With the exception of some meat products like meats being hung, and obviously hams and sausages, the containers serve and important role in food storage. So, into our store we must put our barrels, our curing boxes and sets of shelves. However, food cannot be thrown on the floor, it must be stored in or on something. Now, our building can be regarded as a "good place to store food."Īny food goods (not plated meals) that are stored here will last longer. It does no matter which wall they are placed on. For a store house we will require 1 vent for every 1 tile - so our 1 X 2 will need two vents. This is attached to a wall in the same way as a door lock is attached to a door. The builder would ask the black smith for a Shuttered Vent - a small metal box with shutters that can be mounted in a wall. To build this in Wurm, a builder would construct a stone building with one door and no windows - perhaps a 1 X 2. The best storehouse would be stone walled, no windows but with ventilation so that it did not get humid. Store houses do not need to be very big, but they do need to conform to certain criteria - cool and dry. In Wurm, this is probably the easiest solution to our woes. Generally speaking, food was stored as far away from the range and inglenook as possible, quite often in a different room or even building. The lack of refrigeration technology makes the coolness aspect rather problematic, however. Medieval storage, just as now, relied on coolness and darkness. Added to that are some storage techniques. But also, being able to preserve certain foods that can be snacked on for good nutrition - Jerky is probably the most obvious of these.Īs mentioned in the section on Ingredients, there are various preservation techniques available. In the new food system, with high quality meals decaying so fast, it is vital that some good foods can have a very long life, especially ingredients. See the titles page for more details.There are two problems with the current food system - there is no way of preserving food or storing it to get a longer life from it. The usual level requirements are 50, 70, 90, and now even 100. Some skills can also give titles when reaching a certain level. Read more: Death penalty | PvP Combat | Fighting Titles You will also lose one level of a random affinity if your fight skill is above 20 and you are killed by an enemy. You will lose 0.25 points from the main fighting skill only, along with the same body and body strength losses. Having bad reputation with a deed and dying within the boarders of that deed may increase your skill loss.Ī PvP death is when you die fighting another player. If you die inside your homestead or village, the penalty is only 0.025 points instead. The body strength only updates every second death unless you log out. You will lose 0.25 points from 5 random skills, 0.25 fighting skill, 0.01 body, and 0.01 body strength. Skill gained can only be lost by dying.Ī PvE death is when you die fighting an NPC, creature, or when you use the /suicide command. A high characteristic helps the success chance of all the skills that use that characteristic.įor details on which skills increase which characteristics, see the characteristics page. Raising the skill will automatically raise the characteristic, although at a very low rate. Characteristics Įach skill uses a certain characteristic. Sub-skills increase the skill amount of the parent skill. Parent skills help the success chance of their sub-skills. Below 40% you receive an inverse 1% penalty every 10% nutrition. Starting at 60% nutrition you receive a 1% bonus, continuing at 1% every 10% nutrition up to a 5% bonus at 99%. The longer the action, the more skill you gain for that action. 0% stamina - Mining increased by 0.000351 to 90.10405Īction time also affects skill gain. Here are 3 examples of skill ticks at various points of stamina usage with sleep bonus on: It is still possible to gain skill if you start an action while having 0% stamina, however the penalty to the skill tick is massive. You may gain skill even failing an action though, it can vary per skill. Improving actions will usually give more skill than creating actions. The further away from 50% success chance you are, the lower the skill gain. A lower or higher success chance lowers the amount of skill gained when succeeding. Your skill-gain is the highest when your success chance is 50%. Skill levels cap at 100 (99,999999) Skill gain Depending on skills, they also affect the time to complete an action. The higher your skill, the more successful you are in performing that action. Skills indicate how good you are doing certain actions.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |