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[Hide] (123KB, 468x217) Reverse At long last, its time for some real autism and grindan. The return of Wurm is here, and this time, we'll be exploring the lost lands of Brorrowind! We're glad to announce that the stress test for this years server will be Dec 29th at 7pm cst. The census and excise office of Seyda Neen will officially open for business shortly afterwards (Jan 5th is the current plan, subject to general feedback. keep an eye on the thread and the website: https://wurmbadmin.wixsite.com/brorrowind)
>What is Wurm Unlimited?
Wurm is an mmo from 2006 that focuses on sandbox elements. Instead of just killing goblins for exp, its a fully terraformable world. Build a comfy cottage or a massive castle. Have a small herb garden or sprawling wheat fields. Master a craft or mine deep into the earth. Go fishing, breed horses, brew potions, even make your own cheese.
>What is Brorrowind
Every 6 months anons get together and host our own Wurm server. This time we're taking the heightmap from Morrowind and slapping it into the server. Build your own Balmora, visit Red Mountain with friends, and enjoy events like the farmers festival in Vivec. We've even got custom items and weapons this time, including craftable Daedric weapons.
>Ok sounds cool, how do I join?
Get a copy from steam, a steam key from someplace cheap, or find yourself the yarhar friendly version thats floating around (I'm sure someone with better opsec than me will post a link). Once you have a client, click connect by IP and use the settings provided later in the thread as launch date approaches (will also be available on the website)
>But how do I actually play Wurm?
Wurm does have a slight learning curve to it, but if you can read you can figure it out. I've got info for both the server and how to play on our site here: https://wurmbadmin.wixsite.com/brorrowind/new-to-wurm
>General Settings
We're keeping most of the settings from last time:
>Everyone in freedom kingdom(all gods enabled) with full pvp enabled(set up a deed and kill the n'wahs next door)
>No champions
>Runes of recall craftable but requiring 85ql to use
>No prayer limit, no priest restrictions, interfaith linking
>Alchemy enabled and buffed for 30 minute duration potions
>Treasure maps enabled and slightly easier to aquire
>Bounty mod is fixed based on initial tests. Once again get money sent directly to your bank for genociding the wildlife.
>full properties list will be up on the website
>New Features
We've got custom items to assist you on your travels this time. Daedric weapons of all flavors are available, as is a fun new reward you might find from treasure maps: Shards of Lorkhan. Anyone that can absorb a fraction of this power will find ALL of their body characteristics enhanced. We're still in the process of adding items/features, and I'll post the updates as they come.
>Feedback Needed
One of the things I'd like to discuss is the launch date. I'd like to stick to Jan 5th, but I know not everyone is a neet and might need a bigger notice in advance to set aside time. I'd like to make a final decision on this asap, so any concerns need to be aired now.
Another thing is reducing the player CR multiplier from 3x to 1.5x. This will still keep you stronger than base values, but won't trivialize fights against trolls.
Finally, we'd like some feedback on daedric/custom weapons and armor. Right now, the stats and crafting difficulty function as only a cosmetic change from their iron counterparts. Would you prefer cosmetic only weapon/armors, or stat increases with comparable crafting requirements? Adding craftable artifact weapons (from MORROWIND, not the in game/original Wurm artifacts) is also an option.