Interface and controls
Game controls
Movement
To move in the world of Wurm, simply use the W A S D keys, or the arrow keys, on your keyboard.
To look around, left-click and hold in the 3D-view, and move your mouse. Alternatively you can press the right or left arrow keys.
To center the view, press C on your keyboard.
To Auto-run press the X key, or the Page up key. Press it again to stop.
There is no jump action.
Other keys
Esc : Brings up the escape menu or, if you're currently busy, cancels the action.
H : Brings up a dialog that allows you to search the wiki from in game.
F-keys on your keyboard hold important access to things in Wurm.
F1 : Brings up the console, for debugging and generic information.
F2 : Skill window
F3 : Inventory window
F10 : Hides the interface so you can take clean screenshots of any view. Press again to display the UI
F11 : Take a screenshot. It is saved in your wurm directory/screenshots as a png or jpg file. (change in options before starting Wurm)
F12 : Quit the game. You are presented to a Yes/No-dialog before you can quit the game.
See also: Client Key Bindings
The Interface
Healthbar
Hovering the mouse over any of these bars will provide more information on the overall player status. Use the right mouse button on the bar to select which information to display. Descriptions are top to bottom, reading left to right.
- Green
- Remaining stamina; this will decrease while performing actions and walking. Remaining still (while not climbing) and not performing any actions will replenish stamina.
- Red
- Damage taken; this indicates how much damage the player has taken and directly impacts how much stamina can be stored. Once this reaches 100% (red) the player dies.
- Blue
- Remaining retained water; directly proportional to stamina regeneration. The higher the thirst of a player the slower their stamina replenishes. A player cannot die from thirst.
- Orange/Green
- Hunger level and nutritional status; directly proportional to stamina regeneration. The higher the hunger of a player the slower their stamina replenishes. A player cannot die from hunger. Colour changes to green at higher nutritional level and orange at lower. Low food level can prevent a player from completing strenuous tasks such as digging and felling trees.
- Grey
- Sleep bonus; Remaining sleep bonus.
See also: healing | wounds | cooking | stamina | nutrition | sleep bonus
Target/selection bar
The target/selection bar shows the current target and what is selected.
Statusbar
The statusbar (or "status bar") is a part of the event window. There is also a status bar at the bottom of the inventory window.
Skills
Hit F2 on your keyboard to show a list of your skills. There are 4 main categories in this window, characteristics, religion, skills category and spell effects. The characteristic sub-skills are values representing the current state of your body, mind and soul, for instance, to be able to attack anything, your body characteristic must be at least 1.5, or you will be too weak. Each sub-characteristic is again divided into several under-under characteristics, which has their own functions. For instance, the maximum amount of weight you can carry is determined by your body strength.
Religion skills consist of 3 things, faith, favour and alignment. Alignment basically says whether you are good or evil, this is determined by the actions you do. Some gods won’t accept your prayers if you are evil for instance. Faith is a measure of how much your chosen gods like you, e.g. how much power they bestow in you. Faith is increased by praying at an altar dedicated to your chosen god, although it is capped at 30 for players who does not wish to become priests. Priests are dedicated to following the will of their gods, and as thus, a priest has the ability to cast his or her god’s spell at the cost of favour. Favor is the equivalent of mana in many other role playing games. Favor is only regained over time once used, so it should be used wisely.
The skills category is by far the most interesting as it lists all the skills you have discovered, as well as a number representing your expertise within that skill. As your skills increase you will find that the various tasks in the game becomes easier, and you will make better and better items. Skills decay when you die, so take good care of yourself as your skills are the most valuable thing you have. Due to the time it takes to reach mastery in any given skill, it is important to specialize if one wants to have high skills.
Spell effects, or “buffs” as they are known in other games, are temporary magical effects that affect your character.
See also: skills | characteristics | religion
Inventory
The inventory menu (F3) contains 2 trees, your body and your inventory. Your inventory is where you carry the items you start with, create and pick up. Your body is where your equipped items are placed, as well as where wounds will be located when you take damage. If you click the + next to your body you will see your various body parts, as well as what they contain of wounds or equipment. The “Active:” on the bottom shows which tool or item you are currently using.
To activate an item, double left-click on it. To equip an item, expand the body-category and then just click-n-drag armor, weapons, or other items into the appropriate slots. Note that shields go on the arm, not the hand.
Note: If you carry too much in your inventory, speed at which you walk is reduced. You can also become encumbered, and walk extremely slowly, by carrying very heavy items such as felled trees. Improve your strength skill to carry more.
Remember you can also use your body parts for certain things, like molding clay, by activating one of your hands by expanding the Body-category and double-click a hand, and then right-clicking the clay in your inventory, to work with it.
Chat and events
The interface also consists of 2 text boxes, one for talking with other players, the other for the game to deliver messages to you.
- See chat
Event window
Event
This text box shows your actions, & their results. It also gives other information like actions performed by people near you, and important messages from the GMs.
Buttons
These can be found under the event window text box.
'Climbing'
This is a button that you press when you want to climb. See climbing for more detail.
'Faithful'
Use this button to change between faithful/unfaithful. See faithful for more detail.
'Lawful'
Use this button to change between lawful/unlawful. See Lawful for more detail.
Current status
These are listed next to the buttons on the event window.
Full, hungry, starving, famished:
These are states relating to your orange Hunger bar.
Thirsty, Dehydrated, Parched :
These are related to your blue Thirst bar.
Hurting:
This shows up or a while after you get hurt and is related to your red Injuries bar. While this status is here, you will walk slower.
Climbing: This shows up when you press the climb button. See climbing for more detail.
Fighting:
This shows up when you are in combat. See fighting for more detail.
Defensive, Aggressive:
This shows up when you select one of these modes on the 'right click menu'. See fighting for more detail.
Tired, Exhausted:
These are states relating to your green Stamina bar. When you are Exhausted, you will walk slower. You will also be far more vulnerable to attacks.
See also: Climbing | Faithful | Lawful | Inventory | Console | Compass
Custom timers
- Main article: Custom timerPlayer made timers which can be useful for priests.
Interacting with the world
Right-click on objects, tiles, players--anything--to interact with it through actions. A pop-up (context) menu appears saying "Requesting..." which means the client is fetching data from the server about the specific object the player is trying to interact with. When it's done (which should be near instant unless there is lag), the player is given several options (actions) in the menu of what to do with the object. There are different options for different objects and more actions depending on what item the player has active. For example, the "Cut down" action will appear if the hatchet is active and a tree is right-clicked.
Note that if a menu that appears in dark grey is cached, not all actions may work. It will be automatically replaced with the real menu when the data from the server is received.