A LA FACEPUNCH, WRITTEN BY RALOC/RALBANE
http://forums.facepunchstudios.com/member.php?u=46340PM whiskey ingame, type '/t Whiskey'
If I am online I can help you with anything you need. Right now, the cortex command community is not nearly ready to create its own town, so I'm hoping some of you will play on your own. Read the facepunch history for a flavor of the game.
Wurm Online, a MMOFS (Massivley Multiplayer Online Fantasy Simulator) in which players set out alone, or in groups of players into a large unmapped(it got mapped
) : world, for the most part pioneering this wild land. From large peaks, to hidden valleys, the lands of Wurm are absolutely huge, taking 10+ hours to reach one corner of the map to another allowing for seclusion if wanted. Wurm allows for an unheard of amount of freedom, from clearcutting forests leaving plains, to terraforming small hills into great peaks (if you know the trade secrets) to even allowing for building of houses wherever you please, Wurm is truly one of the most freeform MMO's around. On top of being freeform in tradeskills, it does have a weak fighting system that is mainly supported by quality crafters, it allows for warring between towns, factions and other players, allowing for wars to be fought out with words in politics or with swords in the battlefield.
Currently, the Wurm world is split into two distinctly different servers, the Home Server which allows crafters to go about their business without interruptions from PvP combat, to the Wild Server which is a battle between Blacklighters and Whitelighters, cleverly named after the beams of light that extend from the main altars of the gods. The Home Server is mainly focused on people running and owning businesses buying and selling without the worry that some one will come and break down their door and everything will be gone the next time you login, which many players perceive as boring since there is no Risk vs Reward. Whilst the Wild Server on the otherhand incorporates the business feel on the Home Server with the need to build walls and protection along with it, as there will always be a warring faction that will want to put you out of business by breaking in and looting. Some players find that scary and don't want to lose their work, but at the expense of going to place where there's never any danger just isn't the answer in my opinion.
A Quick Look At Facepunch's Wurm HistoryThe process with Facepunch happened in waves, the first wave was when I started the original Wurm Online Megathread, roughly 5 or 6 members joined near instantly and we set off 10min from NT in a small forest to break a small camp. Upon logging in the next day I had learned that more FP members had broken off tot he other side of the map near Whosville, upon leading a party there we broke camp yet again.
Within two days people started realizing that with that many people there was no way for people to keep their items safe and secure when they logged off and broke into 10 or so smaller parties which went all around the map. The most famous of these being Pvtryan's and Demongs group who created Twinhills, which was later turned to chaos due to some misunderstandings and disbanded.
Not too long after another thread was made on Facepunch about Wurm and quickly grew, with Pvtryan and company attempting to revive what they had at Twinhills, gathering Facepunchers and taking them to a "promised land" it grew quickly, and just as quickly as structures were built, it fell just as promptly.
Upon the great uprising and the lands being destroyed, no signs of these places exist and the world started moving on. On these new lands Facepunch has yet to create a town dedicated to itself, but has the Pirate Outpost acting as a refugee camp until some one comes with a decent plan to gather Facepunch again in a clean and organized manner as they once did oh so long ago.
The Pirate Outpost soon got momentum and became a large city, founded by Kalinium the Pirate Outpost grew to large proportions. This lasted for a few months time switching between place to place from cliffsides to man made islands, to large islands to tundra the Pirate Outpost moved onwards. But soon enough the larger towns silenced the PO for its ways and they were wiped off the face of the continent.
Months after a town called Lupus Pactum was created that served as a refugee camp for Facepunchers, which lasted for some time until competition arose.
Pirate Outpost refounded quickly, with two small deeds creating a joint town system, lasting for several weeks until pressure from nearby villages forced them out, this camp was a small success in FP history and the ruins are still there to this day (being nearly directly north of Kyara placed atop a marsh hill)
Facepunch soon decided they should try their luck as Blacklighters, after a quick discussion as to a general idea where it was to be placed, we quickly moved finding a nice spot off of a small inlet. Soon after placing the deed, we became the target of everyone with more than 20 fightskill and were consistently razed for a week forcing us to disband soon due to issues with upkeep.
Facepunch entirely seemed to slip off of the face of the map, with the only dedicated members becoming nomads traveling between servers and soon a need for a new town arose, and thus Tundra Pirate Outpost rose again, attempting to reclaim the former glory of the original Tundra PO.
Helpful Hints and GuidesWurm is a difficult game, if you don't know how a lot of things work it can become incredibly difficult and frustrating beyond reason, occasionly causing a death or two. This section will be updated and revised accordingly adding new tips for raising a certain skill or just surviving in general.
Skill RaisingDigging: The skill I know best, with my title already in hand I know quite a bit about this. First off, you need to get your skill up to around 15-20, you can do this by flattening areas that are within your skill level (Make sure you're not ruining some one elses work) and digging "noob-holes" which are basically deep pits used for nothing else but gaining skill, and occasionly defense. As soon as you hit 20 you can flatten near anything, allowing you to raise tiles that would otherwise be impossible.
The trick with digging/flattening is not to use the flatten button, doesn't make sense but it does not actually do it's job all too well. The trick is to examine the tile borders to see how steep the tile is, so if you are viewing a tile border that is 2 dirt steep away from you, you would dig it down twice to flatten it properly. All the terrain is a giant web that you need to adjust around until it's perfectly flat, this can take time but in the end it's makes your carpenters and masons life so much easier.
The last helpful trick is something called flat raising, some tiles you won't be able to drop dirt on them because they'll just slide off the side of the hill, making it unusable. The trick here is to drop the dirt that is needed to raise the tile, on the tile next to it that is flat, and flatten the now even steeper tile, this shifts the dirt down and raises the corner that would have been otherwise impossible to do.
GuidesStarting Off: If you want to the adventerous one who sets off by himself into the world of Wurm without any assistance, you need to be self-sufficent, since Wurm has a food and water gauge, you'll need to be able to make your own food, avoid conflict with deadly animals and never need to rely on others if at all possible. To do this you need to break this down into parts, first off you need a bowl, you can acquire one by finding clay, using your basic shovel to dig some, making a bowl and heating it in a fire, which can be a long process but is crucial for surviving yourself for the first few weeks before you have yourself a home and a way to get food easy. Once you have gotten your bowl you need to find some veggies, which you can get by foraging/botanizing grass tiles and meat/fish if you have a way to get some (you need a fishing rod or butchering knife which you can normally get by asking a well off town nicely for one or the other) at which point you put them in the bowl and in a lit fire to cook until it's to an edible level.
To survive in the harsh unforgiving wilderness you absolutley need to avoid something that will kill you in a blink of an eye. Most creatures that are this deadly are landlocked and will not follow you to water, but with the implemation of crocs, water isn't entirely safe, though it is safer then wandering in the wandering in the forest. So the idea is stay near water and you should be ok.
Helpful Links The Wurmpedia http://www.wurmonline.com/wiki/index.php/Main_Page The Complete Database http://www.wurmonline.com/wiki/index.php/Complete_DB New Player Help Thread http://www.wurmonline.com/forum/viewtopic.php?t=11978 Client Configuration http://www.wurmonline.com/wiki/index.php/Client_Configuration*some ati users seem to have a better experience with lwjgl* Basic Tutorial http://www.wurmonline.com/wiki/index.php/Tutorial Healing http://www.wurmonline.com/wiki/index.php/Healing(Healing Covers)
http://www.wurmonline.com/wiki/index.php/Healing_CoverMAKE SURE YOUR DRIVERS ARE UP TO DATE WURM WILL NOT RUN ON DATED DRIVERS
Also, the server is down at the moment of posting. It should return very soon.