone walls. You'll want these and high stone walls in your finished town (until they come out with something better (metal gates maybe?)).&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Without a deed always go for a 1 x 1 gatehouse since it saves so much pain, or if you have 3 layers of walls have the first two covered by a gatehouse and the third inside one a palisade gate so you have time to unlock it to let people in and lock it again before the enemy gets in.&lt;br /&gt;
* If you use dividing walls, keep them at a uniform [[quality]] as you're not going to be able to improve them later.&lt;br /&gt;
* Always have two or more gates unless you have good fighting skills incase someone camps outside or a monster spawns.&lt;br /&gt;
* Concentrate your efforts on improving your gates to as high a quality as possible as they are your weakest points.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Use the [[terrain]] to your advantage.&lt;br /&gt;
* On top of a hill lets you see enemies coming and forces them to [[climb]] up to you which with siege weapons is a lot harder.&lt;br /&gt;
* Have your walls at the top of a slope you'd have to climb up this means that without siege weapons they have to climb up to attack your walls costing [[stamina]] and causing injury if they fall.&lt;br /&gt;
* Surrounded by mountains on most sides means they'd probably die if they came from those directions. It's also very painful (annoying) to climb between a wall and a cliff.&lt;br /&gt;
&lt;br /&gt;
==== Water ====&lt;br /&gt;
If you are on the side of a hill/mountain just [[mine]] down to [[water]]. Otherwise you will want to be next to a lake or even at sea level with a bit of water inside your walls. (images/diagrams later)&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon/Mol-rehan ====&lt;br /&gt;
Make sure the land is entirely free from [[mycelium]] you don't want Horde of the Summoned people healing while they attack your town. Do regular checks for the prescence of Libila and the Horde of the Summoned kingdom to ensure no one is trying to grow it.&lt;br /&gt;
&lt;br /&gt;
==== Horde of the Summoned ====&lt;br /&gt;
You'll want to build your town so that you have [[tile]]s inside your town that have [[mycelium]] on them. If you expect your only enemies to be JK or MR have a ring outside your town or just let it grow naturally. Be more careful if other [[HotS]] towns are your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
You'll want as many [[tower]]s as possible around your town. These will complement your town guards and slow down incoming enemies.&lt;br /&gt;
&lt;br /&gt;
http://img447.imageshack.us/img447/4757/towers8ji.th.jpg&lt;br /&gt;
[http://img447.imageshack.us/my.php?image=towers8ji.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This shows the basic design you will want to start with (remember they need to be 50 tiles apart to work) if you plan on growing to a big town the outer 4 can eventually be built into your outer layer of walls. Work with nearby towns to build many towers; remember this will focus where your enemy has to attack from to be safe allowing you to set up other traps for them.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
(To be done)&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
This is what you'll need. ''Please note these are very basic strategies i'm hoping people will write up alternatives.''&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
For very small towns and homesteads you should take 6 people just to be safe (with current 30 [[skill]] cap).&lt;br /&gt;
&lt;br /&gt;
===== Jenn-Kellon/Mol-Rehan =====&lt;br /&gt;
* Two [[Fo]] Healers&lt;br /&gt;
* Two people with heavy weapons (AKA Tanks) for destroying walls and buildings (heavily armoured)&lt;br /&gt;
* Two fast aggressive fighters (AKA Warriors)with light to medium armour&lt;br /&gt;
&lt;br /&gt;
To start with everyone fights to take out whatever citizens or guards there are use the tanks to draw all the attacks and the fast warriors to flank them if you have time check their equipment to pick the best target.&lt;br /&gt;
&lt;br /&gt;
Once the main battle is over the fast warriors and one of the Fo healers takes care of any respawns while the tanks knock down walls while the other Fo healer takes care of them.&lt;br /&gt;
&lt;br /&gt;
If you have more people add in more in the following order:&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Siege Engineer (catapult)&lt;br /&gt;
* Extra Fo Healer&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Supply [[Cart]] (contains ammo for catapult, food, water and on the way home loot transport)&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Extra Fo healer&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Or go for a siege team build:&lt;br /&gt;
*Five Warriors&lt;br /&gt;
*Three Fo Healers&lt;br /&gt;
*Four tanks&lt;br /&gt;
*As many catapults as you can build&lt;br /&gt;
*For every two catapults one ammo cart(chuck in unfinished catapults to be finished on location)&lt;br /&gt;
&lt;br /&gt;
With this build you can fire loads of rounds into the enemy town taking down walls and hopefully hitting guards and villagers. All the other people will be defending the catapults and their operator.&lt;br /&gt;
&lt;br /&gt;
===== Horde of the Summoned =====&lt;br /&gt;
Replace Fo healers with warriors or tanks that know drain health spells.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
You are going to need to know as much about your enemy as possible(duh).&lt;br /&gt;
If they are relatively close to newtown you could try the old guest trick to sit outside their walls taking note of entrances and anything happening in the event window. Most people know about this though so it will raise suspicions listen to how new players talk and try to emulate them to avoid suspicion.&lt;br /&gt;
&lt;br /&gt;
Full infiltration can easily work on any town that is openly recruiting it will however take up one of your villagers play time faking being someone else actually doing stuff in town getting on the deed and passing information along. If they do their job well enough and get permissions, you can get them to unlock gates or change the guards first to heavy then back to light again stopping them from deploying heavier guards when your main attack comes. You'll also have a grace period while the guards respawn to get in and start attacking things.&lt;br /&gt;
&lt;br /&gt;
You can also just keep chatting to them and encourage them to let something slip or even employ others to spy for you. Convincing one of their town members to turn traitor is also helpful.&lt;br /&gt;
&lt;br /&gt;
===== Things to Check =====&lt;br /&gt;
* Where are the weakest walls&lt;br /&gt;
* How many layers are there&lt;br /&gt;
* Where are the most expensive/useful items&lt;br /&gt;
* What level are the guards&lt;br /&gt;
* What time are they mostly offline&lt;br /&gt;
* Who are their best fighters and and who is likely to be carrying [[key]]s&lt;br /&gt;
&lt;br /&gt;
===== Other Suggestions =====&lt;br /&gt;
If you or one of your villagers keeps files on all enemy towns and their villagers you will be able to assess the strengths and weaknesses of anyone you'll need to face.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to keep notepad files on people and towns and adding anything you ever find out about them predicted skills, most common armour used, size of deed etc etc.&lt;br /&gt;
Add any and all rumours even put what time zone they are in and who their friends are. This will help when you are picking targets during battles and the best way to attack a town.&lt;br /&gt;
&lt;br /&gt;
If you are really sad but prepared draw a diagram of their town(use the grid method i used above) you could even put last known wall qualities and names of buildings on it. The more information the better chance of successfully attacking you have.&lt;br /&gt;
&lt;br /&gt;
==== Basic Attacks ====&lt;br /&gt;
===== Sheer Numbers =====&lt;br /&gt;
If the enemy is hated by many grab all your allies pick a time and get as many people as possible to gather near the enemies town. Split into groups of four or five with one person as team leader. One group will contain the overall leader or if you have multiple allied towns arrange it into two groups(with multiple teams) with a leader in each. The teams will look after their own members ensuring they don't die and that they all attack the same target. If you have catapults one person will fire while the rest of the team guards.&lt;br /&gt;
&lt;br /&gt;
If you have enough for two groups you will want to attack from two opposite directions to split the defenders and their guards. Leave roughly two minutes between attacks to further confuse the defenders. Mainly though you'll have one or two teams knocking down walls(always pick the weakest walls and avoid gates which are usually the most improved and have the most defense) while the rest kill guards and villagers. Once you are inside secure any buildings that contain weapons to prevent respawning people from rearming. Assign a couple of teams to take down the tower if there is one.&lt;br /&gt;
&lt;br /&gt;
Once the immediate threat is over ensure everyone is healed up then begin looting but leave a couple of teams on guard killing duty. You're better off taking their carts and filling them with stuff to save time. Try not to stay for more than an hour or two once their defenses are down just incase they have reinforcements on their way.&lt;br /&gt;
I'd personally recommend leaving their basic tools like small anvils and axes so that they can rebuild and present a target again at a later date. If your attack group is made up of multiple towns try and leave together to prevent people from being picked off on their way home.&lt;br /&gt;
&lt;br /&gt;
===== Even Match =====&lt;br /&gt;
When you and your enemy have pretty much the same skills and numbers you need to out think them. Organise your forces to have your tanks up front taking hits and picking targets have a line of heavy damage dealers behind them then your leader followed by a couple more warriors just incase they attack from behind without any warning.&lt;br /&gt;
&lt;br /&gt;
When you approach the enemies walls spread out and search for the weakest point(lowest quality and/or highest damage). If the wall borders the deed you will have to watch out for guards coming through the wall they need to be taken out before you can punch through. If the guards are out of range work on destroying the walls and have one person on watch for any enemies coming out to meet you.&lt;br /&gt;
&lt;br /&gt;
If they do come out to meet you get into formation take out their tanks first followed by any priority targets(leader, best fighter etc). Every non tank needs to focus on one at a time once you kill them all or they fall back loot any of their corpses and heal up(never heal during a fight it's too distracting and marks the healer as a target). Continue destroying the walls if they come back repeat above battle until you take too many losses or you get in. Make sure you have easy access into the town incase you need to get back in following a death. Then proceed in destroying the guards and anyone respawning(eventually they will respawn somewhere else or log off). Heal up again then begin looting banding together anytime a guard respawns. If you don't have much time or live far away only take the most valuable stuff or anything you need (i'd go for armour and weapons to prevent retaliation). I'd also target one wall section or gate and damage it to around 90 then leave it hopefully they will miss it and you'll have an easy target if you need to come back. If you do lose any of your fighters get their stuff immeadiately so that when they make it back to you they can rearm instantly.&lt;br /&gt;
(This bit needs a bit of work it's rather fragmented and hard to read)&lt;br /&gt;
&lt;br /&gt;
===== Convoy Attacks =====&lt;br /&gt;
&lt;br /&gt;
A very simple attack strategy. But very effective in terms of cost vs. reward. Usually if the enemy wants to raid someone. They will bring extra supplies in carts or on the backs of Mule accounts. This gives you an opportunity to attack a raiding party at its weakest point.&lt;br /&gt;
&lt;br /&gt;
The secret to using this tactic properly is to give the enemy very little warning before you attack. This can be achived by concealing a small group of fighters near the target the enemy is trying to attack. This will create the illusion that all of your forces are defending the target, which can be determined by looking at local chat. One thing I need to point out is if you take the time to build a well concealed position with which to attack from. The attack is more effective.&lt;br /&gt;
&lt;br /&gt;
Now when the enemy convoy gets to the perfect position. Run out from your hiding point and immediatly attack all the fighters in the group. Then have any spare allies start looting the carts (but try not to overload on loot or you'll be slow). When they are loaded up. Run away and try to get back into the position you're defending. If you can't get into there. Just keep going until you find a good secondary position to hide at.&lt;br /&gt;
&lt;br /&gt;
One more thing, DO NOT go back to your original hiding point. Otherwise this area will be unuseable in a future attack because they will know about it.&lt;br /&gt;
&lt;br /&gt;
(save point)&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
* If you have time to dig a tunnel during a battle a sneaky thing to do is to make two entrances to a tunnel, one without a door and one with a rock door. Mine the one without a door up and mine the one with the door down, then after you've done this for at least 4 tiles each connect them to make a drop shaft. Lure the enemy into the cave and down the drop shaft. Then exit through the door you made, leaving them stuck inside. If you made the drop shaft steep enough they shouldn't be able to climb out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Raid info''' ==&lt;br /&gt;
&lt;br /&gt;
This little article describes raiding and the steps to follow. A lot of what is written in this article might seem logical but yet all the time forgotten or not properly done. I could write a whole book about raiding in detail and I have started one a while ago but it’s simply something I can’t devote my time to because it has too many factors to describe it all. So in this article it is kept to basics that still need logic thinking from yourself to go with it. This article keeps in mind the factors that play a role in winning or losing a raid. Main factor that works against you is time. You only have so long until the attacking team you brought will have to go to sleep or to work or other appointments outside of wurm. Defenders have this problem a lot less. Another factor is security, if you have too many casualties compared to the enemy, the people you brought will lose a lot of morale and begin having doubts about the raid and eventually want to leave.  &lt;br /&gt;
&lt;br /&gt;
So in short:&lt;br /&gt;
-   Time&lt;br /&gt;
-   Security&lt;br /&gt;
&lt;br /&gt;
The steps you will be reading in this article describe how you will raid the most effective keeping the above two factors in mind at all times. &lt;br /&gt;
&lt;br /&gt;
Steps in short:&lt;br /&gt;
-   Step 1: planning &lt;br /&gt;
Plan before you raid, know everything there is to know about the town and have everything you need with you on a raid.&lt;br /&gt;
-   Step 2: Setting up base and stopping defenders&lt;br /&gt;
Before you can begin with the raid you must create a safe environment for the attackers and stop defenders coming to help.&lt;br /&gt;
-   Step 3: Destroying the town&lt;br /&gt;
After creating security and before actual pvping or entering the enemy town you must create a clear entrance for you and the ability to walk freely on deed wherever you want.&lt;br /&gt;
-   Step 4: The fighting and looting&lt;br /&gt;
After taking away all safety from the defenders you can make your way into the town and begin killing the defenders and after that looting.&lt;br /&gt;
-   Step 5: The Exit&lt;br /&gt;
This can be one of the most dangerous moments of a raid especially when things go bad, having a smart exit plan is very important. Defenders know this is your weakest moment.&lt;br /&gt;
&lt;br /&gt;
After describing these steps in basic there will be some trends that might be interesting for any raider to make raiding more efficient.&lt;br /&gt;
&lt;br /&gt;
To understand this book fully, it describes the following roles:&lt;br /&gt;
Tasks:&lt;br /&gt;
• Overall raid leader&lt;br /&gt;
• Wallers&lt;br /&gt;
• Fort builder&lt;br /&gt;
• Fighting leader&lt;br /&gt;
• Catapult leader&lt;br /&gt;
• Catapulters&lt;br /&gt;
&lt;br /&gt;
•   The overall raid leader is the one that keep an eye on everything. He barely does any work himself but appoints people as much as he can.&lt;br /&gt;
•   The wallers are the people that wall off the enemy entrances at the start of the raid. The overall raid leader is responsible that the wallers secure all the entrances.&lt;br /&gt;
•   The fort builder is the person in charge of setting up the attack fort. The overall raid leader is responsible for the location and a rough design if needed but the fort builder has to think for himself how its most effective. &lt;br /&gt;
•   The catapult leader is responsible to keep the overview on which buildings are catapulted, where to shoot from and who shoots what. He will guide the catapulters to do their task&lt;br /&gt;
•   The catapulters are responsible for taking down the walls and have to find someone to bring them a constant flow of ammunition. At times one catapulter might have to operate 3 catapults at the same time and ask someone to help load and winch them &lt;br /&gt;
•   The fighting leader is responsible of holding off the enemies, taking out the guards and the defenders. But since good fighters are often also good miners, he will also be responsible of finding people to mine so there is a constant flow of ammunition. It is important that the fighting leader makes an example and has the fighters follow him into a fight but even more important is that he stays alive.&lt;br /&gt;
&lt;br /&gt;
Step 1: Planning&lt;br /&gt;
Step 1 is all about planning, without a plan you should not go on a raid. The idea behind planning is to make sure everyone knows what to do and with this save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
Pre-set goals &lt;br /&gt;
Before a raid you need to know what exactly the purpose is of going to the enemy town. It can range from trying to steal an item or plundering the entire town or just some pvp. At any rate, it is very important to know what your mission and any submissions are, so you can determine when it is time to leave incase none of the missions are achievable.&lt;br /&gt;
&lt;br /&gt;
Escape route&lt;br /&gt;
Before you plan a raid further, you must determine how you will travel to the raid and more importantly how you will leave safely in case things go bad. This is the most important part of raiding, knowing how to leave.&lt;br /&gt;
Town layout&lt;br /&gt;
You will need a layout of the town. A tilemap is the best option but not always possible. The least you need is enough info to know from which side it is most effective to attack.&lt;br /&gt;
&lt;br /&gt;
Items needed&lt;br /&gt;
Prepare a list of items you will need, items such as woa pickaxes, shovels, carving knifes, spare cotton, barrels, nails, locks, ores for catapulting, ropes etc., etc. Anything you could need you have to bring. It is very difficult to get items during the raid and may cause big delays. &lt;br /&gt;
&lt;br /&gt;
Preparing the teams&lt;br /&gt;
Before a raid, people need to know their roles. Most important are designated catapulters and miners, if you don’t have this covered before a raid, you will not succeed. But along with preparing the teams, you also need to divide the initial tasks such as building the fort, making catapults, locking the town. Set people responsible for parts of the raid. One person in charge of all the catapulting and one person in charge of holding off the defenders when needed.&lt;br /&gt;
&lt;br /&gt;
Step 2: Setting up base and stopping defenders&lt;br /&gt;
Step 2 is ironically all about keeping the defenders away from you and create a situation where you can catapult the enemies with as little as possible pvp.&lt;br /&gt;
&lt;br /&gt;
Building the fort&lt;br /&gt;
At all raids you need a fall-out base, a place where you can store items, safely mine, and even go afk in for a short while. At a raid you need to turn the tides in your favor as much as possible. If you give yourself a gatehop while taking away that from the enemy, that is a big advantage. Set one person responsible for building the fort and let him find people on site to help build it. The fort is best to be of good size. At least a 5x5 area with one or two mine doors is recommended.&lt;br /&gt;
&lt;br /&gt;
Locking up the town&lt;br /&gt;
The biggest reason a raid fails is if there are people defending it. This is logic thinking. This makes locking up the town very important. You need to lock up all entrances except the one you are creating for yourself. Set up small teams for this to lock the town up fast and put one person responsible per team.&lt;br /&gt;
&lt;br /&gt;
Step 3: Destroying the town&lt;br /&gt;
Step 3 is destroying the town. To do this fast you will have to fully concentrate on opening all the buildings and avoid pvp and gatehopping as much as possible. After the enemy has no places to run anymore for safety, it’s the moment you begin the fighting.&lt;br /&gt;
&lt;br /&gt;
Systematically catapulting&lt;br /&gt;
After you have set up a base you should be ready to focus completely on catapulting. The person responsible for the destruction of the town will have to keep overview of what buildings are opened and what the damage is while the catapulters are responsible to get themselves ammunition. Everyone who isn’t mining, catapulting or filling another important job should be hauling the ammunition around. This phase can cause much frustration if people begin slacking so it is important everyone works hard here.&lt;br /&gt;
&lt;br /&gt;
A proper entrance/exit&lt;br /&gt;
This is the first thing you create with catapulting. You destroy an entire longhouse to create a clear entrance on the deed. You can’t have a half done job here. There needs to be an easy way in and out of the enemy town. It is recommended you lock this up again though while you catapult the buildings inside.&lt;br /&gt;
&lt;br /&gt;
Step 4: The fighting and looting&lt;br /&gt;
Step 4 is where the fun begins. Finally there is a payoff for all the work you have put in destroying the town. The fighter team should be ready to kill the guards and then rush in the town after the catapulting of all buildings is finished.&lt;br /&gt;
&lt;br /&gt;
Entering the deed&lt;br /&gt;
A very important note here is to not fall into enemy traps, keep close eye on unfinished stone walls or fences that the enemy can finish after you pass them. Have the catapulters standing by to open up any obstructions that are found while entering the town.&lt;br /&gt;
&lt;br /&gt;
Looting and storage&lt;br /&gt;
Looting can bring out the worse in people. A raid should not be for the loot in the first place, but for the fun of beating an enemy town. There are people who will go through the houses and handpick the best they can find because ‘they deserve it’. Well guess what... so do the other 30 people that joined the raid. When looting, you have to fill up a cart, haul it back to the safety of the attack fort and ditch it there while you fill up a new cart. Take every item you can grab and don’t keep stuff for yourself. Items such as drake and scale will go to the kingdom as a whole. The rest I have found to be most ‘fairly’ looted by all plundering it inside the fort or after having left the raid with equal chances, not while people are taking the items from the town.&lt;br /&gt;
&lt;br /&gt;
Step 5: The exit&lt;br /&gt;
Step 5 describes how and when to exit from a raid. It is important to have the exit planned ahead and is also described in the planning step. You will either leave with your mission completed or without completing it.&lt;br /&gt;
&lt;br /&gt;
Know when to leave&lt;br /&gt;
It does not take much common sense to know when you cannot complete your mission. At this stage the situation usually only becomes worse for you. It is better to leave at this stage than staying around till the point where you can’t leave anymore.&lt;br /&gt;
&lt;br /&gt;
Another reason to leave is of course after completing your mission. If there is nothing more for you to gain at the enemy deed it is time to leave with the victory in your pocket. &lt;br /&gt;
&lt;br /&gt;
How to leave&lt;br /&gt;
When you are leaving it is important to leave as one group. Try to have horses ready to leave with as well to give you a movement bonus. The order in which you leave is that the weaker people will leave first with the stronger fighters covering them from behind. Anyone that is way ahead of the group needs to shoot the enemies in case they are following. The weaker people have to keep moving. No need to look back other than blocking arrows. The stronger fighters adapt to the speed of the weaker people.&lt;br /&gt;
&lt;br /&gt;
Quick ambush&lt;br /&gt;
While the enemy knows that when you retreat, you are at your most vulnerable, they are putting themselves at a big risk as well. Keep your eye open for opportunities to ambush the enemy. In case you are leaving because you can’t complete the mission but still have a good force, you can use this moment to ambush the enemies that chase you for a while.&lt;br /&gt;
&lt;br /&gt;
Trends / Tactics in raiding&lt;br /&gt;
While this entire article describes raiding there are some tactics you can use with this concept.&lt;br /&gt;
&lt;br /&gt;
Small to big group&lt;br /&gt;
In a usual raid situation, you agree a location where you meet up with 20-30 people and you march to the enemy town. The beginning of raids can be very messy because there are too many people, and not enough things they can do easily. While during the course of the raid, the enemy will grow in numbers while you will have less people because they have to leave or die. Right as you will need the full force to enter the enemy deed you don’t have it anymore.&lt;br /&gt;
&lt;br /&gt;
The tactic that is used to counter this is setting up a team which consists of the wallers, fort builders, catapult leaders and their catapult teams to go ahead of the raid and begin their tasks. Since there aren’t many enemies to worry about at the start of the raid you won’t need the fighters yet. Ofcourse if they are online they can come with you but because of this you can start raids earlier by going with the team to perform the pre-raid phase instead of waiting for the rest of the raiders to wake up or log in.&lt;br /&gt;
&lt;br /&gt;
Gatehop disabling&lt;br /&gt;
The power that defenders have is gatehopping and repairing. While its hard to take away repairing from the defenders, it is possible to take away the ability to gatehop by walling them off. But an even more successful tactic is to use their gatehop against them.&lt;br /&gt;
&lt;br /&gt;
A raid can last easily up to 10 hours.  But in a lot less time you can do the following: You go with a small team to the enemy town while no one is online to spot you and you catapult the gatehouse nearest to the side you attack from and replace it with one of your own. While you have this gatehouse set to stay unlocked you can lock it at the moment most of the defenders are lured outside. This can create for a beautiful gank, taking out most of the defenders in one sweep.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
A lot of this information comes from the time when i was part of the Horde (the Horde vs Hammerfell map). Also Angrycat and Xplict developed most of the original strategies the map before. The tile-by-tile planning dates back to when myself Serph and (i've forgotten your name) were planning that Horde's town and to some extent inspired by Hortons tile by tile map of [[Whosville]]. In fact, without all the people i've been in towns with and all the enemies i've faced there would be very little to put here (you know who you are).&lt;br /&gt;
&lt;br /&gt;
''Some of these credits are for things i'm planning to add later :D''&lt;br /&gt;
&lt;br /&gt;
--[[User:Commcd|Commcd]] 11:37, 6 January 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58059</id>
		<title>Guides:Tactics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58059"/>
		<updated>2010-08-17T12:22:32Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Raid guide by Friend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Tutorials]] :: [[Tactics]]&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' deals with basic defense and offense strategies.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Since these are basic they won't cover much in regards to defense against [[catapult]]s until other defenses are come up with.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
==== Design ====&lt;br /&gt;
You will always need multiple layers of [[wall]]s. If you don't have enough time, or other people to help, the first layer is going to have to be low [[stone wall]] as it's the quickest to put up (you can always knock it down and replace it with high stone wall later).&lt;br /&gt;
&lt;br /&gt;
Unless you are going for a pretty [[town]] (defense of which would be a lot harder) you need to concentrate on squares of walls so that they can match a future [[deed]] and so that the deed can control [[gate]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://img408.imageshack.us/img408/5286/basicdeed0by.th.jpg&lt;br /&gt;
[http://img408.imageshack.us/img408/5286/basicdeed0by.jpg Click]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
At first you'll probably have to go for gatehouses as shown in the image above between two layers of walls. It's recommended to have a [[tower]] inside that size 5 deed area which will cover your town from enemy [[kingdom]] attacks. Most people prefer to have it in the center with the deed [[token]]--although practical, it may not look the best.&lt;br /&gt;
&lt;br /&gt;
Thats the basic size 5 design you can make it harder for your enemy by having offset gates, although you'll need a deed as only [[palisade]]s will work.&lt;br /&gt;
&lt;br /&gt;
http://img252.imageshack.us/img252/3695/hashedwall3ew.th.jpg&lt;br /&gt;
[http://img252.imageshack.us/my.php?image=hashedwall3ew.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This design denies your enemies the chance to pick the weakest section in each layer without breaking all the dividing walls. Be careful not to lock anyone inbetween the walls(unless you want to, see catapult use below)&lt;br /&gt;
&lt;br /&gt;
'''Catapults''': You could put catapults in squares between walls and either have a gate or put a firing account in there when you build it sealing it in. You can then trade ammo and supplies over the wall to the person firing.&lt;br /&gt;
&lt;br /&gt;
==== Types ====&lt;br /&gt;
* [[Wooden fence]]&lt;br /&gt;
I'd really advise against this type unless you like how it looks in which case use it for fields and containing farm animals. It's easily destroyed so not that useful more cosmetic than practical.&lt;br /&gt;
&lt;br /&gt;
* [[Stone wall]]s&lt;br /&gt;
This will be your basic defense when you start out, easy and fast to make and can take some damage. Try and have two layers of this if you expect it will take a while before you can make tall stone walls. Allows you to see enemies coming but doesn't stop them from looking in.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade wall]]s&lt;br /&gt;
Really costly to make provide some good protection and look really good. Unless you have a lot of trees, a size 5 deed will probably be the only practical size to build them or really small bases (camouflage effect in woods?)&lt;br /&gt;
&lt;br /&gt;
* [[Tall stone wall]]s&lt;br /&gt;
You'll want these for your town as they are difficult to take down (haven't tried catapults). The only problem is you'll need a lot of bricks but for an established town that's nothing. Blocks enemies views of your town but also makes it harder to see them coming. Well worth the hassle you can also make entrances maze like to confuse attackers (add in multiple gates between two layers and it's great fun).&lt;br /&gt;
&lt;br /&gt;
* Gate House&lt;br /&gt;
Just a regular one tile house allows you to set access without a deed to make the most out of it have them between two layers of walls. Easy to destroy though so keep them high quality and repaired till you get a deed and can use something better. Also note you'll need everyone on friends list for this option.&lt;br /&gt;
&lt;br /&gt;
* [[Wooden fence gate]]&lt;br /&gt;
I personally don't like these you'll need a gate lock and key for them which without a deed leaves you open to being killed for your key. Although the keyholder can pass straight through you'll need to unlock and lock to let friends in and out. Once you have a deed just chuck the key in a chest or in the bank and let the deed control the gate. With the deed it's so much easier as you can allow all allies and selected citizens to pass through.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade gate]]s&lt;br /&gt;
Although taking up many resources you won't need that many gates.&lt;br /&gt;
Don't build these without deed control it's not worth it really. They provide so much extra protection and work perfectly with high stone walls. You'll want these and high stone walls in your finished town (until they come out with something better (metal gates maybe?)).&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Without a deed always go for a 1 x 1 gatehouse since it saves so much pain, or if you have 3 layers of walls have the first two covered by a gatehouse and the third inside one a palisade gate so you have time to unlock it to let people in and lock it again before the enemy gets in.&lt;br /&gt;
* If you use dividing walls, keep them at a uniform [[quality]] as you're not going to be able to improve them later.&lt;br /&gt;
* Always have two or more gates unless you have good fighting skills incase someone camps outside or a monster spawns.&lt;br /&gt;
* Concentrate your efforts on improving your gates to as high a quality as possible as they are your weakest points.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Use the [[terrain]] to your advantage.&lt;br /&gt;
* On top of a hill lets you see enemies coming and forces them to [[climb]] up to you which with siege weapons is a lot harder.&lt;br /&gt;
* Have your walls at the top of a slope you'd have to climb up this means that without siege weapons they have to climb up to attack your walls costing [[stamina]] and causing injury if they fall.&lt;br /&gt;
* Surrounded by mountains on most sides means they'd probably die if they came from those directions. It's also very painful (annoying) to climb between a wall and a cliff.&lt;br /&gt;
&lt;br /&gt;
==== Water ====&lt;br /&gt;
If you are on the side of a hill/mountain just [[mine]] down to [[water]]. Otherwise you will want to be next to a lake or even at sea level with a bit of water inside your walls. (images/diagrams later)&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon/Mol-rehan ====&lt;br /&gt;
Make sure the land is entirely free from [[mycelium]] you don't want Horde of the Summoned people healing while they attack your town. Do regular checks for the prescence of Libila and the Horde of the Summoned kingdom to ensure no one is trying to grow it.&lt;br /&gt;
&lt;br /&gt;
==== Horde of the Summoned ====&lt;br /&gt;
You'll want to build your town so that you have [[tile]]s inside your town that have [[mycelium]] on them. If you expect your only enemies to be JK or MR have a ring outside your town or just let it grow naturally. Be more careful if other [[HotS]] towns are your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
You'll want as many [[tower]]s as possible around your town. These will complement your town guards and slow down incoming enemies.&lt;br /&gt;
&lt;br /&gt;
http://img447.imageshack.us/img447/4757/towers8ji.th.jpg&lt;br /&gt;
[http://img447.imageshack.us/my.php?image=towers8ji.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This shows the basic design you will want to start with (remember they need to be 50 tiles apart to work) if you plan on growing to a big town the outer 4 can eventually be built into your outer layer of walls. Work with nearby towns to build many towers; remember this will focus where your enemy has to attack from to be safe allowing you to set up other traps for them.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
(To be done)&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
This is what you'll need. ''Please note these are very basic strategies i'm hoping people will write up alternatives.''&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
For very small towns and homesteads you should take 6 people just to be safe (with current 30 [[skill]] cap).&lt;br /&gt;
&lt;br /&gt;
===== Jenn-Kellon/Mol-Rehan =====&lt;br /&gt;
* Two [[Fo]] Healers&lt;br /&gt;
* Two people with heavy weapons (AKA Tanks) for destroying walls and buildings (heavily armoured)&lt;br /&gt;
* Two fast aggressive fighters (AKA Warriors)with light to medium armour&lt;br /&gt;
&lt;br /&gt;
To start with everyone fights to take out whatever citizens or guards there are use the tanks to draw all the attacks and the fast warriors to flank them if you have time check their equipment to pick the best target.&lt;br /&gt;
&lt;br /&gt;
Once the main battle is over the fast warriors and one of the Fo healers takes care of any respawns while the tanks knock down walls while the other Fo healer takes care of them.&lt;br /&gt;
&lt;br /&gt;
If you have more people add in more in the following order:&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Siege Engineer (catapult)&lt;br /&gt;
* Extra Fo Healer&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Supply [[Cart]] (contains ammo for catapult, food, water and on the way home loot transport)&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Extra Fo healer&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Or go for a siege team build:&lt;br /&gt;
*Five Warriors&lt;br /&gt;
*Three Fo Healers&lt;br /&gt;
*Four tanks&lt;br /&gt;
*As many catapults as you can build&lt;br /&gt;
*For every two catapults one ammo cart(chuck in unfinished catapults to be finished on location)&lt;br /&gt;
&lt;br /&gt;
With this build you can fire loads of rounds into the enemy town taking down walls and hopefully hitting guards and villagers. All the other people will be defending the catapults and their operator.&lt;br /&gt;
&lt;br /&gt;
===== Horde of the Summoned =====&lt;br /&gt;
Replace Fo healers with warriors or tanks that know drain health spells.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
You are going to need to know as much about your enemy as possible(duh).&lt;br /&gt;
If they are relatively close to newtown you could try the old guest trick to sit outside their walls taking note of entrances and anything happening in the event window. Most people know about this though so it will raise suspicions listen to how new players talk and try to emulate them to avoid suspicion.&lt;br /&gt;
&lt;br /&gt;
Full infiltration can easily work on any town that is openly recruiting it will however take up one of your villagers play time faking being someone else actually doing stuff in town getting on the deed and passing information along. If they do their job well enough and get permissions, you can get them to unlock gates or change the guards first to heavy then back to light again stopping them from deploying heavier guards when your main attack comes. You'll also have a grace period while the guards respawn to get in and start attacking things.&lt;br /&gt;
&lt;br /&gt;
You can also just keep chatting to them and encourage them to let something slip or even employ others to spy for you. Convincing one of their town members to turn traitor is also helpful.&lt;br /&gt;
&lt;br /&gt;
===== Things to Check =====&lt;br /&gt;
* Where are the weakest walls&lt;br /&gt;
* How many layers are there&lt;br /&gt;
* Where are the most expensive/useful items&lt;br /&gt;
* What level are the guards&lt;br /&gt;
* What time are they mostly offline&lt;br /&gt;
* Who are their best fighters and and who is likely to be carrying [[key]]s&lt;br /&gt;
&lt;br /&gt;
===== Other Suggestions =====&lt;br /&gt;
If you or one of your villagers keeps files on all enemy towns and their villagers you will be able to assess the strengths and weaknesses of anyone you'll need to face.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to keep notepad files on people and towns and adding anything you ever find out about them predicted skills, most common armour used, size of deed etc etc.&lt;br /&gt;
Add any and all rumours even put what time zone they are in and who their friends are. This will help when you are picking targets during battles and the best way to attack a town.&lt;br /&gt;
&lt;br /&gt;
If you are really sad but prepared draw a diagram of their town(use the grid method i used above) you could even put last known wall qualities and names of buildings on it. The more information the better chance of successfully attacking you have.&lt;br /&gt;
&lt;br /&gt;
==== Basic Attacks ====&lt;br /&gt;
===== Sheer Numbers =====&lt;br /&gt;
If the enemy is hated by many grab all your allies pick a time and get as many people as possible to gather near the enemies town. Split into groups of four or five with one person as team leader. One group will contain the overall leader or if you have multiple allied towns arrange it into two groups(with multiple teams) with a leader in each. The teams will look after their own members ensuring they don't die and that they all attack the same target. If you have catapults one person will fire while the rest of the team guards.&lt;br /&gt;
&lt;br /&gt;
If you have enough for two groups you will want to attack from two opposite directions to split the defenders and their guards. Leave roughly two minutes between attacks to further confuse the defenders. Mainly though you'll have one or two teams knocking down walls(always pick the weakest walls and avoid gates which are usually the most improved and have the most defense) while the rest kill guards and villagers. Once you are inside secure any buildings that contain weapons to prevent respawning people from rearming. Assign a couple of teams to take down the tower if there is one.&lt;br /&gt;
&lt;br /&gt;
Once the immediate threat is over ensure everyone is healed up then begin looting but leave a couple of teams on guard killing duty. You're better off taking their carts and filling them with stuff to save time. Try not to stay for more than an hour or two once their defenses are down just incase they have reinforcements on their way.&lt;br /&gt;
I'd personally recommend leaving their basic tools like small anvils and axes so that they can rebuild and present a target again at a later date. If your attack group is made up of multiple towns try and leave together to prevent people from being picked off on their way home.&lt;br /&gt;
&lt;br /&gt;
===== Even Match =====&lt;br /&gt;
When you and your enemy have pretty much the same skills and numbers you need to out think them. Organise your forces to have your tanks up front taking hits and picking targets have a line of heavy damage dealers behind them then your leader followed by a couple more warriors just incase they attack from behind without any warning.&lt;br /&gt;
&lt;br /&gt;
When you approach the enemies walls spread out and search for the weakest point(lowest quality and/or highest damage). If the wall borders the deed you will have to watch out for guards coming through the wall they need to be taken out before you can punch through. If the guards are out of range work on destroying the walls and have one person on watch for any enemies coming out to meet you.&lt;br /&gt;
&lt;br /&gt;
If they do come out to meet you get into formation take out their tanks first followed by any priority targets(leader, best fighter etc). Every non tank needs to focus on one at a time once you kill them all or they fall back loot any of their corpses and heal up(never heal during a fight it's too distracting and marks the healer as a target). Continue destroying the walls if they come back repeat above battle until you take too many losses or you get in. Make sure you have easy access into the town incase you need to get back in following a death. Then proceed in destroying the guards and anyone respawning(eventually they will respawn somewhere else or log off). Heal up again then begin looting banding together anytime a guard respawns. If you don't have much time or live far away only take the most valuable stuff or anything you need (i'd go for armour and weapons to prevent retaliation). I'd also target one wall section or gate and damage it to around 90 then leave it hopefully they will miss it and you'll have an easy target if you need to come back. If you do lose any of your fighters get their stuff immeadiately so that when they make it back to you they can rearm instantly.&lt;br /&gt;
(This bit needs a bit of work it's rather fragmented and hard to read)&lt;br /&gt;
&lt;br /&gt;
===== Convoy Attacks =====&lt;br /&gt;
&lt;br /&gt;
A very simple attack strategy. But very effective in terms of cost vs. reward. Usually if the enemy wants to raid someone. They will bring extra supplies in carts or on the backs of Mule accounts. This gives you an opportunity to attack a raiding party at its weakest point.&lt;br /&gt;
&lt;br /&gt;
The secret to using this tactic properly is to give the enemy very little warning before you attack. This can be achived by concealing a small group of fighters near the target the enemy is trying to attack. This will create the illusion that all of your forces are defending the target, which can be determined by looking at local chat. One thing I need to point out is if you take the time to build a well concealed position with which to attack from. The attack is more effective.&lt;br /&gt;
&lt;br /&gt;
Now when the enemy convoy gets to the perfect position. Run out from your hiding point and immediatly attack all the fighters in the group. Then have any spare allies start looting the carts (but try not to overload on loot or you'll be slow). When they are loaded up. Run away and try to get back into the position you're defending. If you can't get into there. Just keep going until you find a good secondary position to hide at.&lt;br /&gt;
&lt;br /&gt;
One more thing, DO NOT go back to your original hiding point. Otherwise this area will be unuseable in a future attack because they will know about it.&lt;br /&gt;
&lt;br /&gt;
(save point)&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
* If you have time to dig a tunnel during a battle a sneaky thing to do is to make two entrances to a tunnel, one without a door and one with a rock door. Mine the one without a door up and mine the one with the door down, then after you've done this for at least 4 tiles each connect them to make a drop shaft. Lure the enemy into the cave and down the drop shaft. Then exit through the door you made, leaving them stuck inside. If you made the drop shaft steep enough they shouldn't be able to climb out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raid guide by Friend ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Raid info''' ==&lt;br /&gt;
&lt;br /&gt;
This little article describes raiding and the steps to follow. A lot of what is written in this article might seem logical but yet all the time forgotten or not properly done. I could write a whole book about raiding in detail and I have started one a while ago but it’s simply something I can’t devote my time to because it has too many factors to describe it all. So in this article it is kept to basics that still need logic thinking from yourself to go with it. This article keeps in mind the factors that play a role in winning or losing a raid. Main factor that works against you is time. You only have so long until the attacking team you brought will have to go to sleep or to work or other appointments outside of wurm. Defenders have this problem a lot less. Another factor is security, if you have too many casualties compared to the enemy, the people you brought will lose a lot of morale and begin having doubts about the raid and eventually want to leave.  &lt;br /&gt;
&lt;br /&gt;
So in short:&lt;br /&gt;
-   Time&lt;br /&gt;
-   Security&lt;br /&gt;
&lt;br /&gt;
The steps you will be reading in this article describe how you will raid the most effective keeping the above two factors in mind at all times. &lt;br /&gt;
&lt;br /&gt;
Steps in short:&lt;br /&gt;
-   Step 1: planning &lt;br /&gt;
Plan before you raid, know everything there is to know about the town and have everything you need with you on a raid.&lt;br /&gt;
-   Step 2: Setting up base and stopping defenders&lt;br /&gt;
Before you can begin with the raid you must create a safe environment for the attackers and stop defenders coming to help.&lt;br /&gt;
-   Step 3: Destroying the town&lt;br /&gt;
After creating security and before actual pvping or entering the enemy town you must create a clear entrance for you and the ability to walk freely on deed wherever you want.&lt;br /&gt;
-   Step 4: The fighting and looting&lt;br /&gt;
After taking away all safety from the defenders you can make your way into the town and begin killing the defenders and after that looting.&lt;br /&gt;
-   Step 5: The Exit&lt;br /&gt;
This can be one of the most dangerous moments of a raid especially when things go bad, having a smart exit plan is very important. Defenders know this is your weakest moment.&lt;br /&gt;
&lt;br /&gt;
After describing these steps in basic there will be some trends that might be interesting for any raider to make raiding more efficient.&lt;br /&gt;
&lt;br /&gt;
To understand this book fully, it describes the following roles:&lt;br /&gt;
Tasks:&lt;br /&gt;
• Overall raid leader&lt;br /&gt;
• Wallers&lt;br /&gt;
• Fort builder&lt;br /&gt;
• Fighting leader&lt;br /&gt;
• Catapult leader&lt;br /&gt;
• Catapulters&lt;br /&gt;
&lt;br /&gt;
•   The overall raid leader is the one that keep an eye on everything. He barely does any work himself but appoints people as much as he can.&lt;br /&gt;
•   The wallers are the people that wall off the enemy entrances at the start of the raid. The overall raid leader is responsible that the wallers secure all the entrances.&lt;br /&gt;
•   The fort builder is the person in charge of setting up the attack fort. The overall raid leader is responsible for the location and a rough design if needed but the fort builder has to think for himself how its most effective. &lt;br /&gt;
•   The catapult leader is responsible to keep the overview on which buildings are catapulted, where to shoot from and who shoots what. He will guide the catapulters to do their task&lt;br /&gt;
•   The catapulters are responsible for taking down the walls and have to find someone to bring them a constant flow of ammunition. At times one catapulter might have to operate 3 catapults at the same time and ask someone to help load and winch them &lt;br /&gt;
•   The fighting leader is responsible of holding off the enemies, taking out the guards and the defenders. But since good fighters are often also good miners, he will also be responsible of finding people to mine so there is a constant flow of ammunition. It is important that the fighting leader makes an example and has the fighters follow him into a fight but even more important is that he stays alive.&lt;br /&gt;
&lt;br /&gt;
Step 1: Planning&lt;br /&gt;
Step 1 is all about planning, without a plan you should not go on a raid. The idea behind planning is to make sure everyone knows what to do and with this save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
Pre-set goals &lt;br /&gt;
Before a raid you need to know what exactly the purpose is of going to the enemy town. It can range from trying to steal an item or plundering the entire town or just some pvp. At any rate, it is very important to know what your mission and any submissions are, so you can determine when it is time to leave incase none of the missions are achievable.&lt;br /&gt;
&lt;br /&gt;
Escape route&lt;br /&gt;
Before you plan a raid further, you must determine how you will travel to the raid and more importantly how you will leave safely in case things go bad. This is the most important part of raiding, knowing how to leave.&lt;br /&gt;
Town layout&lt;br /&gt;
You will need a layout of the town. A tilemap is the best option but not always possible. The least you need is enough info to know from which side it is most effective to attack.&lt;br /&gt;
&lt;br /&gt;
Items needed&lt;br /&gt;
Prepare a list of items you will need, items such as woa pickaxes, shovels, carving knifes, spare cotton, barrels, nails, locks, ores for catapulting, ropes etc., etc. Anything you could need you have to bring. It is very difficult to get items during the raid and may cause big delays. &lt;br /&gt;
&lt;br /&gt;
Preparing the teams&lt;br /&gt;
Before a raid, people need to know their roles. Most important are designated catapulters and miners, if you don’t have this covered before a raid, you will not succeed. But along with preparing the teams, you also need to divide the initial tasks such as building the fort, making catapults, locking the town. Set people responsible for parts of the raid. One person in charge of all the catapulting and one person in charge of holding off the defenders when needed.&lt;br /&gt;
&lt;br /&gt;
Step 2: Setting up base and stopping defenders&lt;br /&gt;
Step 2 is ironically all about keeping the defenders away from you and create a situation where you can catapult the enemies with as little as possible pvp.&lt;br /&gt;
&lt;br /&gt;
Building the fort&lt;br /&gt;
At all raids you need a fall-out base, a place where you can store items, safely mine, and even go afk in for a short while. At a raid you need to turn the tides in your favor as much as possible. If you give yourself a gatehop while taking away that from the enemy, that is a big advantage. Set one person responsible for building the fort and let him find people on site to help build it. The fort is best to be of good size. At least a 5x5 area with one or two mine doors is recommended.&lt;br /&gt;
&lt;br /&gt;
Locking up the town&lt;br /&gt;
The biggest reason a raid fails is if there are people defending it. This is logic thinking. This makes locking up the town very important. You need to lock up all entrances except the one you are creating for yourself. Set up small teams for this to lock the town up fast and put one person responsible per team.&lt;br /&gt;
&lt;br /&gt;
Step 3: Destroying the town&lt;br /&gt;
Step 3 is destroying the town. To do this fast you will have to fully concentrate on opening all the buildings and avoid pvp and gatehopping as much as possible. After the enemy has no places to run anymore for safety, it’s the moment you begin the fighting.&lt;br /&gt;
&lt;br /&gt;
Systematically catapulting&lt;br /&gt;
After you have set up a base you should be ready to focus completely on catapulting. The person responsible for the destruction of the town will have to keep overview of what buildings are opened and what the damage is while the catapulters are responsible to get themselves ammunition. Everyone who isn’t mining, catapulting or filling another important job should be hauling the ammunition around. This phase can cause much frustration if people begin slacking so it is important everyone works hard here.&lt;br /&gt;
&lt;br /&gt;
A proper entrance/exit&lt;br /&gt;
This is the first thing you create with catapulting. You destroy an entire longhouse to create a clear entrance on the deed. You can’t have a half done job here. There needs to be an easy way in and out of the enemy town. It is recommended you lock this up again though while you catapult the buildings inside.&lt;br /&gt;
&lt;br /&gt;
Step 4: The fighting and looting&lt;br /&gt;
Step 4 is where the fun begins. Finally there is a payoff for all the work you have put in destroying the town. The fighter team should be ready to kill the guards and then rush in the town after the catapulting of all buildings is finished.&lt;br /&gt;
&lt;br /&gt;
Entering the deed&lt;br /&gt;
A very important note here is to not fall into enemy traps, keep close eye on unfinished stone walls or fences that the enemy can finish after you pass them. Have the catapulters standing by to open up any obstructions that are found while entering the town.&lt;br /&gt;
&lt;br /&gt;
Looting and storage&lt;br /&gt;
Looting can bring out the worse in people. A raid should not be for the loot in the first place, but for the fun of beating an enemy town. There are people who will go through the houses and handpick the best they can find because ‘they deserve it’. Well guess what... so do the other 30 people that joined the raid. When looting, you have to fill up a cart, haul it back to the safety of the attack fort and ditch it there while you fill up a new cart. Take every item you can grab and don’t keep stuff for yourself. Items such as drake and scale will go to the kingdom as a whole. The rest I have found to be most ‘fairly’ looted by all plundering it inside the fort or after having left the raid with equal chances, not while people are taking the items from the town.&lt;br /&gt;
&lt;br /&gt;
Step 5: The exit&lt;br /&gt;
Step 5 describes how and when to exit from a raid. It is important to have the exit planned ahead and is also described in the planning step. You will either leave with your mission completed or without completing it.&lt;br /&gt;
&lt;br /&gt;
Know when to leave&lt;br /&gt;
It does not take much common sense to know when you cannot complete your mission. At this stage the situation usually only becomes worse for you. It is better to leave at this stage than staying around till the point where you can’t leave anymore.&lt;br /&gt;
&lt;br /&gt;
Another reason to leave is of course after completing your mission. If there is nothing more for you to gain at the enemy deed it is time to leave with the victory in your pocket. &lt;br /&gt;
&lt;br /&gt;
How to leave&lt;br /&gt;
When you are leaving it is important to leave as one group. Try to have horses ready to leave with as well to give you a movement bonus. The order in which you leave is that the weaker people will leave first with the stronger fighters covering them from behind. Anyone that is way ahead of the group needs to shoot the enemies in case they are following. The weaker people have to keep moving. No need to look back other than blocking arrows. The stronger fighters adapt to the speed of the weaker people.&lt;br /&gt;
&lt;br /&gt;
Quick ambush&lt;br /&gt;
While the enemy knows that when you retreat, you are at your most vulnerable, they are putting themselves at a big risk as well. Keep your eye open for opportunities to ambush the enemy. In case you are leaving because you can’t complete the mission but still have a good force, you can use this moment to ambush the enemies that chase you for a while.&lt;br /&gt;
&lt;br /&gt;
Trends / Tactics in raiding&lt;br /&gt;
While this entire article describes raiding there are some tactics you can use with this concept.&lt;br /&gt;
&lt;br /&gt;
Small to big group&lt;br /&gt;
In a usual raid situation, you agree a location where you meet up with 20-30 people and you march to the enemy town. The beginning of raids can be very messy because there are too many people, and not enough things they can do easily. While during the course of the raid, the enemy will grow in numbers while you will have less people because they have to leave or die. Right as you will need the full force to enter the enemy deed you don’t have it anymore.&lt;br /&gt;
&lt;br /&gt;
The tactic that is used to counter this is setting up a team which consists of the wallers, fort builders, catapult leaders and their catapult teams to go ahead of the raid and begin their tasks. Since there aren’t many enemies to worry about at the start of the raid you won’t need the fighters yet. Ofcourse if they are online they can come with you but because of this you can start raids earlier by going with the team to perform the pre-raid phase instead of waiting for the rest of the raiders to wake up or log in.&lt;br /&gt;
&lt;br /&gt;
Gatehop disabling&lt;br /&gt;
The power that defenders have is gatehopping and repairing. While its hard to take away repairing from the defenders, it is possible to take away the ability to gatehop by walling them off. But an even more successful tactic is to use their gatehop against them.&lt;br /&gt;
&lt;br /&gt;
A raid can last easily up to 10 hours.  But in a lot less time you can do the following: You go with a small team to the enemy town while no one is online to spot you and you catapult the gatehouse nearest to the side you attack from and replace it with one of your own. While you have this gatehouse set to stay unlocked you can lock it at the moment most of the defenders are lured outside. This can create for a beautiful gank, taking out most of the defenders in one sweep.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
A lot of this information comes from the time when i was part of the Horde (the Horde vs Hammerfell map). Also Angrycat and Xplict developed most of the original strategies the map before. The tile-by-tile planning dates back to when myself Serph and (i've forgotten your name) were planning that Horde's town and to some extent inspired by Hortons tile by tile map of [[Whosville]]. In fact, without all the people i've been in towns with and all the enemies i've faced there would be very little to put here (you know who you are).&lt;br /&gt;
&lt;br /&gt;
''Some of these credits are for things i'm planning to add later :D''&lt;br /&gt;
&lt;br /&gt;
--[[User:Commcd|Commcd]] 11:37, 6 January 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58058</id>
		<title>Guides:Tactics</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Tactics&amp;diff=58058"/>
		<updated>2010-08-17T12:19:45Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
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&lt;div&gt;[[Main Page]] :: [[Tutorials]] :: [[Tactics]]&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' deals with basic defense and offense strategies.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Since these are basic they won't cover much in regards to defense against [[catapult]]s until other defenses are come up with.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
==== Design ====&lt;br /&gt;
You will always need multiple layers of [[wall]]s. If you don't have enough time, or other people to help, the first layer is going to have to be low [[stone wall]] as it's the quickest to put up (you can always knock it down and replace it with high stone wall later).&lt;br /&gt;
&lt;br /&gt;
Unless you are going for a pretty [[town]] (defense of which would be a lot harder) you need to concentrate on squares of walls so that they can match a future [[deed]] and so that the deed can control [[gate]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://img408.imageshack.us/img408/5286/basicdeed0by.th.jpg&lt;br /&gt;
[http://img408.imageshack.us/img408/5286/basicdeed0by.jpg Click]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
At first you'll probably have to go for gatehouses as shown in the image above between two layers of walls. It's recommended to have a [[tower]] inside that size 5 deed area which will cover your town from enemy [[kingdom]] attacks. Most people prefer to have it in the center with the deed [[token]]--although practical, it may not look the best.&lt;br /&gt;
&lt;br /&gt;
Thats the basic size 5 design you can make it harder for your enemy by having offset gates, although you'll need a deed as only [[palisade]]s will work.&lt;br /&gt;
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http://img252.imageshack.us/img252/3695/hashedwall3ew.th.jpg&lt;br /&gt;
[http://img252.imageshack.us/my.php?image=hashedwall3ew.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This design denies your enemies the chance to pick the weakest section in each layer without breaking all the dividing walls. Be careful not to lock anyone inbetween the walls(unless you want to, see catapult use below)&lt;br /&gt;
&lt;br /&gt;
'''Catapults''': You could put catapults in squares between walls and either have a gate or put a firing account in there when you build it sealing it in. You can then trade ammo and supplies over the wall to the person firing.&lt;br /&gt;
&lt;br /&gt;
==== Types ====&lt;br /&gt;
* [[Wooden fence]]&lt;br /&gt;
I'd really advise against this type unless you like how it looks in which case use it for fields and containing farm animals. It's easily destroyed so not that useful more cosmetic than practical.&lt;br /&gt;
&lt;br /&gt;
* [[Stone wall]]s&lt;br /&gt;
This will be your basic defense when you start out, easy and fast to make and can take some damage. Try and have two layers of this if you expect it will take a while before you can make tall stone walls. Allows you to see enemies coming but doesn't stop them from looking in.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade wall]]s&lt;br /&gt;
Really costly to make provide some good protection and look really good. Unless you have a lot of trees, a size 5 deed will probably be the only practical size to build them or really small bases (camouflage effect in woods?)&lt;br /&gt;
&lt;br /&gt;
* [[Tall stone wall]]s&lt;br /&gt;
You'll want these for your town as they are difficult to take down (haven't tried catapults). The only problem is you'll need a lot of bricks but for an established town that's nothing. Blocks enemies views of your town but also makes it harder to see them coming. Well worth the hassle you can also make entrances maze like to confuse attackers (add in multiple gates between two layers and it's great fun).&lt;br /&gt;
&lt;br /&gt;
* Gate House&lt;br /&gt;
Just a regular one tile house allows you to set access without a deed to make the most out of it have them between two layers of walls. Easy to destroy though so keep them high quality and repaired till you get a deed and can use something better. Also note you'll need everyone on friends list for this option.&lt;br /&gt;
&lt;br /&gt;
* [[Wooden fence gate]]&lt;br /&gt;
I personally don't like these you'll need a gate lock and key for them which without a deed leaves you open to being killed for your key. Although the keyholder can pass straight through you'll need to unlock and lock to let friends in and out. Once you have a deed just chuck the key in a chest or in the bank and let the deed control the gate. With the deed it's so much easier as you can allow all allies and selected citizens to pass through.&lt;br /&gt;
&lt;br /&gt;
* [[Palisade gate]]s&lt;br /&gt;
Although taking up many resources you won't need that many gates.&lt;br /&gt;
Don't build these without deed control it's not worth it really. They provide so much extra protection and work perfectly with high stone walls. You'll want these and high stone walls in your finished town (until they come out with something better (metal gates maybe?)).&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Without a deed always go for a 1 x 1 gatehouse since it saves so much pain, or if you have 3 layers of walls have the first two covered by a gatehouse and the third inside one a palisade gate so you have time to unlock it to let people in and lock it again before the enemy gets in.&lt;br /&gt;
* If you use dividing walls, keep them at a uniform [[quality]] as you're not going to be able to improve them later.&lt;br /&gt;
* Always have two or more gates unless you have good fighting skills incase someone camps outside or a monster spawns.&lt;br /&gt;
* Concentrate your efforts on improving your gates to as high a quality as possible as they are your weakest points.&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Use the [[terrain]] to your advantage.&lt;br /&gt;
* On top of a hill lets you see enemies coming and forces them to [[climb]] up to you which with siege weapons is a lot harder.&lt;br /&gt;
* Have your walls at the top of a slope you'd have to climb up this means that without siege weapons they have to climb up to attack your walls costing [[stamina]] and causing injury if they fall.&lt;br /&gt;
* Surrounded by mountains on most sides means they'd probably die if they came from those directions. It's also very painful (annoying) to climb between a wall and a cliff.&lt;br /&gt;
&lt;br /&gt;
==== Water ====&lt;br /&gt;
If you are on the side of a hill/mountain just [[mine]] down to [[water]]. Otherwise you will want to be next to a lake or even at sea level with a bit of water inside your walls. (images/diagrams later)&lt;br /&gt;
&lt;br /&gt;
==== Jenn-Kellon/Mol-rehan ====&lt;br /&gt;
Make sure the land is entirely free from [[mycelium]] you don't want Horde of the Summoned people healing while they attack your town. Do regular checks for the prescence of Libila and the Horde of the Summoned kingdom to ensure no one is trying to grow it.&lt;br /&gt;
&lt;br /&gt;
==== Horde of the Summoned ====&lt;br /&gt;
You'll want to build your town so that you have [[tile]]s inside your town that have [[mycelium]] on them. If you expect your only enemies to be JK or MR have a ring outside your town or just let it grow naturally. Be more careful if other [[HotS]] towns are your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
You'll want as many [[tower]]s as possible around your town. These will complement your town guards and slow down incoming enemies.&lt;br /&gt;
&lt;br /&gt;
http://img447.imageshack.us/img447/4757/towers8ji.th.jpg&lt;br /&gt;
[http://img447.imageshack.us/my.php?image=towers8ji.jpg Click]&lt;br /&gt;
&lt;br /&gt;
This shows the basic design you will want to start with (remember they need to be 50 tiles apart to work) if you plan on growing to a big town the outer 4 can eventually be built into your outer layer of walls. Work with nearby towns to build many towers; remember this will focus where your enemy has to attack from to be safe allowing you to set up other traps for them.&lt;br /&gt;
&lt;br /&gt;
== Offense ==&lt;br /&gt;
(To be done)&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
This is what you'll need. ''Please note these are very basic strategies i'm hoping people will write up alternatives.''&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
For very small towns and homesteads you should take 6 people just to be safe (with current 30 [[skill]] cap).&lt;br /&gt;
&lt;br /&gt;
===== Jenn-Kellon/Mol-Rehan =====&lt;br /&gt;
* Two [[Fo]] Healers&lt;br /&gt;
* Two people with heavy weapons (AKA Tanks) for destroying walls and buildings (heavily armoured)&lt;br /&gt;
* Two fast aggressive fighters (AKA Warriors)with light to medium armour&lt;br /&gt;
&lt;br /&gt;
To start with everyone fights to take out whatever citizens or guards there are use the tanks to draw all the attacks and the fast warriors to flank them if you have time check their equipment to pick the best target.&lt;br /&gt;
&lt;br /&gt;
Once the main battle is over the fast warriors and one of the Fo healers takes care of any respawns while the tanks knock down walls while the other Fo healer takes care of them.&lt;br /&gt;
&lt;br /&gt;
If you have more people add in more in the following order:&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Siege Engineer (catapult)&lt;br /&gt;
* Extra Fo Healer&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Supply [[Cart]] (contains ammo for catapult, food, water and on the way home loot transport)&lt;br /&gt;
* Extra Warrior&lt;br /&gt;
* Extra Tank&lt;br /&gt;
* Extra Fo healer&lt;br /&gt;
* Repeat&lt;br /&gt;
&lt;br /&gt;
Or go for a siege team build:&lt;br /&gt;
*Five Warriors&lt;br /&gt;
*Three Fo Healers&lt;br /&gt;
*Four tanks&lt;br /&gt;
*As many catapults as you can build&lt;br /&gt;
*For every two catapults one ammo cart(chuck in unfinished catapults to be finished on location)&lt;br /&gt;
&lt;br /&gt;
With this build you can fire loads of rounds into the enemy town taking down walls and hopefully hitting guards and villagers. All the other people will be defending the catapults and their operator.&lt;br /&gt;
&lt;br /&gt;
===== Horde of the Summoned =====&lt;br /&gt;
Replace Fo healers with warriors or tanks that know drain health spells.&lt;br /&gt;
&lt;br /&gt;
==== Intelligence ====&lt;br /&gt;
You are going to need to know as much about your enemy as possible(duh).&lt;br /&gt;
If they are relatively close to newtown you could try the old guest trick to sit outside their walls taking note of entrances and anything happening in the event window. Most people know about this though so it will raise suspicions listen to how new players talk and try to emulate them to avoid suspicion.&lt;br /&gt;
&lt;br /&gt;
Full infiltration can easily work on any town that is openly recruiting it will however take up one of your villagers play time faking being someone else actually doing stuff in town getting on the deed and passing information along. If they do their job well enough and get permissions, you can get them to unlock gates or change the guards first to heavy then back to light again stopping them from deploying heavier guards when your main attack comes. You'll also have a grace period while the guards respawn to get in and start attacking things.&lt;br /&gt;
&lt;br /&gt;
You can also just keep chatting to them and encourage them to let something slip or even employ others to spy for you. Convincing one of their town members to turn traitor is also helpful.&lt;br /&gt;
&lt;br /&gt;
===== Things to Check =====&lt;br /&gt;
* Where are the weakest walls&lt;br /&gt;
* How many layers are there&lt;br /&gt;
* Where are the most expensive/useful items&lt;br /&gt;
* What level are the guards&lt;br /&gt;
* What time are they mostly offline&lt;br /&gt;
* Who are their best fighters and and who is likely to be carrying [[key]]s&lt;br /&gt;
&lt;br /&gt;
===== Other Suggestions =====&lt;br /&gt;
If you or one of your villagers keeps files on all enemy towns and their villagers you will be able to assess the strengths and weaknesses of anyone you'll need to face.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to keep notepad files on people and towns and adding anything you ever find out about them predicted skills, most common armour used, size of deed etc etc.&lt;br /&gt;
Add any and all rumours even put what time zone they are in and who their friends are. This will help when you are picking targets during battles and the best way to attack a town.&lt;br /&gt;
&lt;br /&gt;
If you are really sad but prepared draw a diagram of their town(use the grid method i used above) you could even put last known wall qualities and names of buildings on it. The more information the better chance of successfully attacking you have.&lt;br /&gt;
&lt;br /&gt;
==== Basic Attacks ====&lt;br /&gt;
===== Sheer Numbers =====&lt;br /&gt;
If the enemy is hated by many grab all your allies pick a time and get as many people as possible to gather near the enemies town. Split into groups of four or five with one person as team leader. One group will contain the overall leader or if you have multiple allied towns arrange it into two groups(with multiple teams) with a leader in each. The teams will look after their own members ensuring they don't die and that they all attack the same target. If you have catapults one person will fire while the rest of the team guards.&lt;br /&gt;
&lt;br /&gt;
If you have enough for two groups you will want to attack from two opposite directions to split the defenders and their guards. Leave roughly two minutes between attacks to further confuse the defenders. Mainly though you'll have one or two teams knocking down walls(always pick the weakest walls and avoid gates which are usually the most improved and have the most defense) while the rest kill guards and villagers. Once you are inside secure any buildings that contain weapons to prevent respawning people from rearming. Assign a couple of teams to take down the tower if there is one.&lt;br /&gt;
&lt;br /&gt;
Once the immediate threat is over ensure everyone is healed up then begin looting but leave a couple of teams on guard killing duty. You're better off taking their carts and filling them with stuff to save time. Try not to stay for more than an hour or two once their defenses are down just incase they have reinforcements on their way.&lt;br /&gt;
I'd personally recommend leaving their basic tools like small anvils and axes so that they can rebuild and present a target again at a later date. If your attack group is made up of multiple towns try and leave together to prevent people from being picked off on their way home.&lt;br /&gt;
&lt;br /&gt;
===== Even Match =====&lt;br /&gt;
When you and your enemy have pretty much the same skills and numbers you need to out think them. Organise your forces to have your tanks up front taking hits and picking targets have a line of heavy damage dealers behind them then your leader followed by a couple more warriors just incase they attack from behind without any warning.&lt;br /&gt;
&lt;br /&gt;
When you approach the enemies walls spread out and search for the weakest point(lowest quality and/or highest damage). If the wall borders the deed you will have to watch out for guards coming through the wall they need to be taken out before you can punch through. If the guards are out of range work on destroying the walls and have one person on watch for any enemies coming out to meet you.&lt;br /&gt;
&lt;br /&gt;
If they do come out to meet you get into formation take out their tanks first followed by any priority targets(leader, best fighter etc). Every non tank needs to focus on one at a time once you kill them all or they fall back loot any of their corpses and heal up(never heal during a fight it's too distracting and marks the healer as a target). Continue destroying the walls if they come back repeat above battle until you take too many losses or you get in. Make sure you have easy access into the town incase you need to get back in following a death. Then proceed in destroying the guards and anyone respawning(eventually they will respawn somewhere else or log off). Heal up again then begin looting banding together anytime a guard respawns. If you don't have much time or live far away only take the most valuable stuff or anything you need (i'd go for armour and weapons to prevent retaliation). I'd also target one wall section or gate and damage it to around 90 then leave it hopefully they will miss it and you'll have an easy target if you need to come back. If you do lose any of your fighters get their stuff immeadiately so that when they make it back to you they can rearm instantly.&lt;br /&gt;
(This bit needs a bit of work it's rather fragmented and hard to read)&lt;br /&gt;
&lt;br /&gt;
===== Convoy Attacks =====&lt;br /&gt;
&lt;br /&gt;
A very simple attack strategy. But very effective in terms of cost vs. reward. Usually if the enemy wants to raid someone. They will bring extra supplies in carts or on the backs of Mule accounts. This gives you an opportunity to attack a raiding party at its weakest point.&lt;br /&gt;
&lt;br /&gt;
The secret to using this tactic properly is to give the enemy very little warning before you attack. This can be achived by concealing a small group of fighters near the target the enemy is trying to attack. This will create the illusion that all of your forces are defending the target, which can be determined by looking at local chat. One thing I need to point out is if you take the time to build a well concealed position with which to attack from. The attack is more effective.&lt;br /&gt;
&lt;br /&gt;
Now when the enemy convoy gets to the perfect position. Run out from your hiding point and immediatly attack all the fighters in the group. Then have any spare allies start looting the carts (but try not to overload on loot or you'll be slow). When they are loaded up. Run away and try to get back into the position you're defending. If you can't get into there. Just keep going until you find a good secondary position to hide at.&lt;br /&gt;
&lt;br /&gt;
One more thing, DO NOT go back to your original hiding point. Otherwise this area will be unuseable in a future attack because they will know about it.&lt;br /&gt;
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(save point)&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
* If you have time to dig a tunnel during a battle a sneaky thing to do is to make two entrances to a tunnel, one without a door and one with a rock door. Mine the one without a door up and mine the one with the door down, then after you've done this for at least 4 tiles each connect them to make a drop shaft. Lure the enemy into the cave and down the drop shaft. Then exit through the door you made, leaving them stuck inside. If you made the drop shaft steep enough they shouldn't be able to climb out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raid guide by Friend ==&lt;br /&gt;
&lt;br /&gt;
I wrote a raiding article a while back because the one on the wiki was so much outdated. Its been sitting on my pc for a while now while it was slowely becoming outdated so i wanted to make it more public. I posted it on JK forums back in the day and on BL forums. Maybe someone can update the wiki with this article because the wiki raiding article is from beta still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Raid info&lt;br /&gt;
This little article describes raiding and the steps to follow. A lot of what is written in this article might seem logical but yet all the time forgotten or not properly done. I could write a whole book about raiding in detail and I have started one a while ago but it’s simply something I can’t devote my time to because it has too many factors to describe it all. So in this article it is kept to basics that still need logic thinking from yourself to go with it. This article keeps in mind the factors that play a role in winning or losing a raid. Main factor that works against you is time. You only have so long until the attacking team you brought will have to go to sleep or to work or other appointments outside of wurm. Defenders have this problem a lot less. Another factor is security, if you have too many casualties compared to the enemy, the people you brought will lose a lot of morale and begin having doubts about the raid and eventually want to leave.  &lt;br /&gt;
&lt;br /&gt;
So in short:&lt;br /&gt;
-   Time&lt;br /&gt;
-   Security&lt;br /&gt;
&lt;br /&gt;
The steps you will be reading in this article describe how you will raid the most effective keeping the above two factors in mind at all times. &lt;br /&gt;
&lt;br /&gt;
Steps in short:&lt;br /&gt;
-   Step 1: planning &lt;br /&gt;
Plan before you raid, know everything there is to know about the town and have everything you need with you on a raid.&lt;br /&gt;
-   Step 2: Setting up base and stopping defenders&lt;br /&gt;
Before you can begin with the raid you must create a safe environment for the attackers and stop defenders coming to help.&lt;br /&gt;
-   Step 3: Destroying the town&lt;br /&gt;
After creating security and before actual pvping or entering the enemy town you must create a clear entrance for you and the ability to walk freely on deed wherever you want.&lt;br /&gt;
-   Step 4: The fighting and looting&lt;br /&gt;
After taking away all safety from the defenders you can make your way into the town and begin killing the defenders and after that looting.&lt;br /&gt;
-   Step 5: The Exit&lt;br /&gt;
This can be one of the most dangerous moments of a raid especially when things go bad, having a smart exit plan is very important. Defenders know this is your weakest moment.&lt;br /&gt;
&lt;br /&gt;
After describing these steps in basic there will be some trends that might be interesting for any raider to make raiding more efficient.&lt;br /&gt;
&lt;br /&gt;
To understand this book fully, it describes the following roles:&lt;br /&gt;
Tasks:&lt;br /&gt;
• Overall raid leader&lt;br /&gt;
• Wallers&lt;br /&gt;
• Fort builder&lt;br /&gt;
• Fighting leader&lt;br /&gt;
• Catapult leader&lt;br /&gt;
• Catapulters&lt;br /&gt;
&lt;br /&gt;
•   The overall raid leader is the one that keep an eye on everything. He barely does any work himself but appoints people as much as he can.&lt;br /&gt;
•   The wallers are the people that wall off the enemy entrances at the start of the raid. The overall raid leader is responsible that the wallers secure all the entrances.&lt;br /&gt;
•   The fort builder is the person in charge of setting up the attack fort. The overall raid leader is responsible for the location and a rough design if needed but the fort builder has to think for himself how its most effective. &lt;br /&gt;
•   The catapult leader is responsible to keep the overview on which buildings are catapulted, where to shoot from and who shoots what. He will guide the catapulters to do their task&lt;br /&gt;
•   The catapulters are responsible for taking down the walls and have to find someone to bring them a constant flow of ammunition. At times one catapulter might have to operate 3 catapults at the same time and ask someone to help load and winch them &lt;br /&gt;
•   The fighting leader is responsible of holding off the enemies, taking out the guards and the defenders. But since good fighters are often also good miners, he will also be responsible of finding people to mine so there is a constant flow of ammunition. It is important that the fighting leader makes an example and has the fighters follow him into a fight but even more important is that he stays alive.&lt;br /&gt;
&lt;br /&gt;
Step 1: Planning&lt;br /&gt;
Step 1 is all about planning, without a plan you should not go on a raid. The idea behind planning is to make sure everyone knows what to do and with this save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
Pre-set goals &lt;br /&gt;
Before a raid you need to know what exactly the purpose is of going to the enemy town. It can range from trying to steal an item or plundering the entire town or just some pvp. At any rate, it is very important to know what your mission and any submissions are, so you can determine when it is time to leave incase none of the missions are achievable.&lt;br /&gt;
&lt;br /&gt;
Escape route&lt;br /&gt;
Before you plan a raid further, you must determine how you will travel to the raid and more importantly how you will leave safely in case things go bad. This is the most important part of raiding, knowing how to leave.&lt;br /&gt;
Town layout&lt;br /&gt;
You will need a layout of the town. A tilemap is the best option but not always possible. The least you need is enough info to know from which side it is most effective to attack.&lt;br /&gt;
&lt;br /&gt;
Items needed&lt;br /&gt;
Prepare a list of items you will need, items such as woa pickaxes, shovels, carving knifes, spare cotton, barrels, nails, locks, ores for catapulting, ropes etc., etc. Anything you could need you have to bring. It is very difficult to get items during the raid and may cause big delays. &lt;br /&gt;
&lt;br /&gt;
Preparing the teams&lt;br /&gt;
Before a raid, people need to know their roles. Most important are designated catapulters and miners, if you don’t have this covered before a raid, you will not succeed. But along with preparing the teams, you also need to divide the initial tasks such as building the fort, making catapults, locking the town. Set people responsible for parts of the raid. One person in charge of all the catapulting and one person in charge of holding off the defenders when needed.&lt;br /&gt;
&lt;br /&gt;
Step 2: Setting up base and stopping defenders&lt;br /&gt;
Step 2 is ironically all about keeping the defenders away from you and create a situation where you can catapult the enemies with as little as possible pvp.&lt;br /&gt;
&lt;br /&gt;
Building the fort&lt;br /&gt;
At all raids you need a fall-out base, a place where you can store items, safely mine, and even go afk in for a short while. At a raid you need to turn the tides in your favor as much as possible. If you give yourself a gatehop while taking away that from the enemy, that is a big advantage. Set one person responsible for building the fort and let him find people on site to help build it. The fort is best to be of good size. At least a 5x5 area with one or two mine doors is recommended.&lt;br /&gt;
&lt;br /&gt;
Locking up the town&lt;br /&gt;
The biggest reason a raid fails is if there are people defending it. This is logic thinking. This makes locking up the town very important. You need to lock up all entrances except the one you are creating for yourself. Set up small teams for this to lock the town up fast and put one person responsible per team.&lt;br /&gt;
&lt;br /&gt;
Step 3: Destroying the town&lt;br /&gt;
Step 3 is destroying the town. To do this fast you will have to fully concentrate on opening all the buildings and avoid pvp and gatehopping as much as possible. After the enemy has no places to run anymore for safety, it’s the moment you begin the fighting.&lt;br /&gt;
&lt;br /&gt;
Systematically catapulting&lt;br /&gt;
After you have set up a base you should be ready to focus completely on catapulting. The person responsible for the destruction of the town will have to keep overview of what buildings are opened and what the damage is while the catapulters are responsible to get themselves ammunition. Everyone who isn’t mining, catapulting or filling another important job should be hauling the ammunition around. This phase can cause much frustration if people begin slacking so it is important everyone works hard here.&lt;br /&gt;
&lt;br /&gt;
A proper entrance/exit&lt;br /&gt;
This is the first thing you create with catapulting. You destroy an entire longhouse to create a clear entrance on the deed. You can’t have a half done job here. There needs to be an easy way in and out of the enemy town. It is recommended you lock this up again though while you catapult the buildings inside.&lt;br /&gt;
&lt;br /&gt;
Step 4: The fighting and looting&lt;br /&gt;
Step 4 is where the fun begins. Finally there is a payoff for all the work you have put in destroying the town. The fighter team should be ready to kill the guards and then rush in the town after the catapulting of all buildings is finished.&lt;br /&gt;
&lt;br /&gt;
Entering the deed&lt;br /&gt;
A very important note here is to not fall into enemy traps, keep close eye on unfinished stone walls or fences that the enemy can finish after you pass them. Have the catapulters standing by to open up any obstructions that are found while entering the town.&lt;br /&gt;
&lt;br /&gt;
Looting and storage&lt;br /&gt;
Looting can bring out the worse in people. A raid should not be for the loot in the first place, but for the fun of beating an enemy town. There are people who will go through the houses and handpick the best they can find because ‘they deserve it’. Well guess what... so do the other 30 people that joined the raid. When looting, you have to fill up a cart, haul it back to the safety of the attack fort and ditch it there while you fill up a new cart. Take every item you can grab and don’t keep stuff for yourself. Items such as drake and scale will go to the kingdom as a whole. The rest I have found to be most ‘fairly’ looted by all plundering it inside the fort or after having left the raid with equal chances, not while people are taking the items from the town.&lt;br /&gt;
&lt;br /&gt;
Step 5: The exit&lt;br /&gt;
Step 5 describes how and when to exit from a raid. It is important to have the exit planned ahead and is also described in the planning step. You will either leave with your mission completed or without completing it.&lt;br /&gt;
&lt;br /&gt;
Know when to leave&lt;br /&gt;
It does not take much common sense to know when you cannot complete your mission. At this stage the situation usually only becomes worse for you. It is better to leave at this stage than staying around till the point where you can’t leave anymore.&lt;br /&gt;
&lt;br /&gt;
Another reason to leave is of course after completing your mission. If there is nothing more for you to gain at the enemy deed it is time to leave with the victory in your pocket. &lt;br /&gt;
&lt;br /&gt;
How to leave&lt;br /&gt;
When you are leaving it is important to leave as one group. Try to have horses ready to leave with as well to give you a movement bonus. The order in which you leave is that the weaker people will leave first with the stronger fighters covering them from behind. Anyone that is way ahead of the group needs to shoot the enemies in case they are following. The weaker people have to keep moving. No need to look back other than blocking arrows. The stronger fighters adapt to the speed of the weaker people.&lt;br /&gt;
&lt;br /&gt;
Quick ambush&lt;br /&gt;
While the enemy knows that when you retreat, you are at your most vulnerable, they are putting themselves at a big risk as well. Keep your eye open for opportunities to ambush the enemy. In case you are leaving because you can’t complete the mission but still have a good force, you can use this moment to ambush the enemies that chase you for a while.&lt;br /&gt;
&lt;br /&gt;
Trends / Tactics in raiding&lt;br /&gt;
While this entire article describes raiding there are some tactics you can use with this concept.&lt;br /&gt;
&lt;br /&gt;
Small to big group&lt;br /&gt;
In a usual raid situation, you agree a location where you meet up with 20-30 people and you march to the enemy town. The beginning of raids can be very messy because there are too many people, and not enough things they can do easily. While during the course of the raid, the enemy will grow in numbers while you will have less people because they have to leave or die. Right as you will need the full force to enter the enemy deed you don’t have it anymore.&lt;br /&gt;
&lt;br /&gt;
The tactic that is used to counter this is setting up a team which consists of the wallers, fort builders, catapult leaders and their catapult teams to go ahead of the raid and begin their tasks. Since there aren’t many enemies to worry about at the start of the raid you won’t need the fighters yet. Ofcourse if they are online they can come with you but because of this you can start raids earlier by going with the team to perform the pre-raid phase instead of waiting for the rest of the raiders to wake up or log in.&lt;br /&gt;
&lt;br /&gt;
Gatehop disabling&lt;br /&gt;
The power that defenders have is gatehopping and repairing. While its hard to take away repairing from the defenders, it is possible to take away the ability to gatehop by walling them off. But an even more successful tactic is to use their gatehop against them.&lt;br /&gt;
&lt;br /&gt;
A raid can last easily up to 10 hours.  But in a lot less time you can do the following: You go with a small team to the enemy town while no one is online to spot you and you catapult the gatehouse nearest to the side you attack from and replace it with one of your own. While you have this gatehouse set to stay unlocked you can lock it at the moment most of the defenders are lured outside. This can create for a beautiful gank, taking out most of the defenders in one sweep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
A lot of this information comes from the time when i was part of the Horde (the Horde vs Hammerfell map). Also Angrycat and Xplict developed most of the original strategies the map before. The tile-by-tile planning dates back to when myself Serph and (i've forgotten your name) were planning that Horde's town and to some extent inspired by Hortons tile by tile map of [[Whosville]]. In fact, without all the people i've been in towns with and all the enemies i've faced there would be very little to put here (you know who you are).&lt;br /&gt;
&lt;br /&gt;
''Some of these credits are for things i'm planning to add later :D''&lt;br /&gt;
&lt;br /&gt;
--[[User:Commcd|Commcd]] 11:37, 6 January 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mind_stealer&amp;diff=57297</id>
		<title>Mind stealer</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mind_stealer&amp;diff=57297"/>
		<updated>2010-07-18T02:22:57Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=50&lt;br /&gt;
|favor=120&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=?&lt;br /&gt;
|god=[[Vynora]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Hitting with the sword may transfer higher skills from non-players. Requires [[linking]] to cast. Can stack with [[Rotting Touch]] and other enchants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Babel/M]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Body_stamina&amp;diff=57296</id>
		<title>Body stamina</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Body_stamina&amp;diff=57296"/>
		<updated>2010-07-18T02:14:01Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / [[Characteristics]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
Body stamina reflects how much stamina you can have in your stamina bar. It is represented by a green bar in the [[HUD]] and never is higher than your [[health]].&lt;br /&gt;
&lt;br /&gt;
Having higher stamina means you can do more fatiguing actions before becoming exhausted. Stamina is what you use for almost every action in Wurm. An action started with less than full stamina will take longer than if the stamina bar was filled.&lt;br /&gt;
&lt;br /&gt;
== Stamina Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Some actions take up more stamina than others, but stamina is regained according to your [[water|thirst]] and [[food]] bars. &lt;br /&gt;
&lt;br /&gt;
:* The water bar affects Stamina regen noticeably at 80%&lt;br /&gt;
:* The food bar affects Stamina regen noticeably at 25%&lt;br /&gt;
&lt;br /&gt;
== Actions that ignore stamina ==&lt;br /&gt;
&lt;br /&gt;
These actions require the same time at any stamina level. These actions typically don't reduce your stamina either.&lt;br /&gt;
&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Botanizing]]&lt;br /&gt;
* Chopping up [[felled tree]]s (drains stamina)&lt;br /&gt;
* [[Meat_filet|Filleting]] meat/fish&lt;br /&gt;
* [[Flattening]] (drains stamina, aborts with no stamina)&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* Mixing [[healing cover]]s&lt;br /&gt;
* [[Praying]]&lt;br /&gt;
* [[Prospecting]] (drains stamina)&lt;br /&gt;
* [[Repairing]]&lt;br /&gt;
* Sowing (drains very little stamina)&lt;br /&gt;
* [[Meditation]]&lt;br /&gt;
* (more...)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
If you run out of stamina while in the water, you will start to [[drown]].&lt;br /&gt;
&lt;br /&gt;
If you run out of stamina in combat it becomes very hard to escape.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characteristics]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Vessel&amp;diff=56416</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Vessel&amp;diff=56416"/>
		<updated>2010-05-16T01:23:23Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Religion|Religion]] / [[:Category:Spells|Spells]] / '''Vessel'''&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=38&lt;br /&gt;
|favor=5&lt;br /&gt;
|difficulty=70&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=30&lt;br /&gt;
|god=[[Vynora]], [[Magranon]], [[Fo]], [[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
This spell stores [[favor]] in [[gems]], depending on the [[QL]] of the gem, and your current amount of favor.&lt;br /&gt;
You need at least 7.5 favor to cast vessel but it will only use a min of 5 [[favor]] on casting.&lt;br /&gt;
If the gem is less than 10QL, the gem is not filled but the priest loses 5 [[favor]] and can gain channeling skill as usual and the gem loses 3QL.&lt;br /&gt;
&lt;br /&gt;
===Method===&lt;br /&gt;
# Activate your [[Gods]] [[channeling]] item.&lt;br /&gt;
# Right-click a gem.&lt;br /&gt;
# Select Spells/[[Vessel]].&lt;br /&gt;
&lt;br /&gt;
===Using the gem===&lt;br /&gt;
# Right-click the gem.&lt;br /&gt;
# Select Use.&lt;br /&gt;
&lt;br /&gt;
If the gem is over 10ql it will lose [[QL]] when you use it, depending on the amount of [[favor]] to regenerate.&lt;br /&gt;
You cannot use the gem to store favor when the [[QL]] is below 10.&lt;br /&gt;
&lt;br /&gt;
===Favor Used to Fill a Gem===&lt;br /&gt;
&lt;br /&gt;
The amount of favor used to fill a gem with favor completely is the QL plus 5, so a 20QL gem would require 25 favor to fill completely.&lt;br /&gt;
&lt;br /&gt;
Gems can also be part filled with favor, but once part filled they can not be topped up with additional favor.&lt;br /&gt;
&lt;br /&gt;
===Favor Stored in Gem===&lt;br /&gt;
&lt;br /&gt;
''Please note the section is not complete yet as at least one message &amp;quot;It emits some power.&amp;quot; and &amp;quot;It emits faint power.&amp;quot; has yet to be identified''&lt;br /&gt;
&lt;br /&gt;
The amount of favor stored in a gem is double the amount used to fill the gem&lt;br /&gt;
&lt;br /&gt;
Upon examining a gem the ''approximate'' amount of favor stored can be found from the power emitted.&lt;br /&gt;
&lt;br /&gt;
1 - 50 It emits power.&lt;br /&gt;
&lt;br /&gt;
51 - 100 It emits quite a lot of power.&lt;br /&gt;
&lt;br /&gt;
101 - 150 It emits very much power.&lt;br /&gt;
&lt;br /&gt;
150+ It emits huge amounts of power&lt;br /&gt;
&lt;br /&gt;
===Example of Storing and Using Vessel===&lt;br /&gt;
&lt;br /&gt;
Assume that the Priest has 50 Faith and a therefore a maximum of 50 Favor. The priest also has a gem of 25QL&lt;br /&gt;
&lt;br /&gt;
If the priest had 30 favor and cast vessel on the 25QL gem their favor would drop to 0 and the gem would be completely filled with power, as the favor to completely fill a gem is the QL plus 5 Favor.&lt;br /&gt;
&lt;br /&gt;
Now the priest, not wanting to wait to regain favor naturally uses the gem at once &amp;quot;You feel a rush of blood to your head as the power from the gem enters your body.&amp;quot; the QL of the gem drops to almost 0 and the priests favor jumps up to 50. This is because the amount of favor used to fill the gem (not including the 5 used to cast) is doubled and given back to the priest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Fo Spells]]&lt;br /&gt;
[[Category:Magranon Spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Babel/V]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
Although you can vessel a gem only once, you can absorb it over and over till its empty so a gem over 50ql can potentially fill your favor up multiple times.&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mine_door_(steel)&amp;diff=56127</id>
		<title>Mine door (steel)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mine_door_(steel)&amp;diff=56127"/>
		<updated>2010-05-12T06:49:40Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[blacksmithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[steel sheet]] (6.00 kg)&lt;br /&gt;
|passive=[[door lock]] &lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=* 50 [[rivets]]&lt;br /&gt;
* 9 [[steel sheet]]&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (61 kg)&lt;br /&gt;
|skill=blacksmithing}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
An item used to limit access to a mine.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
*Activate the mine door, right click a mine tile border and select ''build door''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Right click on the door to manage the permissions.&lt;br /&gt;
*Need door lock.&lt;br /&gt;
*Needs a high blacksmithing skill with a high ql door lock.&lt;br /&gt;
*Very hard to start and continue.&lt;br /&gt;
*Strongest door available has almost double the resistance of a rock mine door.&lt;br /&gt;
*20ql lock gives ~6% chance at 70 blacksmithing, 86ql lock gives ~44% chance at 70 blacksmithing, steel sheet ql does not seem to affect chance.&lt;br /&gt;
*Failure to create destroys the lock and damages the steel sheet.&lt;br /&gt;
*Only the lock has to be hot to create.&lt;br /&gt;
&lt;br /&gt;
See also [[Mine door (rock)]] and [[Mine door (wood)]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Metal_sheet&amp;diff=56054</id>
		<title>Metal sheet</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Metal_sheet&amp;diff=56054"/>
		<updated>2010-05-11T00:43:24Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[smithing]] / [[black smithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[lump]] (7.2 kg)&lt;br /&gt;
|passive=[[small anvil]] &lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=none&lt;br /&gt;
|result=* 1 '''Metal sheet''' (6.0 kg)&lt;br /&gt;
* 1 [[scrap|scrap]] (1.2 kg)&lt;br /&gt;
|skill=blacksmithing}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A thin strong (metal) sheet.&lt;br /&gt;
&lt;br /&gt;
A '''metal sheet''' is used to make a [[Mine door (steel)|steel mine door]].&lt;br /&gt;
&lt;br /&gt;
Once created it cannot be improved.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cloth sheet]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mine_door_(steel)&amp;diff=56053</id>
		<title>Mine door (steel)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mine_door_(steel)&amp;diff=56053"/>
		<updated>2010-05-11T00:42:56Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[blacksmithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[steel sheet]] (6.00 kg)&lt;br /&gt;
|passive=[[door lock]] &lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=* 50 [[rivets]]&lt;br /&gt;
* 9 [[steel sheet]]&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (61 kg)&lt;br /&gt;
|skill=blacksmithing}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
An item used to limit access to a mine.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
*Activate the mine door, right click a mine tile border and select ''build door''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Right click on the door to manage the permissions.&lt;br /&gt;
*Need door lock.&lt;br /&gt;
*Needs a high blacksmithing skill with a high ql door lock.&lt;br /&gt;
*Very hard to start and continue.&lt;br /&gt;
*Strongest door available has almost double the resistance of a rock mine door.&lt;br /&gt;
*20ql lock gives ~6% chance at 70 blacksmithing, 86ql lock gives ~44% chance at 70 blacksmithing, steel sheet ql does not seem to affect chance.&lt;br /&gt;
*Failure to create destroys the lock and damages the steel sheet.&lt;br /&gt;
&lt;br /&gt;
See also [[Mine door (rock)]] and [[Mine door (wood)]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Mine_door_(steel)&amp;diff=56052</id>
		<title>Mine door (steel)</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Mine_door_(steel)&amp;diff=56052"/>
		<updated>2010-05-11T00:41:13Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Skills]] / [[blacksmithing]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|active=[[steel sheet]] (6.00 kg)&lt;br /&gt;
|passive=[[door lock]] &lt;br /&gt;
|group=Miscellaneous&lt;br /&gt;
|materials=* 50 [[rivets]]&lt;br /&gt;
* 9 [[steel sheet]]&lt;br /&gt;
|result=* 1 '''{{PAGENAME}}''' (61 kg)&lt;br /&gt;
|skill=blacksmithing}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
An item used to limit access to a mine.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
*Activate the mine door, right click a mine tile border and select ''build door''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Right click on the door to manage the permissions.&lt;br /&gt;
*Need door lock.&lt;br /&gt;
*Needs a high blacksmithing skill with a high ql door lock.&lt;br /&gt;
*Very hard to start and continue.&lt;br /&gt;
*Strongest door available has almost double the resistance of a rock mine door.&lt;br /&gt;
*20ql lock gives ~6% chance at 70bs, 86ql lock gives ~44% chance at 70bs, steel sheet ql does not seem to affect chance.&lt;br /&gt;
*Failure to create destroys the lock and damages the steel sheet.&lt;br /&gt;
&lt;br /&gt;
See also [[Mine door (rock)]] and [[Mine door (wood)]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/M]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Sermon&amp;diff=55946</id>
		<title>Sermon</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Sermon&amp;diff=55946"/>
		<updated>2010-05-07T01:02:29Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Priest]]s and [[Champion_player|champion]]s have the ability to hold a '''sermon''' by activating their god's channeling item, right-clicking an altar and choosing 'preach'. A successful sermon increases the alignment of the preacher and anyone of the same faith who listens. &lt;br /&gt;
&lt;br /&gt;
There needs to be at least one follower of the preacher's faith near to the altar in order for it to work. Holding a sermon has a cooldown period of three hours.&lt;br /&gt;
&lt;br /&gt;
Doing a sermon with at least 10 followers listening raises the [[faith]] of the priest by 1. Chain sermons with multiple priests must be done at least 30? minutes appart.&lt;br /&gt;
'''Note:''' A second priest who held a sermon to the same group a few seconds later did not receive the faith bonus. (Tested on 2010-05-05 in Insanity Hills)&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]] &lt;br /&gt;
[[Category:Babel/S]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55945</id>
		<title>Bloodthirst</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55945"/>
		<updated>2010-05-07T00:54:45Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=31&lt;br /&gt;
|favor=50&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases damage, enchantment increases in strength when used, increasing damage the more charge you have. Charge gained is relative to damage done to your opponent. You get no charge from hitting animals. There is a max charge of 10000. It cannot be placed alongside [[Flaming Aura]], [[Rotting Touch]], [[Venom]], [[Frostbrand]]. It can be placed on bows as well.&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55944</id>
		<title>Bloodthirst</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55944"/>
		<updated>2010-05-07T00:53:42Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=31&lt;br /&gt;
|favor=50&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases damage, enchantment increases in strength when used, increasing damage the more charge you have. Charge gained is relative to damage done to your opponent. You get no charge from hitting animals. There is a max charge of 10000. It cannot be placed alongside [[Flaming Aura]], [[Rotting Touch]], [[Venom]], [[Frostbrand]].&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55943</id>
		<title>Bloodthirst</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55943"/>
		<updated>2010-05-07T00:53:08Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=31&lt;br /&gt;
|favor=50&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases damage, enchantment increases in strength when used, increasing damage the more charge you have. Charge gained is relative to damage done to your opponent. You get no charge from hitting animals. There is a max charge of 10000. It cannot be placed alongside [[Flaming Aura]], [[Rotting Touch]], [[Venom]], [[Frost Brand]].&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Worm_Brains&amp;diff=55942</id>
		<title>Worm Brains</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Worm_Brains&amp;diff=55942"/>
		<updated>2010-05-07T00:29:03Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=50&lt;br /&gt;
|favor=40&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Creature&lt;br /&gt;
|castingtime=10&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Worm brains''' is a damage-dealing spell given to priests of Libila. It can be cast on creatures or other players, and gives the target an infected head wound. The wound will increase in damage similar to a [[Rotting Touch]] wound.&lt;br /&gt;
&lt;br /&gt;
[[category:Spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Offensive spells]]&lt;br /&gt;
[[Category:Babel/W]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Rotting_gut&amp;diff=55941</id>
		<title>Rotting gut</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Rotting_gut&amp;diff=55941"/>
		<updated>2010-05-07T00:28:48Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=35&lt;br /&gt;
|favor=10&lt;br /&gt;
|difficulty=10&lt;br /&gt;
|target=Creature&lt;br /&gt;
|castingtime=10&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rotting gut''' is a damage-dealing spell given to priests of Libila. It can be cast on creatures or other players, and gives the target an infected wound. The wound will increase in damage similar to a [[Rotting Touch]] wound.&lt;br /&gt;
&lt;br /&gt;
[[category:Spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Offensive spells]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Hell_strength&amp;diff=55940</id>
		<title>Hell strength</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Hell_strength&amp;diff=55940"/>
		<updated>2010-05-07T00:23:36Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=65&lt;br /&gt;
|favor=60&lt;br /&gt;
|difficulty=40&lt;br /&gt;
|target=Creature&lt;br /&gt;
|castingtime=10&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
May double strength. Cannot be used on players over 39 strength. Power indicates percentage increase.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Buff spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Web_armour&amp;diff=55939</id>
		<title>Web armour</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Web_armour&amp;diff=55939"/>
		<updated>2010-05-07T00:17:04Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=25&lt;br /&gt;
|favor=35&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
May slow down creatures hitting you. &lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/W]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Rebirth&amp;diff=55938</id>
		<title>Rebirth</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Rebirth&amp;diff=55938"/>
		<updated>2010-05-07T00:13:31Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=40&lt;br /&gt;
|favor=40&lt;br /&gt;
|difficulty=40&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=19&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
Allows you to raise a [[zombie]] from a corpse. This spell can only be cast by [[priest]]s of [[Libila]] with at least 40 [[faith]] and 40 [[favor]]. Failing the spell loses 2 favor. Stronger creatures are harder to zombify. On very strong creatures, there seems to be a 50% chance that the zombie will not listen to its master and turn against it. The success chance is determined by channeling skill and soul strength.&lt;br /&gt;
&lt;br /&gt;
Note: When rebirthing trolls, the zombie troll does not come back with its shod club equipped.&lt;br /&gt;
&lt;br /&gt;
The strength of a zombie may be somewhat weaker than the original, but they are not 50% weaker as it has normally been told.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]][[Category:Libila Spells]][[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Dark_Messenger&amp;diff=55937</id>
		<title>Dark Messenger</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Dark_Messenger&amp;diff=55937"/>
		<updated>2010-05-07T00:13:12Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Religion|Religion]] / [[:Category:Spells|Spells]] / '''Dark Messenger'''&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=30&lt;br /&gt;
|favor=30&lt;br /&gt;
|difficulty=40&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=200&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
===Description===&lt;br /&gt;
[[Libila]] spell available to [[Priest/Priestess]] at 30 [[Faith]]. Used to enchant [[spirit cottage]]s and [[spirit house]]s to allow them to send [[mail]] to other players.&lt;br /&gt;
&lt;br /&gt;
The power and effect of spell is given in the bracket [x] Ranging from 0 to 99. The spell can be cast multiple times to try to improve the effect of it. Success of casting the spell depends on your channeling skill. A higher power increases how keen (fast) the Messengers are to working for you. Lower power casts cause deliveries to take longer vs higher power casts the difference could mean mere minutes to hours before delivery, it is unknown if the destination Messenger cast has an effect on this.&lt;br /&gt;
&lt;br /&gt;
Dark messenger can also be cast on fountains and wells to turn them into [[wishing well|wishing wells]], which can then be used to make wishes by activating a coin and right-clicking the fountain or well. It is unknown whether the cast power affects the chance of the wish to come true. &lt;br /&gt;
&lt;br /&gt;
A successful casting uses ? favor.&lt;br /&gt;
&lt;br /&gt;
Failure to cast uses 1.5 favor.&lt;br /&gt;
&lt;br /&gt;
Priests of [[Fo]] have an equivalent spell with the same function called [[courier]]. &lt;br /&gt;
&lt;br /&gt;
===Method===&lt;br /&gt;
# Activate a statuette of [[Libila]] and right-click on a Mailbox. Select Spells / [[Dark Messenger]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Babel/D]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Rotting_Touch&amp;diff=55936</id>
		<title>Rotting Touch</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Rotting_Touch&amp;diff=55936"/>
		<updated>2010-05-07T00:12:11Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / [[:Category:Libila Spells|Libila spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=33&lt;br /&gt;
|favor=40&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
This spell enables the item cast upon to cause more damage to people. Rotting Touch is available to [[Priest/Priestess]] with at least 33 [[Faith]]. It costs 34 [[favor]] to cast.&lt;br /&gt;
&lt;br /&gt;
This spell is stackable with [[Aura of Shared Pain]], [[Circle of Cunning]], [[Wind of Ages]].&lt;br /&gt;
&lt;br /&gt;
The power and effect of spell is given in the bracket [x] Ranging from 1 to 100. The spell can be cast multiple times to try to improve the effect of it. Success of casting the spell depends on your channeling skill.&lt;br /&gt;
&lt;br /&gt;
The additional damage type caused by Rotten Touch is extremely difficult to heal by conventional first aid. Healing covers are often a necessity on RT wounds, as they degrade much faster than normal wounds, rumored to increase in potency as much as 2-3x the normal rate per server tick. In contrast to [[Flaming Aura]], RT deals larger amounts of damage over an extended period of time, likely after the fight is well and truly finished. It hinges purely on the hope that the opponent cannot heal the wounds caused by RT, however - where FA simply causes a larger lump of damage at the time. RT wounds stack much more viciously than FA wounds however, and are far deadlier as higher level wounds. A severe RT wound can kill a person if it is allowed to tick only once. RT wounds continue to damage for several ticks after the wound is made unless you either heal the wound completely or place a [[Healing Cover]] with a potency greater than the wound's severity.&lt;br /&gt;
&lt;br /&gt;
[[category:spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55935</id>
		<title>Bloodthirst</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55935"/>
		<updated>2010-05-07T00:11:44Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=31&lt;br /&gt;
|favor=50&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases damage, enchantment increases in strength when used, increasing damage the more charge you have. You get 1 point of power for hitting your own kingdom members, 2 points for every hit on an enemy kingdom member. You get no charge from hitting animals. There is a max charge of 10000. It cannot be placed alongside [[Flaming Aura]] or [[Rotting Touch]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Dispel&amp;diff=55934</id>
		<title>Dispel</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Dispel&amp;diff=55934"/>
		<updated>2010-05-07T00:11:00Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=10&lt;br /&gt;
|favor=10&lt;br /&gt;
|difficulty=20&lt;br /&gt;
|target=Tile, Creature, Item&lt;br /&gt;
|castingtime=4&lt;br /&gt;
|god=[[Fo]], [[Vynora]], [[Magranon]], [[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description ==&lt;br /&gt;
Removes any spell from an area, creature/player, or item enchant. Has no effect on [[demise spells]] or their protection spells.&lt;br /&gt;
&lt;br /&gt;
Speculation: Casting it gives a number like an enchant. All (some?) enchants on the item under that number are removed.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
If you are casting on an item you have to have the item in your inventory to dispel it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fo Spells]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Magranon Spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Blessings_of_the_dark&amp;diff=55933</id>
		<title>Blessings of the dark</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Blessings_of_the_dark&amp;diff=55933"/>
		<updated>2010-05-07T00:10:07Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Spell&lt;br /&gt;
|faith=51&lt;br /&gt;
|favor=70&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=20&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases skill gain and speed. Seems to mirror [[Circle of Cunning]] and [[Wind of Ages]] exactly, for example, a 50 power cast of this seems to have the same effect as a 50 cast of both [[Circle of Cunning]] and [[Wind of Ages]]. Like all enchantment spells, there is a chance of shattering the item upon failure.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Worm_Brains&amp;diff=55932</id>
		<title>Worm Brains</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Worm_Brains&amp;diff=55932"/>
		<updated>2010-05-07T00:04:29Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=50&lt;br /&gt;
|favor=40&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Creature&lt;br /&gt;
|castingtime=??&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Worm brains''' is a damage-dealing spell given to priests of Libila. It can be cast on creatures or other players, and gives the target an infected head wound. The wound will increase in damage similar to a [[Rotting Touch]] wound.&lt;br /&gt;
&lt;br /&gt;
[[category:Spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Offensive spells]]&lt;br /&gt;
[[Category:Babel/W]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Truehit&amp;diff=55931</id>
		<title>Truehit</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Truehit&amp;diff=55931"/>
		<updated>2010-05-07T00:02:57Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=30&lt;br /&gt;
|favor=10&lt;br /&gt;
|difficulty=15&lt;br /&gt;
|target=Creature&lt;br /&gt;
|castingtime=9&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases chance to hit. Can only have 1 Truehit effect active so subsequent casts from the first will attempt to improve the power. Very good for [[channeling]] skill gain due to the favor cost and ability to repeatedly cast on self. Power increases length of effect, can be several minutes for a 50 power cast.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;br /&gt;
[[Category:Buff spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Phantasms&amp;diff=55930</id>
		<title>Phantasms</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Phantasms&amp;diff=55930"/>
		<updated>2010-05-07T00:01:21Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|faith=20&lt;br /&gt;
|favor=10&lt;br /&gt;
|difficulty=10&lt;br /&gt;
|target=Creature&lt;br /&gt;
|castingtime=?&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates possibly random types of blue &amp;quot;dying&amp;quot; mobs within 3 tiles of the target over time which are immobile, deal damage and cannot be killed. Can be improved with recast and seems to last longer with more power as well as spawn more impressive creatures such as dragons, reportedly ~1.5 minutes at 60 power. Increased power does increased damage, you cannot block attacks from these phantom creatures and armor does not seem to protect you, moving away from them will prevent their attacks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/P]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Offensive spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Hell_strength&amp;diff=55929</id>
		<title>Hell strength</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Hell_strength&amp;diff=55929"/>
		<updated>2010-05-06T23:58:40Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=65&lt;br /&gt;
|favor=60&lt;br /&gt;
|difficulty=40&lt;br /&gt;
|target=Creature&lt;br /&gt;
|castingtime=?&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
May double strength. Cannot be used on players over 35 strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/H]]&lt;br /&gt;
[[Category:Buff spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Fungus_Trap&amp;diff=55928</id>
		<title>Fungus Trap</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Fungus_Trap&amp;diff=55928"/>
		<updated>2010-05-06T23:51:31Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=33&lt;br /&gt;
|favor=10&lt;br /&gt;
|difficulty=20&lt;br /&gt;
|target=Tile&lt;br /&gt;
|castingtime=?&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mycelium obeys you and attacks. Causes leg wounds in a small area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/F]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Offensive spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Dark_Messenger&amp;diff=55927</id>
		<title>Dark Messenger</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Dark_Messenger&amp;diff=55927"/>
		<updated>2010-05-06T23:15:10Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[:Category:Religion|Religion]] / [[:Category:Spells|Spells]] / '''Dark Messenger'''&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=30&lt;br /&gt;
|favor=30&lt;br /&gt;
|difficulty=40&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=?&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
===Description===&lt;br /&gt;
[[Libila]] spell available to [[Priest/Priestess]] at 30 [[Faith]]. Used to enchant [[spirit cottage]]s and [[spirit house]]s to allow them to send [[mail]] to other players.&lt;br /&gt;
&lt;br /&gt;
The power and effect of spell is given in the bracket [x] Ranging from 0 to 99. The spell can be cast multiple times to try to improve the effect of it. Success of casting the spell depends on your channeling skill. A higher power increases how keen (fast) the Messengers are to working for you. Lower power casts cause deliveries to take longer vs higher power casts the difference could mean mere minutes to hours before delivery, it is unknown if the destination Messenger cast has an effect on this.&lt;br /&gt;
&lt;br /&gt;
Dark messenger can also be cast on fountains and wells to turn them into [[wishing well|wishing wells]], which can then be used to make wishes by activating a coin and right-clicking the fountain or well. It is unknown whether the cast power affects the chance of the wish to come true. &lt;br /&gt;
&lt;br /&gt;
A successful casting uses ? favor.&lt;br /&gt;
&lt;br /&gt;
Failure to cast uses 1.5 favor.&lt;br /&gt;
&lt;br /&gt;
Priests of [[Fo]] have an equivalent spell with the same function called [[courier]]. &lt;br /&gt;
&lt;br /&gt;
===Method===&lt;br /&gt;
# Activate a statuette of [[Libila]] and right-click on a Mailbox. Select Spells / [[Dark Messenger]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Babel/D]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Break_altar&amp;diff=55926</id>
		<title>Break altar</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Break_altar&amp;diff=55926"/>
		<updated>2010-05-06T23:12:57Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / [[:Category:Spells|Spells]] / '''{{PAGENAME}}'''&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=90&lt;br /&gt;
|favor=80&lt;br /&gt;
|difficulty=Unknown&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=?&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
This is a spell that can not only destroy normal [[altar]]s, but it can also damage the [[Bone Altar]] and the [[Altar of Three]]. This spell requires 80 favor to cast. It will give you rather nasty wounds if you fail in the cast.&lt;br /&gt;
&lt;br /&gt;
== Destroying the main WL / BL altar ==&lt;br /&gt;
To be able to destroy the black or white main altar it is imperative that the following requirements are met :&lt;br /&gt;
&lt;br /&gt;
*Enough followers of your faith with high faith. (Confirmed by Rolf, 5000 faith)&lt;br /&gt;
*Enough followers of your faith at the altar. (Unknown, 20-40 followers?)&lt;br /&gt;
*Someone who can cast the spell or [[Gold Sceptre of Ascension|through the use]] of the right [[:Category:artifact|artifact]].&lt;br /&gt;
&lt;br /&gt;
However since none of these requirements were met at the [[BL]] side it was not possible to destroy the [[WL]] altar in [[Battle for the White Light|beta]]. [[Wilem Benth|It is unknown]] what would happen to the world of Wurm if a main altar were to be destroyed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Vynora spells]]&lt;br /&gt;
[[Category:Fo Spells]]&lt;br /&gt;
[[Category:Magranon Spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55925</id>
		<title>Bloodthirst</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bloodthirst&amp;diff=55925"/>
		<updated>2010-05-06T23:11:54Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|faith=31&lt;br /&gt;
|favor=50&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=?&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases damage, enchantment increases in strength when used, increasing damage the more charge you have. You get 1 point of power for hitting your own kingdom members, 2 points for every hit on an enemy kingdom member. You get no charge from hitting animals. There is a max charge of 10000. It cannot be placed alongside [[Flaming Aura]] or [[Rotting Touch]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Blessings_of_the_dark&amp;diff=55924</id>
		<title>Blessings of the dark</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Blessings_of_the_dark&amp;diff=55924"/>
		<updated>2010-05-06T22:53:05Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Spell&lt;br /&gt;
|faith=51&lt;br /&gt;
|favor=70&lt;br /&gt;
|difficulty=60&lt;br /&gt;
|target=Item&lt;br /&gt;
|castingtime=?&lt;br /&gt;
|god=[[Libila]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases skill gain and speed. Seems to mirror [[Circle of Cunning]] and [[Wind of Ages]] exactly, for example, a 50 power cast of this seems to have the same effect as a 50 cast of both [[Circle of Cunning]] and [[Wind of Ages]]. Like all enchantment spells, there is a chance of shattering the item upon failure.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/B]]&lt;br /&gt;
[[Category:Enchantment spells]]&lt;br /&gt;
[[Category:Libila Spells]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Trader&amp;diff=55793</id>
		<title>Trader</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Trader&amp;diff=55793"/>
		<updated>2010-05-04T04:35:32Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Item stocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
A '''trader''' is a [[NPC]] who buys and sells items. &lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Traders are placed by using a [[trader contract]], which is purchased from other traders at a cost of 50s. A new trader must be placed at a minimum distance of 63 tiles away from other traders. Traders must be placed inside a [[building]] (not a [[market stall]]), but stay functional if the building disappears. Traders cannot be moved after they have been placed. Unlike Personal Merchants, Traders will not disappear if they haven't had any activity for 30 or more.&lt;br /&gt;
&lt;br /&gt;
== Item stocks ==&lt;br /&gt;
A trader will always have every village [[deed]], a [[personal merchant]] contract and some [[steel and flint]]s and [[item:resurrection stone|resurrection stone]]s for sale. Beyond this, traders only have the items they have bought from players. When the king distributes new funds to traders (see below), he may claim some items from the stock.&lt;br /&gt;
&lt;br /&gt;
== Cash flow ==&lt;br /&gt;
Traders will buy almost any item, unless he considers it worthless, it cannot be traded, or he is broke. Every item has a base price, which is modified by the trader according to local supply and demand. For each transaction performed by the trader, a small portion is added to the village upkeep fund as a tax. The remaining money goes to the seller.&lt;br /&gt;
&lt;br /&gt;
'''''Exception:''' Money from deed and contract purchases go straight to the king.''&lt;br /&gt;
&lt;br /&gt;
A new trader starts out with 1 silver coin in funds. Periodically, the king will distribute new funds to traders who have sold items. In other words, if players buy items from the trader, the trader will receive funds. If nobody has bought something from the trader, it will not be given funds. The main source of these funds is [[settlement]] upkeep. The king will not grant funds to traders holding 50 silver or more.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Personal merchant]]&lt;br /&gt;
* [[:Category:Public traders|List of public traders]]&lt;br /&gt;
* [http://wild001.game.wurmonline.com/mrtg/economy Wild economy graph]&lt;br /&gt;
* [http://freedom001.game.wurmonline.com/mrtg/economy Freedom economy graph]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/T]]&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Animals&amp;diff=55790</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Animals&amp;diff=55790"/>
		<updated>2010-05-04T03:11:45Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Spawning and behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Wurm]] is full of '''animals'''/'''creatures'''/'''monsters'''--some harmless and others quite dangerous.&lt;br /&gt;
&lt;br /&gt;
== Spawning and behavior ==&lt;br /&gt;
* There are basically two types of creatures in Wurm: normal animals which can be [[Animal taming|tamed]] (and are usually based on real-world domesticated animals) and monsters which cannot be tamed (and are sometimes also known in the real world) but can often be [[dominate]]d. &lt;br /&gt;
* Most creatures [[spawn]] in [[lair]]s.&lt;br /&gt;
* Most creatures like to avoid civilized areas and will have a reduced spawn rate near such areas.&lt;br /&gt;
* Animals are attracted to food sources. Creatures such as [[huge spider]]s may come to piles of [[meat]], while unicorns may come to piles of [[seed]].&lt;br /&gt;
* Some animals have various [[animal conditions|conditions]] that affect their strengths and weaknesses.&lt;br /&gt;
* [[animal husbandry|Bred animals]] can have traits that normally spawned animals do not have.&lt;br /&gt;
* Most animals have [[age]]s of young, adolescent, mature, old, aged, and venerable.&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
: ''[[Fighting skill]] (FS) ranking estimated; proceed with caution. The amount of skill required to kill an animal will also vary greatly depending on the [[player]]'s [[equip]]ped [[weapon]]s and their [[quality level]]s.''&lt;br /&gt;
{| border=1 class=sortable&lt;br /&gt;
|-&lt;br /&gt;
!Animal Name !! [[fight skill|FS]] !! Hostile !! [[Taming|Tamable]] !! Groomable !! Can Swim !! Unique !! [[Meat]] !! [[Paw]] !! [[Fur]] !! [[Tooth]] !! [[Animal hide|Hide]] !! [[Eye]] !! [[Bladder]] !! [[Pelt]] !! [[Tail]] !! [[Hoof]] !! [[Fat]] !! [[Gland]] !! Special&lt;br /&gt;
|-&lt;br /&gt;
|| [[Anaconda]] || 40-50 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || &lt;br /&gt;
|- &lt;br /&gt;
|| [[Black bear]] || 25 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[wolf | Black wolf]] || 10 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || |&lt;br /&gt;
|-&lt;br /&gt;
|| [[Brown bear]] || 25 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[Bull]] || 5 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || ||bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[Calf]] || 1 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || ||bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●|| || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || Grows up into a [[bull]] or [[cow]]&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Cave bug]] || 10 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || 	&lt;br /&gt;
|-&lt;br /&gt;
|| [[Chicken]] || 1 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || || || || || || || || || || || Follow [[Hen]]s and grows up into [[Hen]]s or [[Rooster]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[Cow]] || 1 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || ||bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●|| bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[Crocodile]] || 30 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Deer]] || 1 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || ||bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●|| bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||&lt;br /&gt;
|-	&lt;br /&gt;
|| [[Dog]] || 5 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[Dragon]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || Very special creature, see [[dragons]] page for details	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Dragon | Dragon hatchling]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || Very special creature, see [[dragons]] page for details	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Foal]] || 1 || ? || ? || ? || ? ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●  ||  ||  ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|●  || bgcolor=&amp;quot;#CC0000&amp;quot;|●  || bgcolor=&amp;quot;#CC0000&amp;quot;|●  || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|●  || bgcolor=&amp;quot;#CC0000&amp;quot;|●  ||   || Grows up into a [[horse]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[Forest giant]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Gives the [[titles|title]] 'Giantslayer' to all those attacking it when it dies, special loot.	&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Goblin]] || 10 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Loots weapons, can frenzy. 	 &lt;br /&gt;
|- 	 &lt;br /&gt;
|| [[Goblin leader]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Loots weapons, can frenzy, special loot, group leader	 &lt;br /&gt;
|-	  &lt;br /&gt;
|| [[Hen]] || 0,1 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || [[Chicken]]s follow hens, hens follow [[rooster]]s	 &lt;br /&gt;
|-  &lt;br /&gt;
|| [[Huge spider]] || 25-30 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || ||	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Horse]] || 5 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ||	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Kyklops]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || Special loot. Gives the [[titles|title]] 'Giantslayer' to all those attacking it when it dies.	 &lt;br /&gt;
|-	&lt;br /&gt;
|| [[Large rat]] || 1 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||  || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ||	bgcolor=&amp;quot;#CC0000&amp;quot;|● || &lt;br /&gt;
|-&lt;br /&gt;
|| [[Lava fiend]] || 25+ || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Is on fire. Butchering gives [[charcoal]] and [[flint]].&lt;br /&gt;
|-	 	 &lt;br /&gt;
|| [[Lava spider]] || 20-30 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Is on fire. Butchering gives [[charcoal]].	 &lt;br /&gt;
|-	&lt;br /&gt;
|| [[Mountain gorilla]] || 40 || bgcolor=&amp;quot;#CCCC00&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || Only hostile to [[Horde of the Summoned]], spawns in [[Jenn-Kellon]] and [[Mol-Rehan]]	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Mountain lion]] || 10 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || ||	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Pheasant]] || 1 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || ||	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Pig]] || 1 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● ||	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Rabid hyena]] || 50-60 || bgcolor=&amp;quot;#CCCC00&amp;quot;|● || ||  || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Hostile towards [[Jenn-Kellon]] and [[Mol-Rehan]], spawns in [[Horde of the Summoned]]	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Rooster]] || 1 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || [[Rooster]]s are followed by [[hen]]s	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Scorpion]] || 30 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || 	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Tower guard]] || 35-40 || bgcolor=&amp;quot;#CCCC00&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || || || || Hostile to the opposing [[kingdom]], only gives meat to [[blacklighter]]s when butchered. 	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Troll]] || 30-50 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || Has a 45ql [[huge club|huge shod club]]	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Troll king]] || ??? || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || ? || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || || Special loot, group leader.	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Unicorn]] || 20 || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || || [[Twisted Unicorn Horn]] when butchered. 	 &lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Wild boar]] || 50-60 || bgcolor=&amp;quot;#CCCC00&amp;quot;|● || || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || Only hostile to [[Horde of the Summoned]], spawns in [[Jenn-Kellon]] and [[Mol-Rehan]]&lt;br /&gt;
|-	 &lt;br /&gt;
|| [[Wild cat]] || 5 || bgcolor=&amp;quot;#CC0000&amp;quot;|● || bgcolor=&amp;quot;#CC0000&amp;quot;|● || ? || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || || || bgcolor=&amp;quot;#CC0000&amp;quot;|● || || || || || 	 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Image:Information_icon.png|15px]] Notes ==&lt;br /&gt;
* Creatures can be [[examine]]d to determine their [[wound]]s, if any (look at their [[Inventory#Body|equipment]] to see the body with wounds).&lt;br /&gt;
* Some rare creatures will drop unique items when killed, some of which are highly valuable.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Animal conditions]]&lt;br /&gt;
* [[:Category:Bestiary|Bestiary]]&lt;br /&gt;
* [[Butchering]]&lt;br /&gt;
* [[Dominate]]&lt;br /&gt;
* [[Fighting]]&lt;br /&gt;
* [[Lair]]&lt;br /&gt;
* [[Taming]]&lt;br /&gt;
* [[Pet]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[Wikipedia:Mob (computer gaming)|Wikipedia: Mobs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/A]]&lt;br /&gt;
[[Category:Bestiary| ]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Altar_of_Three&amp;diff=55789</id>
		<title>Altar of Three</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Altar_of_Three&amp;diff=55789"/>
		<updated>2010-05-04T02:44:45Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Altarof3.JPG|right|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
The Altar of Three can only be found only on the [[Server Types|wild server]], and is the home of [[Fo]], [[Magranon]] and [[Vynora]]. Its evil counterpart is the [[Bone Altar]].&lt;br /&gt;
&lt;br /&gt;
A large white light shines upon it, which is visible from most of the wild server.&lt;br /&gt;
&lt;br /&gt;
The [[Religion#Domain_of_the_gods|domain]] generated is for [[Fo]].&lt;br /&gt;
&lt;br /&gt;
The Altar of Three can be used for converting between religions and the white light kingdoms, becoming a [[priest]], and becoming a [[Champion player|champion]].&lt;br /&gt;
&lt;br /&gt;
The destruction of the Altar of Three is one of the goals in the war between the whitelight kingdoms of [[Jenn-Kellon]] and [[Mol-Rehan]] and the blacklight kingdom of [[Horde of the Summoned]]. It is rumoured that destroying a great altar requires your followers to have more then 5000 faith in total. The [[break altar]] spell or the [[Gold Sceptre of Ascension]] can be used to destroy an altar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Destroying the White Light altar triggers a server-wide event message. (Documented September, 21st 2009)&lt;br /&gt;
&lt;br /&gt;
* '''The Altar of Three has fallen! A new era begins!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The effects of destroying the Altar of Three are as documented on September, 21st 2009. These were learned from the results of a bug, and may be subject to future changes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Removal of the ability to become a WL priest or champion by using the White Light.'''&lt;br /&gt;
** The Freedom method of using a priest with high faith (40+) to convert a follower with 30 faith to a priest was still possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''All WL priests, champions, and followers with faith had their faith halved. This effectively removes all current WL champions.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Destruction of all WL altars currently on the map.'''&lt;br /&gt;
** Stone and wood altars could be rebuilt, gold and silver could be blessed and were functional after the WL destruction. Faith could be regained.&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]][[Category:Babel/A]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
You cannot place a [[deed]] or [[guard tower]] within 100 tiles of the [[Altar of Three]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bone_Altar&amp;diff=55788</id>
		<title>Bone Altar</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bone_Altar&amp;diff=55788"/>
		<updated>2010-05-04T02:43:47Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Wurm391.jpg|right|thumb|300px]]&lt;br /&gt;
[[Image:BoneAltarText.jpg|right|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
The Bone Altar can only be found only on the [[Server Types|wild server]], and is the home of the evil goddess [[Libila]]. Its good counterpart is the [[Altar of Three]].&lt;br /&gt;
&lt;br /&gt;
A large black light shines upon it, which is visible from most of the wild server.&lt;br /&gt;
&lt;br /&gt;
The Bone Altar can be used for converting to Libila, becoming a [[priest]], and becoming a [[Champion player|champion]], [[praying]] to Libila, and [[sacrificing]] to Libila.&lt;br /&gt;
&lt;br /&gt;
The destruction of the Bone Altar is one of the goals in the war between [[Jenn-Kellon]] and [[Horde of the Summoned]]. It is rumoured that destroying a great altar requires your followers to have more then 5000 faith in total. The [[break altar]] spell or a certain [[:category:artifact|artifact]] can be used to destroy an altar. Damaging one of the altars triggers a server-wide event message. &lt;br /&gt;
&lt;br /&gt;
The effects of destroying the Bone Altar are as follows (these were learned from the results of a bug, and may change):&lt;br /&gt;
&lt;br /&gt;
* Removal of the ability to become a BL priest or champion.&lt;br /&gt;
* Removal of all BL priests and champions.&lt;br /&gt;
* Removal of all BL Altars.&lt;br /&gt;
&lt;br /&gt;
== Inscription ==&lt;br /&gt;
&lt;br /&gt;
Look at you. Pitiful creature. You seek the powers of the Whisperer? They may be available. I am the Hate and the Deceit, but know that I will help you much. Know that I want revenge for the betrayal by the others. This is why the scythe is my symbol. Become my tool and my weapon. Let me sharpen you, and let me run you trough the heart of my enemies. For this I will reward you greatly. You will be given powers beyond normal mortal possibilities. Exact my revenge anywhere, anytime and anyhow. Make it painful and frightening. Together, let us enter the Forbidden Lands. We are all in our right to do so! Let us grow together, and throw our enemies into the void! Are you ready to join the Horde of the Summoned? Know that if you choose not to, you are against me!&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/B]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
You cannot place a [[deed]] or [[guard tower]] within 100 tiles of the [[Bone Altar]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bone_Altar&amp;diff=55787</id>
		<title>Bone Altar</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bone_Altar&amp;diff=55787"/>
		<updated>2010-05-04T02:43:38Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Wurm391.jpg|right|thumb|300px]]&lt;br /&gt;
[[Image:BoneAltarText.jpg|right|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
The Bone Altar can only be found only on the [[Server Types|wild server]], and is the home of the evil goddess [[Libila]]. Its good counterpart is the [[Altar of Three]].&lt;br /&gt;
&lt;br /&gt;
A large black light shines upon it, which is visible from most of the wild server.&lt;br /&gt;
&lt;br /&gt;
The Bone Altar can be used for converting to Libila, becoming a [[priest]], and becoming a [[Champion player|champion]], [[praying]] to Libila, and [[sacrificing]] to Libila.&lt;br /&gt;
&lt;br /&gt;
The destruction of the Bone Altar is one of the goals in the war between [[Jenn-Kellon]] and [[Horde of the Summoned]]. It is rumoured that destroying a great altar requires your followers to have more then 5000 faith in total. The [[break altar]] spell or a certain [[:category:artifact|artifact]] can be used to destroy an altar. Damaging one of the altars triggers a server-wide event message. &lt;br /&gt;
&lt;br /&gt;
The effects of destroying the Bone Altar are as follows (these were learned from the results of a bug, and may change):&lt;br /&gt;
&lt;br /&gt;
* Removal of the ability to become a BL priest or champion.&lt;br /&gt;
* Removal of all BL priests and champions.&lt;br /&gt;
* Removal of all BL Altars.&lt;br /&gt;
&lt;br /&gt;
== Inscription ==&lt;br /&gt;
&lt;br /&gt;
Look at you. Pitiful creature. You seek the powers of the Whisperer? They may be available. I am the Hate and the Deceit, but know that I will help you much. Know that I want revenge for the betrayal by the others. This is why the scythe is my symbol. Become my tool and my weapon. Let me sharpen you, and let me run you trough the heart of my enemies. For this I will reward you greatly. You will be given powers beyond normal mortal possibilities. Exact my revenge anywhere, anytime and anyhow. Make it painful and frightening. Together, let us enter the Forbidden Lands. We are all in our right to do so! Let us grow together, and throw our enemies into the void! Are you ready to join the Horde of the Summoned? Know that if you choose not to, you are against me!&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/B]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Bone_Altar&amp;diff=55786</id>
		<title>Bone Altar</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Bone_Altar&amp;diff=55786"/>
		<updated>2010-05-04T02:43:23Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[CDB|Main]] / [[Religion]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Wurm391.jpg|right|thumb|300px]]&lt;br /&gt;
[[Image:BoneAltarText.jpg|right|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
The Bone Altar can only be found only on the [[Server Types|wild server]], and is the home of the evil goddess [[Libila]]. Its good counterpart is the [[Altar of Three]].&lt;br /&gt;
&lt;br /&gt;
A large black light shines upon it, which is visible from most of the wild server.&lt;br /&gt;
&lt;br /&gt;
The Bone Altar can be used for converting to Libila, becoming a [[priest]], and becoming a [[Champion player|champion]], [[praying]] to Libila, and [[sacrificing]] to Libila.&lt;br /&gt;
&lt;br /&gt;
The destruction of the Bone Altar is one of the goals in the war between [[Jenn-Kellon]] and [[Horde of the Summoned]]. It is rumoured that destroying a great altar requires your followers to have more then 5000 faith in total. The [[break altar]] spell or a certain [[:category:artifact|artifact]] can be used to destroy an altar. Damaging one of the altars triggers a server-wide event message. &lt;br /&gt;
&lt;br /&gt;
The effects of destroying the Bone Altar are as follows (these were learned from the results of a bug, and may change):&lt;br /&gt;
&lt;br /&gt;
* Removal of the ability to become a BL priest or champion.&lt;br /&gt;
* Removal of all BL priests and champions.&lt;br /&gt;
* Removal of all BL Altars.&lt;br /&gt;
&lt;br /&gt;
== Inscription ==&lt;br /&gt;
&lt;br /&gt;
Look at you. Pitiful creature. You seek the powers of the Whisperer? They may be available. I am the Hate and the Deceit, but know that I will help you much. Know that I want revenge for the betrayal by the others. This is why the scythe is my symbol. Become my tool and my weapon. Let me sharpen you, and let me run you trough the heart of my enemies. For this I will reward you greatly. You will be given powers beyond normal mortal possibilities. Exact my revenge anywhere, anytime and anyhow. Make it painful and frightening. Together, let us enter the Forbidden Lands. We are all in our right to do so! Let us grow together, and throw our enemies into the void! Are you ready to join the Horde of the Summoned? Know that if you choose not to, you are against me!&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/B]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
You cannot place a [[deed]] or [[guard tower]] within 100 tiles of the [[bone altar]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Altar&amp;diff=55785</id>
		<title>Altar</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Altar&amp;diff=55785"/>
		<updated>2010-05-04T02:40:59Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Altars are primarily used to [[praying|pray]] at to gain [[Faith]].&lt;br /&gt;
&lt;br /&gt;
Altars also create the domain of the gods. You know when you're in such a domain when you get the message &amp;quot;You feel the presence of &amp;lt;god&amp;gt;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Domains can overlap, but only the strongest domain can affect you.  When you are in the domain of your [[Gods|God]] and have at least 10 faith, you'll get certain bonuses, including a [[fighting]] bonus. The amount of the bonus is affected by a great number of things, such as faith, [[alignment]], the type of the altar (see below), the distance to the altar, the [[quality]] of the altar, and if you're a [[Champion player|Champion]]. &lt;br /&gt;
&lt;br /&gt;
Priests also get several bonuses from altars, including a bonus of up to 20% to successfully cast a spell, and an increase to the chance of casting a higher strength enchant spell.&lt;br /&gt;
&lt;br /&gt;
Another use of altars is [[sacrificing]].&lt;br /&gt;
&lt;br /&gt;
Note by Phennexion: If you are trying to make an altar for Priest of a different religion, i.e. you are a black lighter and your priest is Vynora, you can build the altar, and have your priest put the last piece of the altar on by unclicking faithful and attaching the last piece. Works for wooden and stone altars. Underground altars will still give their bonuses above ground, for example, underground altars will spawn mycelium above ground, however you will not receive the domain message moving through these underground altars.&lt;br /&gt;
&lt;br /&gt;
== Types of altars ==&lt;br /&gt;
There are four types of altars. Wooden altars are the worst type, gold altars are the best type. The metal altars can be created inside each others domain, while the stone and wooden altars cannot. However, you can move or finish an altar in another domain. Although metal altars are the best type they do not override the influence of a lesser altar, for example a 50ql stone altar will override a 45ql gold altar, the type of material the altar is made out of does not make the influence stronger or weaker. Metal altars seem to give gifts and [[potion]] more frequently.&lt;br /&gt;
&lt;br /&gt;
:* [[Wooden altar]]&lt;br /&gt;
:* [[Stone altar]]&lt;br /&gt;
:* [[Silver altar]]&lt;br /&gt;
:* [[Gold altar]]&lt;br /&gt;
&lt;br /&gt;
=== Special altars ===&lt;br /&gt;
:* [[Bone Altar]]&lt;br /&gt;
:* [[Altar of Three]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
:* [[Religion]]&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Stone altar.png|stone altar&lt;br /&gt;
Image:Wooden altar.png|wooden altar&lt;br /&gt;
Image:Silver altar.png|silver altar&lt;br /&gt;
Image:Gold altar.png|golden altar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/A]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Anaconda&amp;diff=55784</id>
		<title>Anaconda</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Anaconda&amp;diff=55784"/>
		<updated>2010-05-04T02:34:14Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|aggro=Yes&lt;br /&gt;
|tamable=No&lt;br /&gt;
|dommable=No&lt;br /&gt;
|groomable=No&lt;br /&gt;
|butcheringprod=[[Meat]], [[tooth]], [[gland]]&lt;br /&gt;
|eats=Meat&lt;br /&gt;
|ridable=No&lt;br /&gt;
|swim=Yes&lt;br /&gt;
|lair=Spawns primarily in Vynora influence, can spawn elsewhere.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''anaconda''' is a long, dangerous snake that spawns primarily within influence of [[Vynora]] but has been known to spawn elsewhere on occasion. When idle, it is curled up on the ground like a [[rope]], keeping a very low profile. Due to its green color it is even harder to spot on [[grass tile|grass]], and most likely to be stepped on.&lt;br /&gt;
&lt;br /&gt;
An anaconda is very strong (some say about the strength of a [[scorpion]]) covered by the fact that its bites cause medium [[wound]]s on lower [[quality]] [[armor]]. Anacondas are rather slow and without [[body strength#Carrying_capacity|being encumbered]], it can be outrun easily, although it can chase for quite a while. Its speed is affected by its [[age]], too.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
[[Image:Anaconda1.png|thumb|left|A curled up anaconda in the [[grass]].]]&lt;br /&gt;
[[Image:Anaconda2.png|thumb|left|Attack position, ready to [[fighting|fight]] and bite.]][[Image:Anaconda3.png|thumb|left|Moving anaconda in the grass, difficult to make out.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/A]]&lt;br /&gt;
[[Category:Bestiary]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Anaconda&amp;diff=55783</id>
		<title>Anaconda</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Anaconda&amp;diff=55783"/>
		<updated>2010-05-04T02:33:07Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|aggro=Yes&lt;br /&gt;
|tamable=No&lt;br /&gt;
|dommable=No&lt;br /&gt;
|groomable=No&lt;br /&gt;
|butcheringprod=[[Meat]], [[tooth]], [[gland]]&lt;br /&gt;
|eats=Meat&lt;br /&gt;
|ridable=No&lt;br /&gt;
|swim=Yes&lt;br /&gt;
|lair=Spawns in Vynora influence&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''anaconda''' is a long, dangerous snake that spawns primarily within influence of [[Vynora]] but has been known to spawn elsewhere on occasion. When idle, it is curled up on the ground like a [[rope]], keeping a very low profile. Due to its green color it is even harder to spot on [[grass tile|grass]], and most likely to be stepped on.&lt;br /&gt;
&lt;br /&gt;
An anaconda is very strong (some say about the strength of a [[scorpion]]) covered by the fact that its bites cause medium [[wound]]s on lower [[quality]] [[armor]]. Anacondas are rather slow and without [[body strength#Carrying_capacity|being encumbered]], it can be outrun easily, although it can chase for quite a while. Its speed is affected by its [[age]], too.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
[[Image:Anaconda1.png|thumb|left|A curled up anaconda in the [[grass]].]]&lt;br /&gt;
[[Image:Anaconda2.png|thumb|left|Attack position, ready to [[fighting|fight]] and bite.]][[Image:Anaconda3.png|thumb|left|Moving anaconda in the grass, difficult to make out.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/A]]&lt;br /&gt;
[[Category:Bestiary]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Religion&amp;diff=55782</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Religion&amp;diff=55782"/>
		<updated>2010-05-04T02:28:44Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Faith and Favor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: [[Useful links for beginners]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
There are four [[gods]] in the world of Wurm Online: The [[white light]] gods [[Fo]], [[Vynora]] and [[Magranon]], and the [[black light]] goddess [[Libila]]. &lt;br /&gt;
&lt;br /&gt;
Some advantages of joining a [[:Category:Religion | religion]] are the ability to become a [[Priest]] so you can cast [[:Category:Spells|spells]], the ability of becoming a [[Champion player|champion]], and having domain bonuses while you are inside your god(dess)'s domain. Each god(dess) also has some specific advantages, see their wiki page for details. &lt;br /&gt;
&lt;br /&gt;
To become a follower, you must have at least 1.5 [[body]]. You can then find a follower of that god(dess) and ask them to [[convert]] you. You can also go to the [[Altar of Three]] to join the white light gods, or the [[Bone Altar]] if you want the black light goddess [[Libila]]. These two altars are only on the wild server.&lt;br /&gt;
&lt;br /&gt;
Note that if you join [[Libila]], you automatically join [[Horde of the Summoned]], and all of the [[White Light]] kingdoms will become your enemies.&lt;br /&gt;
&lt;br /&gt;
==Priest and spells==&lt;br /&gt;
Spellcasting is limited to [[priest]]s and [[Champion player|champion]]s.&lt;br /&gt;
&lt;br /&gt;
To cast a spell as a priest/champion, you'll need to have a certain [[faith]] and [[favor]] with your [[Gods | God]], and have the [[statuette]] of your god active. Depending on the spell, you can then right click a person, item or wound to cast a spell on it.&lt;br /&gt;
&lt;br /&gt;
Different gods give different [[:Category:spells|spells]]. &lt;br /&gt;
&lt;br /&gt;
==Faith and Favor==&lt;br /&gt;
To gain [[faith]], you will need to [[praying | pray]] at an [[altar]] of your [[Gods|god]]. You can pray 5 times a day with at least 20 minutes apart to gain [[faith]] and has diminishing returns on how much faith you gain per prayer. Faith is limited to 30 as a normal follower, you will have to become a [[priest]] to gain more. Note that all spells and most bonuses require more than 30 faith. &lt;br /&gt;
&lt;br /&gt;
Favor is used up while casting spells, but regains automatically. The maximum of favor you can have is equal to your current faith level.&lt;br /&gt;
&lt;br /&gt;
==Domain of the gods==&lt;br /&gt;
Altars create a domain of a god. When you are in this domain and you are a champion of your god, you receive tiny bonuses, including a fighting bonus. These domain bonuses are not the same for each religion. The amount of the bonus is affected by many things, including your faith, alignment, distance to altars, and quality of the altars. Contrary to popular belief, no domain bonus exists for regular followers with 30 or less faith. &lt;br /&gt;
&lt;br /&gt;
If there are several domains overlapping, only the most influential domain will give the domain bonus. The type of bonus is not the same for each god.&lt;br /&gt;
&lt;br /&gt;
== Stamina drain ==&lt;br /&gt;
Priests with high faith (60-70?) are inspired in their deities favored terrains, and have less stamina drain there. [[Vynora]] followers get the bonus on roads, [[Magranon]] on rock, [[Fo]] on grass, dirt and trees, and [[Libila]] followers on [[mycelium]].&lt;br /&gt;
&lt;br /&gt;
== Animals of the gods ==&lt;br /&gt;
* [[Wild boar]]: [[Fo]]&lt;br /&gt;
* [[Mountain Gorilla]]: [[Magranon]]&lt;br /&gt;
* [[Anaconda]]: [[Vynora]]&lt;br /&gt;
* [[Rabid hyena]]: [[Libila]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gods]] and [[Kingdom]]s&lt;br /&gt;
* [[Faith]] and [[Favor]]&lt;br /&gt;
* Normal [[Altar]]s, the [[Bone Altar]] and the [[Altar of Three]]&lt;br /&gt;
* [[Priest]]s and [[Champion player|Champion]]s&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Babel/R]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Huge_spider&amp;diff=55779</id>
		<title>Huge spider</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Huge_spider&amp;diff=55779"/>
		<updated>2010-05-04T02:09:34Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|aggro=Yes&lt;br /&gt;
|tamable=No&lt;br /&gt;
|dommable=No&lt;br /&gt;
|groomable=No&lt;br /&gt;
|butcheringprod=[[Meat]]&lt;br /&gt;
|eats=Meat&lt;br /&gt;
|ridable=No&lt;br /&gt;
|swim=No&lt;br /&gt;
|lair=[[Spider lair]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description == &lt;br /&gt;
An dangerous, aggressive [[animals|animal]] with eight legs and an appetite for players.&lt;br /&gt;
&lt;br /&gt;
*25 fighting with at least full studded leather and 30ql weapons recommended. &lt;br /&gt;
*Avoids deeded areas.&lt;br /&gt;
*Aged spiders run as fast as a player with no load. Younger and older spiders are slower.&lt;br /&gt;
*All spiders are known to pursue players for quite a distance.&lt;br /&gt;
*[[Mauls]] Work especially well on spiders.&lt;br /&gt;
&lt;br /&gt;
==Fighting Tips==&lt;br /&gt;
#Spiders, like all other animals, become stronger and bigger as they age.&lt;br /&gt;
#A young spider is weak, and does not aim well for the head.&lt;br /&gt;
#A mature spider is stronger, and will try to hit for the head.&lt;br /&gt;
#Older spiders are strong, cause a lot of damage per hit, and will aim for the head. (They also focus with more success)&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:Spider.JPG|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
http://img20.imageshack.us/img20/8682/wurm073zo1.th.jpg&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Lava_spider&amp;diff=55778</id>
		<title>Lava spider</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Lava_spider&amp;diff=55778"/>
		<updated>2010-05-04T02:07:55Z</updated>

		<summary type="html">&lt;p&gt;Zazamari: /* Fighting Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|aggro=Yes&lt;br /&gt;
|tamable=No&lt;br /&gt;
|dommable=No&lt;br /&gt;
|groomable=No&lt;br /&gt;
|butcheringprod=[[Meat]], [[charcoal]]&lt;br /&gt;
|eats=Meat&lt;br /&gt;
|ridable=No&lt;br /&gt;
|swim=No&lt;br /&gt;
|lair=[[Spider lair]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[CDB|Main]] / [[:Category:Bestiary|Bestiary]] / '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
==Description == &lt;br /&gt;
An [[animals|animal]] with eight legs, has a light red color to it. Also appears to be on fire.&lt;br /&gt;
*Clawing and biting attacks. Clawing as a primary attack.&lt;br /&gt;
*8 tile eye sight (it will only attack you if you are less than 8 tiles away)&lt;br /&gt;
*Can bash walls.&lt;br /&gt;
*Slower than regular [[huge spider]].&lt;br /&gt;
&lt;br /&gt;
==Fighting Tips==&lt;br /&gt;
&lt;br /&gt;
A full set of leather armor is the bare minimum for fighting Lava Spiders at lower Fighting levels.&lt;br /&gt;
&lt;br /&gt;
Chain/Plate is more suitable when facing a spider or any other animal which bites.&lt;br /&gt;
&lt;br /&gt;
Lava Spiders should generally not be attempted until over 20FS. This is dependent on skills such as [[weapon]] skill and [[shield]] skill as well as the quality of the equipment being used (armors and weapons).&lt;br /&gt;
&lt;br /&gt;
Generally a 40-50ql armor set with a 50ql weapon and a player with 20FS can kill a normal lava spider if they keep their [[Focus]] level up. [[Mauls]] work especially well on spiders.&lt;br /&gt;
&lt;br /&gt;
Always attempt to gain optimum footing whenever possible. Fighting on a [[horse]] is an excellent way of doing this.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:Lava Spider.jpg|thumb|250px|left|A Lava Spider]]&lt;br /&gt;
[[Image:Lava Spider2.jpg|thumb|250px|left|A Lava Spider]]&lt;br /&gt;
[[Image:Lavaspider.jpg|thumb|left|200px|A Lava Spider hunting a player!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Babel/L]]&lt;/div&gt;</summary>
		<author><name>Zazamari</name></author>
		
	</entry>
</feed>