User:Tritus/QS New

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Contents

Quick Start Guide


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The other guides are almost essential reading so this guide is not as thorough and not intended to be a replacement.

It should cover a few points that are omitted though and, I hope, will get you started in the game quickly and painlessly.

Before You Start

  • Clear View: Right click your desktop and select Properties. Find the part of your graphics card control panel that lets you change the Gamma level. For some cards, setting Gamma higher can improve ingame visibility.
  • ATI: At the login panel click Options. The generally recommended renderer is LWJGL.
  • Nvidia: At the login panel click Options. The generally recommended renderer is JOGL.

The ATI/NVidia recommendations may change or be inappropriate on your system. Try the other one if you get very bad lag when the game world is being drawn.

  • Ease of Play: I personally prefer to play Wurm in a 800x600 window with my web browser set to this wiki. That makes it very easy to look things up as you go along.

First Steps

 
Find your way as you step into Wurm anew.

First Login

On the Jenn-Kellon Home server, you start in the middle of a town called New Town, or NT for short, and will be standing right beside a compass. Look at the orange dial on the compass and get your bearings immediately.

Actually get your bearings though. Do not just look at the compass. Look along each direction and find a landmark that makes it easy for you to remember which way is which.

On the current map, West is up the hill.

The Guide

There is a an NPC called the Guide who will give you missions to complete to help introduce you to the game.

Doing these missions is vital to your first character since each mission you complete will reward you with important tools as well as coaching you through some very basic info about the game.

Walk West to the guide and right click on her to talk to her. She is easy to spot in her brown guide's robes.

NOTE: Do not return to the Guide after each mission. Type: /mission and move on to the next one immediately . This will save you a lot of time.

Carpentry - an important skill

Get your carpentry to 10 asap. It is very easy to do this quite quickly just by making wooden spindle after the guide asks you to make a Campfire.

The Wiki

The Wiki is your best friend. You will get lots of invaluable information here.

You should make sure to read the relevant pages before you decide to make any of the vast number of things you can choose to construct in the world or Wurm since they may save you a lot of time while playing the game.

You can read the wiki ingame by pressing F1 and typing "wiki <subject>".

EG F1 wiki Quickstart.

The Other Players and Chat

The players in Wurm are generally extremely friendly and helpful and you should take advantage of that by feeling free to ask them questions, though you should also pay close attention to what the Guide teaches you.

When you first start, there will be a chat tab called Local. The chat you see or type in on this tab is only visible to players within 320 meters/80 tiles of you. Using Local chat is a quick and easy way to talk to someone standing nearby.

Kingdom chat, usually Jenn-Kellon when you first login, may not be visible at first.

You need to move and you may then talk to all players on the server you are on by using /shout. If the Kingdom chat tab is not visible, try typing /shout hi.

Free Grub

There is a blue building right beside NT town center where you can get free food and drink in your first 24 hours of playing time.

Food is essential in Wurm so make sure you know where that building is.

Stealing is Bad!

You start in NT, which has town guards. If you pick up anything in the streets of NT you will be stealing it and the guards will attack you.

So please, do not Steal.

Outside NT, almost anything you see that is not bolted down is more or less fair game, but try to respect other players.

If someone is working nearby and happens to have left their cart unattended its not polite to walk off with it.

Your First 24 Hours

Do the Guide Missions

It is important to do these as quickly as possible so that you will have the tools to make the most of the free grub that you get during your first 24 hours of playtime.

However, the guide missions could take as much as three or four hours to complete so read each mission carefully and be prepared to work patiently through them one by one.

Don't Get Lost

For at least some of the missions you will have to leave NT and probably travel for ten minutes or more away from the town.

Wurm is a vast world but the area near NT is relatively easy to find your way around if you make sure to take careful note of your surroundings as you walk around.

Getting lost can lose you valuable time that you do not want to waste in your first 24 hours.

Construction Areas

Large areas of bare dirt, possibly with walls or partial walls around them, are generally being worked upon by someone building something so it is polite to leave those areas untouched.

First Priorities

Basic Survival

Being able to get food is an absolute must in Wurm.

You will not starve to death if you run out of food but, if your food bar drops to zero, doing anything will become unbearably slow -

Learning to Forage, Botanise and Cook is vital.

Getting Some Cash (Working)

Cash is not a necessity in Wurm, though it is useful.

You are unlikely to be able to make cash by selling stuff to a Trader so the best way to make cash is to find work.

There is often work to be found helping people to dig dirt, with an average wage being about 2 Copper coins per cart load (40 dirt). That often includes food while your work, use of a cart and possibly also a place to store your gear when you log off.

In NT, a QL 15 meal of 1kg which lasts about 4 hours of continuous play costs about 1C (Copper); so digging is quite lucrative.

Working is a great way to get cash, food or tools since you get to raise you own skills while you help whoever is paying you.

The most useful methods of paying a new player are:

Estimated fair pay for 2 hours of work would be:

  • roughly 3kg of QL 10 Meal
  • QL 15 or better Fishing Rod and Saucepan

Money is relatively worthless for a new player on a basic account - though it can be useful sometimes.

Temporary Mobile Home

A.k.a; Small Cart

Making one of these should be almost your first priority after completing the missions for the Guide.

As long as you are dragging your cart when you log out of the game, it is unlikely that anyone will be able to steal it or remove its contents.

Apart from being a nice mobile storage container, a Small Cart becomes invaluable later for carting stuff around.

A Home

Find a patch of ground to call your own.

Important criteria should be:

  1. At least 3x4 tiles of flattened, packed ground.
  2. A reasonable sized wood nearby (more than 10 trees).
  3. Rock.
    1. With luck, a mine shaft that someone else has dug and left open.
    2. Failing that, exposed rock nearby.
  4. Iron.
    1. Again, preferably an existing mine.
    2. Alternatively, nearby rock that you have prospected and found iron from.
  5. Clay within 30 mins travel.
  6. Not too much in the way of dangerous wildlife.

Plan It

If you already raised your carpentry to 10 then making planks for a 1x1 wooden house should almost get your skill to 12 .. the required amount to plan your second house.

You will need to make 80 plank by sawing logs, small anvil from iron ore, 4 large nails and 2 door lock.

See: the Build House guide.

Then use a mallet to plan your house layout.

It is important to try to get a good run of time at doing this.

  • Build one complete wall at a time where you can.
  • Do not build part of a wall and log off for a few hours.
  • Build two doors - one must be at the edge of your 3x4 plot - the other can be on any wall that faces the inside.
  • The other two walls can be blank wall or window.
  • Put your 1x1 wooden hut on one corner of your 3x4 flat land. It should be on the opposite corner from a later 2x1 house.
  • This hut will be your gate house and safe store for stuff while you work on your next house.
Building Notes
  1. It is important to make sure you have room for growth around your home. After you flatten and level the land for your home, it is a good idea to fence it off using only QL 1 planks and rods so that the fence will rot after a month or so, thus allowing you to expand without having to rip the fence down.
  2. Use an old or duplicate tool to hit each fence section once right after you build it. This will cause the fence to start rotting a bit faster.
  3. Make sure that you leave gaps in your fence where your gatehouse and house walls will be. If you follow this guide, that would be the edges along one tile at the corner of your plot and the edges of two tiles at the diagonally opposite corner of your plot.
  4. 3x4 tiles is the bare minimum, though you can get away with a 1x1 hut with no grounds if you think you will not stay long in the area. For settlers, a 6x6 plot of land is much better, giving you an initial plot to sow any seeds you find.
  5. Deeds. It is not wise to found a deed on less than 5x5 tiles of land. Your 5x5 ploot will center where you place the token. A deed right beside NT may be a waste of time if you have just started the game.

Important Guides

Capitals are important when using the ingame wiki:

F1 wiki tutorial
F1 wiki tutorial2
F1 wiki Build House