User Tools

Site Tools


quickstart

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
quickstart [2023/08/23 15:59] – frethquickstart [2025/03/16 08:34] (current) – [4. Deity/Spells] freth
Line 10: Line 10:
  
 ^ Skill ^ Level ^ Why? ^ ^ Skill ^ Level ^ Why? ^
-| Mind Logic | 20.1 | Travel and storage |+| Vehicles | Mind Logic 20.1 | Travel and storage |
 | First Aid | Any | Healing | | First Aid | Any | Healing |
-| Fighting Skill | 20 | Combat readiness |+| Combat | Fighting 20.0 | Combat viability | 
 +| Tools | Any | Starter tools cannot be improved | 
 +| Spells | 30.0 Faith, become a priest, then to 40.0 for all healing spells | Healing, offensive, defensive and many useful spells |
  
 ==== 1. Mind Logic ==== ==== 1. Mind Logic ====
Line 55: Line 57:
   * War machines   * War machines
  
-I once tested on Mythmoor, it takes about 55 logs and 350 actions to get to 20.1 mind logic.  I also tested with a new player and you can mine to 20.0 mind logic, which is around 100 actions, but afterward it slows down.+I once tested on Mythmoor, it takes about 55 logs and 350 actions to get to 20.1 mind logic.  I also tested with a new player and you can mine to 20.0 mind logic, which is around 100 actions, but afterward it slows down, so move on to something else like repairing.
  
 Once you've reached 20.1 mind logic, use your rope to lead two horses to your cart and hitch them to it.  There is a pen at the New Player District that have player donated horses for this purpose.  Make a few small or large crates for your cart, as well as a large chest.  You may also consider making a small barrel to store water in for drinking and tempering (improving metal items) on the go. Once you've reached 20.1 mind logic, use your rope to lead two horses to your cart and hitch them to it.  There is a pen at the New Player District that have player donated horses for this purpose.  Make a few small or large crates for your cart, as well as a large chest.  You may also consider making a small barrel to store water in for drinking and tempering (improving metal items) on the go.
Line 62: Line 64:
  
 ==== 2. First Aid ==== ==== 2. First Aid ====
 +
 +=== Types ===
  
 First Aid is the treatment of wounds. First Aid is the treatment of wounds.
Line 76: Line 80:
 For example, a cover made from garlic (2) and nettles (3) would be (2 x 3 = 6) 6 potency. The maximum potency is 25.  For example, a cover made from garlic (2) and nettles (3) would be (2 x 3 = 6) 6 potency. The maximum potency is 25. 
  
-^ Potency ^ Ingredient ^ +Healing Cover Ingredient Info:
-| 5 | Black mushroom, Gland, Heart, Unicorn twisted horn | +
-| 4 | Green mushroom, Lovage, Rosemary, Tooth, Nutmeg | +
-| 3 | Blue mushroom, Camellia, Eye, Horn, Long horn, Nettles, Sage, Yellow mushroom | +
-| 2 | Acorn, Barley, Bladder, Brown mushroom, Garlic, Hoof, Lavender, Lemon, Mint, Paw, Sassafras, Tail, Turmeric | +
-| 1 | Corn, Onion, Paprika, Parsley, Pumpkin, Reed plant, Rose, Wemp plant, Wheat, Green coffee bean, Green tea leaf |+
  
 +^ Ingredient ^ Potency ^
 +| Black mushroom, Gland, Heart, Unicorn twisted horn | 5 |
 +| Green mushroom, Lovage, Rosemary, Tooth, Nutmeg | 4 |
 +| Blue mushroom, Camellia, Eye, Horn, Long horn, Nettles, Sage, Yellow mushroom | 3 |
 +| Acorn, Barley, Bladder, Brown mushroom, Garlic, Hoof, Lavender, Lemon, Mint, Paw, Sassafras, Tail, Turmeric | 2 |
 +| Corn, Onion, Paprika, Parsley, Pumpkin, Reed plant, Rose, Wemp plant, Wheat, Green coffee bean, Green tea leaf | 1 |
  
 +Examine a healing cover to determine its potency:
 +
 +^ Examine Message ^ Potency ^
 +| A bunch of interwoven grass mixed with various healing ingredients. It will help some against wounds. | 1-4 |
 +| A bunch of interwoven grass mixed with various healing ingredients. It will pretty efficient against wounds. | 5-9 |
 +| A bunch of interwoven grass mixed with various healing ingredients. It will be good against wounds. | 10-12 |
 +| A bunch of interwoven grass mixed with various healing ingredients. It will be very good against wounds. | 15-16 |
 +| A bunch of interwoven grass mixed with various healing ingredients. It will be supreme against wounds. | 20+ |
 +
 +You can still die from a bad or serious wound, even if you've successfully applied a healing cover. 
 ==== 3. Fighting Skill ==== ==== 3. Fighting Skill ====
  
Line 111: Line 126:
  
 ^ Item ^ Description ^ ^ Item ^ Description ^
-| Mallet (2) | Building and improving tool. You need two because you must improve a mallet with a mallet and a hammer with a hammer at times.|+| Mallet (x2) | Building and improving tool. You need two because you must improve a mallet with a mallet and a hammer with a hammer at times.|
 | Small anvil | Making smaller metal items.| | Small anvil | Making smaller metal items.|
 | Large anvil | Making larger metal items (unless you're at a location where you have access to one).| | Large anvil | Making larger metal items (unless you're at a location where you have access to one).|
-| Hammer (2) | Building and improving tool.|+| Hammer (x2) | Building and improving tool.|
  
  
Line 132: Line 147:
 |Pickaxe|Mining and prospecting tool.| |Pickaxe|Mining and prospecting tool.|
 |Rake|Tending crops.| |Rake|Tending crops.|
-|Rope (3)|Leading animals. You can lead up to four, but you only get one rope at the start. Requires a rope tool and wemp fiber to make (found in the Tailory building). Also used to haul items up and down floors (ladder only).|+|Rope (x3)|Leading animals. You can lead up to four, but you only get one rope at the start. Requires a rope tool and wemp fiber to make (found in the Tailory building). Also used to haul items up and down floors (ladder only).|
 |Saw|Cutting wood into square pieces like planks and shingles.| |Saw|Cutting wood into square pieces like planks and shingles.|
 |Scythe|Harvesting grains like wheat, barley and oats.| |Scythe|Harvesting grains like wheat, barley and oats.|
Line 140: Line 155:
 |Trowel|Stone masonry, usually working with mortar, also as a build tool.| |Trowel|Stone masonry, usually working with mortar, also as a build tool.|
 |Whetstone|An improving tool for metal items. Made with rock shard.| |Whetstone|An improving tool for metal items. Made with rock shard.|
-|Water container|Water is used for tempering during the improving process and also keeps you hydrated. I keep a bucket in my backpack for hydration and tempering, but a 12kg bucket can be heavy for a new player with low body strength.  For a new player I suggest a water skin, a flash or a pottery jar for carrying water.  Yes, you can drink the same water you temper with.|+|Water container|Water is used for tempering during the improving process and also keeps you hydrated. I keep a bucket in my backpack for hydration and tempering, but a 12kg bucket can be heavy for a new player with low body strength.  For a new player I suggest a water skin, a flask or a pottery jar for carrying water.  Yes, you can drink the same water you temper with.|
  
 Acquire: Acquire:
Line 153: Line 168:
 //TIP: Even though you have some tools already, make replacements as soon as you can so you can improve your tools. //TIP: Even though you have some tools already, make replacements as soon as you can so you can improve your tools.
 Beginning Your Journey// Beginning Your Journey//
 +
 +==== 4. Deity/Spells ====
 +
 +If you become a priest you can cast spells that are useful for every aspect of your life in Wurm.
 +
 +Choose a deity from the spreadsheet in the [[https://docs.google.com/spreadsheets/d/1Xcvmn8rd6-QYDaWJvV4w4NbHP5tGZBvox2CaeSjkTVQ/edit?usp=sharing|Guide to Mythmoor]].  Go to the main altar in Moor's Rest (there are two, light and dark), pray to 30.0 Faith, then become a priest (right click the altar).  Ignore the restrictions warning and answer Yes; there are no restrictions on Mythmoor.  Make an altar at home and pray to your desired Faith level to be able to cast spells.  I recommend skilling to at least 40.0 Faith to get access to Cure Light, Cure Medium, Cure Serious, and Heal spells.  I recommend skilling up to 60.0 Faith if your deity has the ignored by animals bonus.
  
 ---- ----
quickstart.1692824393.txt.gz · Last modified: by freth

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki