Four unfinished colossus, one for each god, will be placed around the rift before it starts. For each part added to the colossus, the builder will have a chance to get a rift point (to be spent for rift rewards) or a rift material.
Difficulty of adding parts to the rift colossus has been cut in half.
Adding parts to the rift colossus will cause rift sickness which will increase difficulty of adding parts but goes away over time.
Players do not need to be online to reduce rift sickness.
A finished colossus will grant different buffs during rift combat, depending on which god it belongs to:
Fo – one random wound healed every minute, Willowspine is applied to rift participants
Magranon – Mass Stamina is applied to participants every minute, Frantic charge buff is also active for players in the rift area
Vynora – Excel is applied to all rift participants
Libila – Only fight skill and body strength will be lost on death, double rift creature spawns
Rift Points
Rift points will now be awarded proportionally according to damage dealt to the rift creatures.
Rift Rewards
Functionality of the bracelet of inspiration has been changed – this item guarantees success on a Moment of Inspiration when improving items, while being worn. Upon creating a rare item the bracelet gets destroyed.
Socketed rings now give different crafting and gathering bonuses depending on the gem used
Artisan rings increase skill gain for a skill you select up front.. These can also be recharged with rift points when it’s close to being depleted.
Depleting a ring does not damage it.
Shoulder pad functionalities have been changed, and their effects now are more varied, with some providing new buffs such as the Tank and Berserker affinities, respectively reducing and increasing the incoming and outcoming damage at once. Also reducing movement speed penalty in heavy armour and improving dual wielding.
Soul stealer necklace functionality has been balanced, now triggering only on stronger enemies
Unfinished colossus visibility range extended
Artisan ring will be enabled on PvP
Many Rift Items will now be impable and repairable
Many rift effects scale based on quality
Left and Right shoulder pads have been consolidated into one fits both sides
Removed land deformation on rift landing (will still remove trees and grass but will not create dirt from other tiles or make mounds)
Important Note: Only rifts that spawn the beam after the update will have unfinished colossus to work on.
New: Arrow Bundles
Arrow Bundles allow the player to combine multiple arrows into one item, so that they can all be improved, and spell cast on as one.
To create a bundle, activate a wire and right click a war arrow or a hunting arrow, then click “Bind”.
To add an arrow to the bundle activate an arrow, right click the bundle, and click “Add to Bundle”.
To break apart the bundle back into separate arrows, activate a pair of pliers, right click the bundle and click “Unbind”.
Max arrow count that can be stored in the bundle is scaled with the players fletching skill. Min 2, max 41 at around 100 skill.
Arrow bundles have the amount of arrows appended to the name.
Initial ql of the bundle is dictated by the creation arrow. If an arrow is added and of different ql than the bundle, the bundle ql will change to the average of the current (bundle ql + arrow ql) / arrowCount in the bundle. Basically the same way bsbs do it.
You can have an MOI on a bundle while imping it. The rarity of the arrow bundle will be transferred to 1 of the arrows when unbinding.
You can mix arrow types in the bundle, war and hunting arrow counts are saved to the bundle.
Creating, adding, or unbinding, the bundle must be in your inventory.
You can add rare+ and casted arrows to the bundle, but their spells and rarity type will be lost. (You are warned at the start of the action, and have time to stop.)
Action time is variable and based on the quality of the arrow, wire and the fletching skill of the player.
The materials when improving a bundle is scaled to match that of the arrows added. 41 arrows means 41x the required log amount per imp action. This is only the material cost for the log improvement action, every other improvement action is the same as normal items, and there is not an actual difficulty increase.
Bundles can have spells cast on them, but are substantially more difficult to cast on. Be diligent when casting on them with lower channeling priests as they may shatter or get damaged.
You can cast any spell onto the bundle that you would be able to cast onto an arrow.
You cannot improve an arrow bundle that has more arrows in it than you can add.
You cannot imbue or use a rune on an arrow bundle.
You cannot combine bundles, you can only add arrows to them.
New: New title has been added for 100 skill in Miscellaneous Items. Congrats Trash!
Change: You can now dye quivers.
Change: Changes to the “/suicide” command.
The functionality of the “/suicide” command is now part of the “/respawn” command. If you are already dead, the /respawn command will pop up the respawn location window as it does now, but if you are still alive, it will pop up the suicide window.
Text associated with this feature has been changed to be somewhat less graphic and remove any explicit references to self-harm.
Some text in the pop-up question has been added to include information about loss of skill and items.
The swirling visual effect in the client when dead is now a different color if the death was due to the use of /respawn, to differentiate it from the blood red swirl used when dying of wounds.
At some point in the future, the “/suicide” command itself may be removed, and it has been removed from the “/help” command, but for now, it will still function, with the same results as the “/respawn” command.
The purpose of these changes is to remove references to suicide/self-injury that are upsetting to some people. We trust that these changes will help alleviate that concern without removing anything of value.
Change: The “Bury All” action will no longer destroy any equipment the creature was wearing or wielding when it was alive. An exception is made for the huge shod clubs given to trolls when they spawn. For corpses of creatures killed before this change, this data will not be available, so it will instead skip destroying any horse gear.
Change: Artifact Changes
Hammer of Magranon now uses Large Maul skill.
Sceptre of Ascension now uses Medium Maul skill.
The Hammers, and Warhammers skill will remain in the skill list and be recycled at a later time.
Bugfix: Fixed the repair action on a paved highway bridge when having a pavement item activated.
Bugfix: Calling guards from the creature right-click menu now uses the same text as calling guards from the guard tower right-click menu.
Bugfix: Unfinished items that drop to the ground when finished will now drop at the proper location when placed on another item or inside a container, instead of vanishing mysteriously.
Bugfix: Having a spyglass activated no longer prevents Get Info and Freeze from appearing in the menu when right-clicking a tile.
Bugfix: Replacing a rune on a non-empty container is no longer blocked if both the rune being added and the rune being replaced have no impact on size or volume.
Bugfix: Large planters will no longer decay on funded deeds, like other decorations.
Bugfix: “Plant”/”Plant naturally” key bind now works on tile borders.
Bugfix: A warning will be given when attempting to plant a hedge or flower bed where a hedge, flower bed, or fence already exists, instead of the materials being wasted.
Bugfix: Stopped some light sources from reverting to their unlit model after being renamed.
Bugfix: The pirate’s hat can now be improved using Cloth Tailoring skill.
Bugfix: Adding or removing a size rune from an item on the ground will now update its visual appearance immediately.
Bugfix: Changes to an appearance due to changes of its colour or the additional or removal of a glow rune will now show immediately even if the item is placed on top of another item.
Bugfix: “Dead” status indicator is now removed immediately after respawning.
Bugfix: Fixed stacking behavior of Vynora’s Insight effect from Wellspring of Knowledge. It will now add to the duration of the effect if it already exists, and set it to the new power level if it is higher.
Bugfix: Corrected typo in examine text for normal cave exits.
Bugfix: Corrected the weight of scrap material when creating a crude canoe, as well as the felled tree minimum weight in the crafting recipes list.
Bugfix: Material weight has been added to the crafting recipes list in some cases where it was missing.
Bugfix: Chat responses from tower guards are no longer doubled when calling for help in chat.
Bugfix: Actually change kingdoms on PvP servers when swapping faith to a religion your kingdom does not support.
Bugfix: Players will now properly keep faith when swapping faith to Libila and subsequently converting to HoTS on pvp servers.
Bugfix: Planting an item on a tile corner bordering a village should now always place the item in a location considered within the village’s borders. Note that this change does not apply to any items that have already been planted.
Bugfix: Fixed very long item names getting shortened in some situations.
Client Changelog
Change: Repetitive event messages sent within a short time frame of each other will now be condensed to prevent spam
In the event tab, if a new message is identical to the last message and was sent within 1 second of it, they will be condensed to one line with a counter. For example, if you try to drag a stack of 17 invalid items to a food storage bin, the event log would have one line reading “Only raw, unprocessed items can be stored in the food storage bin. (x17)”.
If a new on-screen message is identical to an existing on-screen message, the existing message’s timer will be reset instead of a new message being added, to prevent flooding the screen with identical messages.
Bugfix: Fixed missing name of unpaved, unreinforced cave exits.
Bugfix: Fixed flashing the wrong inventory items when moving slowly due to high inventory weight. It will now always highlight the heaviest item currently visible in your inventory window. The inventory itself, inventory groups, and body parts will be skipped if their contents are expanded, preferring to highlight their actual contents.
Bugfix: Fixed “ALT: Details” text not appearing in item tooltips if the item can be repaired but there is no “default action” key binding to display for repairing.
This month’s monthly skin is the Sol Shield, inspired by everyone’s favorite fiery sky sphere. It’s available on the Marks loyalty shop now, and it can be applied to any medium metal shield item.
Patch notes
Change: Removed deed war bonus from being applied when on a PVP server for purposes of combat.
Bugfix: Examining a vehicle that isn’t a boat will no longer tell you that it doesn’t have a course plotted.
Bugfix: The “Take” option has been removed from marble brazier pillars, since it was already impossible to pick them up due to their weight.
Bugfix: Repairing an item is no longer blocked by the target item, or activated item, being ground-use-only, such as a wine barrel or large anvil.
Bugfix: Corrected buggy pluralization grammar for some unfinished items, such as “the colossus needs” instead of “the colossus need”.
Bugfix: Harvesting crops from a field will no longer allow a player to go over their inventory weight or item count limits.
Bugfix: The name of the creature being led is now displayed properly in breeding failure messages when it is not in the mood to breed.
Bugfix: “Mine Other Vein” village permission is now required in order to mine rock salt veins.
Bugfix: Fixed client download link in the registration email
Bugfix: Fixed plurals for amphora.
Bugfix: Amphorae are no longer loadable – the change has been reverted until a proper fix for the loading is implemented.
Bugfix: Fixed an exploit related to meditation path swap
Bugfix: You may now place weapons into tower guards hands again
Bugfix: Buildings now correctly update their final build state when an added plan frame is removed by a player lacking the required skills to construct the extension
Change: Tich Marble Frags found via archaeology will be changed to be metal. This one did not end up making it in, will be in Tuesday.
Bugfix: Fixed crashing issues when using the crafting window for bridges and planned walls/roofs.
Bugfix: Campfires will now revert to Ash and will disappear completely after they have burned out.
Client Changelog
Bugfix: Hover keybinds will no longer accept invalid keys, any broken/invalid keybinds people have accidentally bound will be removed next client launch to resolve issues people have been having from them.
Before listing the patch notes today, we wanted to take a moment and talk a bit about the changes and new things coming with this update.
The New Silver Shop
In the Silver Shop, you’ll now be able to purchase items from anywhere in the world and at any time that previously were available only by trading with Traders. You’ll also notice a few fun new ones! You can find the silver shop in the Menu Bar under the Shop tab.
In the Skins tab, you’ll find a rotation of previously released skins available for purchase again!
The Services tab is where you’ll find Meditation and Deity changes and a one-time option for an extra hour of sleep bonus and an extra care slot for your critters. Please note that this is the same as buying them with Marks, and if you have already purchased them in that way you can not purchase them again.
Traders already placed on a deed will remain as a testament to the game’s history, and any existing discounts tied to your deeds will still be applicable. As we progress, items available in the shop will also include those that offer discounts on deeds, fostering an even playing field for new players.
Traders will remain available for purchase until July 17th, so seize the opportunity to invest in the future of your deeds while you still can.
A Fresh New Look for the Website!
Today is also the release of our new website! We’re working on freshening things up and bringing a brand new feel to our website. Please keep in mind that this is still a work in progress, and will have many more features in the future. Please also note that some of these images are placeholders and will likely change over the next few weeks as we settle down from this update. You can see the new look byclicking right here!
What kind of features are we planning, you ask? Here’s a few!
We will be working on be adding a dedicated community page to the website showcasing player-generated content, statistics, high-scores, and more. This community hub will offer newcomers a glimpse into the vibrant world of Wurm Online.
We’re also developing a character dashboard to manage all your accounts from one place and share your character stats(opt-in).
While these feature aren’t quite ready, be on the lookout for them! We will provide dates a bit closer to their completion on when you can expect them to go live.
A New Way to Redeem Keys
You’ll now find an option under “Interface” to paste your key codes, making the process much easier!
July’s Monthly Skin!
We have been so busy behind the scenes preparing for this update, we ran late on releasing June’s Monthly Skin and are going to skip right to releasing this one for July instead. We apologize for missing a month, and will make sure to keep up the schedule going forward.
July’s “Trusty Axe” skin gives your Small Axe a lovely leather wrapped handle detail! Available through the month of July in the Marks Shop at any settlement token, this skin can be applied to any Small Axe to give it a unique and fancy look!
Now Craftable: The Crude Canoe!
Meant to be an easier way of traveling around for newer players, though many older players may also find ways to make these easy-to-create boats useful!
All that is needed to create the canoe is an axe, a carving knife, and a wood source. Create the unfinished canoe using an axe on a felled tree, and then add an oar, two logs, and six pegs to complete it! These boats are meant to be short-term travel options though, and cannot be improved or repaired. Crude Canoes will always decay, even on deed.
Another Round of Clarification Messages!
Another slew of clarification messages is going in with this update, and it’s just as long as the first! From breeding animals to fueling furnaces, or practicing your archery to using spells and runes, messages in event will be even clearer. Some examples:
When breeding: “The Young Bison doesn’t seem to be in the mood right now: She is far too juvenile.” No need to wonder anymore whether age, hunger, or anything else is the problem.
When fueling a furnace: “The forge is now burning as hot as it can get.” To prevent over fueling.
When missing your target during archery: “The war arrow lands in the tall grass” or “The hunting arrow hits an overaged birch tree”. This may help find lost arrows.
Fo’s “Refresh” spell is now “Second Wind” and will more clearly state its effect on the target; “You restore <Target name>’s stamina.”
Glow runes will now specify whether they glow Faintly, Moderately, or Brightly rather than Slight, Okay, and Decent.
These are only a few examples. Check out the full list on the forums here:
Previously, Alchemy Cupboards only held 10 small pottery flasks for storing liquids… but now they’ll be able to hold a lot more!
Flasks will become Measuring Flasks instead, with the ability to set their volume like a measuring jug (up to 5 liters) and the option to seal or unseal them freely without needing a peg or sealing kit.
Basins can store 60 liters of of liquid and can be sealed with wax sealing kits
Storage Cabinets can store any kind of bulk item (food and non-food) and can be locked (including quality locks being set), but they do have a much smaller capacity than a food or bulk storage bin.
Existing alchemist’s cupboards will automatically gain these additions without losing anything currently stored in them.
And Now… The Patch Notes!
Server Changelog
Bug fix: Meditation path advancement timers will now properly update their displayed skill level when you gain skill during a play session.
Change: Changes to Holy Sites
Dogs have been added to the creature spawn pools for Magranon holy sites.
Donkeys have been added to the creature spawn pool for Magranon sand (obelisk) holy sites.
Holy sites can now spawn creatures over a wider area around the holy site than they could before.
Random holy site spawns can now include hostile creatures under more circumstances when they previously would not. Specifically, there is a chance to allow a hostile creature to be spawned if the spawn location is outside the boundary of the holy site itself, and has a greater chance with increasing distance from it.
Chance to get a map hint is now increased by your current Faith Bonus and altar rarity when praying or preaching, by the number of valid sermon listeners when preaching, and by rug rarity and meditation path level when meditating. Chance is also increased significantly if you are meditating on a special tile for your meditation path (this is not a new change, but may not have been adequately expressed in previous patch notes). This should result in hints being a bit more common going
Bug fix: Corrected very large material weights showing incorrectly in the crafting recipes list.
Bugfix: Tunneling will now correctly check for side shafts
Bugfix: Fixed an issue where it would sometimes tell you about having left and rejoined freedom isles influence when resizing villages.
New: You may now redeem game keys from an option on the Interface menu dropdown.
New: Early Game Boat – The Crude Canoe!
This type of boat is very easy to create, and can be crafted in the wild using nothing more than any axe or saw, a carving knife, and a source of wood.
To create, start by using any kind of axe, hatchet, or saw on a felled tree (TODO: weight), then add an oar, two logs, and six pegs.
To aid in this, oars can now be created using a carving knife.
Crude canoes travel a bit more slowly than a small rowing boat, and cannot hold any cargo.
As they are intended for short-term use and are simple to create, crude canoes cannot be improved or repaired, and will always decay, even on deed.
Unlike other vehicles, crude canoes do not need to be over 10 QL to function.
Decay will not destroy a crude canoe while it is being piloted, but the extreme damage will cause a minor decrease in its speed.
Crude canoes can have up to 1 passenger in addition to the captain.
Change: Alchemist’s cupboards have been significantly improved:
Vials have been renamed to “measuring flasks”, can have their volume set like measuring jugs (up to a maximum of 5 liters), and can be freely sealed or unsealed without needing a peg or sealing kit.
Each alchemist’s cupboard now contains two basins and four storage cabinets.
Each basin can store 60 liters of liquid and can be sealed using a wax sealing kit.
Each storage cabinet can store any kind of bulk item (food or non-food), and can be locked and have a quality lock set, but also has much smaller capacity than a food storage bin or bulk storage bin.
Existing alchemist’s cupboards will automatically gain these additions without losing anything currently stored in them.
Change: Containers with adjustable volume can now have their volume set with liquids inside, as long as the volume being set could still hold all that liquid.
Change: Many warning, error, and other messages changed for the sake of clarity:
Color, glow, farming, enchant success, and spell rune effect descriptions.
Failure messages when hitching or unhitching creatures
Failure messages when attempting to move or drop items that cannot be dropped
Failure message when attempting to install a stone or metal mine door without enough Mining skill
Failure messages when moving items into the wrong type of bulk container
Failure messages when attempting to give a creature items it cannot equip
Unclear or missing messages in archery, especially when arrows or thrown objects miss their targets or break.
Messages when a creature is not in the mood to breed, with specific reasons given if Animal Husbandry skill is at least 15
Failure message when casting a spell that still has a cooldown timer active (the time given is now more precise)
New: Crafting success chance is now given under more circumstances, not just creating a new item:
Continuing an unfinished item
Creating a healing cover (requires 30 Natural Substances skill)
Creating transmutation liquid
Continuing a fence
Success chance is now shown when hovering over the “Create” or “Continue” button with the mouse in the crafting window, whenever crafting is possible but a chance for failure is present.
Change: Some minor quality-of-life improvements have been made to the process of creating transmutation liquid:
You can now activate the liquid or its container and right-click the solid or its container, rather than having to specifically activate the liquid and right-click the solid’s container.
If the solid is not in a pottery amphora, attempting to mix the ingredients will give an appropriate failure message, instead of the option not appearing at all in the right-click menu.
You can now create transmutation liquid even if one of the containers is on the ground, as long as you could carry any weight that would be added to your inventory.
You can now create transmutation liquid inside large amphoras in addition to small amphoras.
Change: The spell “Refresh” has been renamed to “Second Wind” in order to differentiate it from the Path of Love “Refresh” ability. The spell itself has not been changed, only the name.
Bug fix: Unexpected destruction of a creature cage will now cause the creature to escape properly instead of getting stuck in limbo.
Bug fix: Loading a creature into a creature cage is now blocked if the cage is above 80 damage, since that amount of damage would cause the creature to be dumped back out anyway.
Bug fix: Corrected some messages shown when dragging items from a creature (or saddle bags) to a container and failing.
Bug fix: Erroneous “too unruly” message is no longer given when trying to drag items to saddle bags that contain too many items already.
Bug fix: Fixed bee smokers sometimes not allowing you to add more fuel even if there was some space left for more.
New: Dragging equipment to empty space in the creature’s equipment window will now attempt to automatically equip it to the right body slot, as if you had dragged it to the creature itself.
Change: Branded creatures may now be renamed by anyone with both “Manage Item” permissions for the creature and “Brand” permissions in the village, not just the village mayor.
New: Combat wound messages are now shown to players near the defender as well as creatures near the attacker.
Change: Changed small metal shield name, so it will read, for example, “small iron shield” instead of “small iron metal shield”.
Bugfix: Running custom timers will now resume with the appropriate time remaining after quitting the game and launching it again later.
For example, if you have a custom timer running with 8 minutes remaining when you quit the game, then log in again 5 minutes later, the timer will start running automatically with 3 minutes remaining.
New: Adding fuel to a furnace, lamp, bee smoker, or anything else that burns fuel, will now send a message if it has been brought to maximum fuel capacity or temperature.
This message is given to everyone in the immediate vicinity of the item, unless it is being held in a player’s inventory, in which case only they will see the message.
Change: Descriptions given when examining burning fires have been improved:
Normal temperature descriptions such as “searing hot” have been removed, since for fires they are redundant.
Two additional descriptions have been added for when a fire is at extremely high temperatures, at thresholds where the fire is hot enough for items inside to reach “glowing brightly” and “glowing white-hot” respectively.
At over 20 Firemaking skill, an estimate of how long a furnace will continue burning is given. More information, and more precise times, are given at higher skill levels. Note that these are only estimates, as many factors influence how long a fire will burn. This applies to ovens, forges, kilns, smelters, campfires, and stills.
Change: Dragging small carts, vehicles, or other items is now a bit more convenient:
The amount of weight you are carrying on your body/inventory no longer contributes excessively to stamina loss when dragging things.
Stamina loss now properly calculates the weight of bulk items stored inside the item being dragged.
Movement speed is now a bit faster than before when dragging small carts, crude canoes, and rafts, and a bit slower than before when dragging large ships (corbitas, cogs, knarrs, and caravels).
Movement speed penalties from dragging (and some other sources) now stack with movement penalties from carried weight in a far less punishing manner.
Crude canoes, small rowing boats, and small sailing boats can now be dragged over land at any height, but with a penalty to speed, and a significant penalty to stamina drain from any weight stored in the boat.
Creating items from a felled tree can now be done when the felled tree is on the ground.
If either the item or the scrap created with it cannot fit into your inventory due to weight or item count limits, it will drop to the ground instead.
Creating items from the felled tree will be prevented if you do not have appropriate permission to pick up the tree.
Change: Medium axes and axe heads have been renamed again, this time to “large axe” and “large axe head”, to be consistent with the skill the weapon uses, and their descriptions have been changed to reflect this.
Change: Black ink can no longer be drunk. While cephalopod ink is perfectly edible in real life, the potential to misclick and accidentally chug your ink when attempting to fill your pen was simply too high.
This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish.AcceptPrivacy and cookie policy
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.