The spirits have returned to Wurm. Once again, your homes and smithies may now be haunted by restless entities waiting to be discovered. The ritual remains the same: a simple, firm knock on the door is all it takes to call the ghosts out of hiding and into view. While most spirits are peaceful, defeating the aggressive ones will grant you rewards.
Our Halloween event starts on October 27th 2025 (00:00 CET) and lasts until November 5th 2025 (23:59 CET).
New: New title has been added for 100 skill in Small Axe. Rocklobster has achieved this before the buff to Small Axe skill gain! Congrats to Rocklobster!
New: New title has been added for 100 skill in Lock picking. Congrats to Sadsack!
Change: The decay rates have been increased for crude huts, goblin watchtowers and jagged spikes.
Change: The decay rates have been reduced for eating stumps, skull poles, bone piles and bone shrines.
Change: Alchemy imbues will now work on items placed on the ground (such as tools, weapons and decorations) where the imbue would normally be permitted if the item were in a player’s inventory.
Bugfix: Fixed a grammar issue when another player picks a sprout.
Bugfix: Quicksilver tonics will no longer decay.
Bugfix: There is now a longer delay between the Goblin Camp being defeated and the associated items (loot and chest contents) starting to take decay damage.
Bugfix: Fixed fences incorrectly taking decay damage on some village borders.
Bugfix: Fixed an issue where players would fall off bridges when attempting to move onto adjacent floor tiles.
Bugfix: Fixed an issue that was causing creatures to get stuck on cave entrances when trying to path inside them.
Bugfix: Fixed some issues with planning highways over docks.
Bugfix: Fixed and incorrect error message when a highway was being connected onto or between docks at different heights.
Bugfix: Examine text fixes:
Added proper examine text for double windows.
Added a missing period to examine text for wide windows.
Fixed missing onscreen text when examining doors and fence gates.
We know that recent ‘routing issues’ have lead to randomly increasing latency, disconnections, and trouble connecting to the game. To fix this, we have introduced a new built-in connection relay.
If you’ve been experiencing these problems, please check out the Forum post with more details on how this solution works and how you can try it out.
New: Added monthly skin for October 2025. See details here
Bugfix: Stamina should now regen properly when embarked on a vehicle and on a floor or bridge above a steep slope.
Bugfix: Fixed crafting window not using the correct skill level for building floors on top of supports to determine if it’s possible or not for a character.
Bugfix: Fixed wall plans being added on another floor level when removing a tile from a building.
Client Changelog
Bugfix: Floors should no longer block movement to and from bridges in some directions.
Bugfix: Fixed movement slowing down massively for a second when entering a bridge.
Need a trusty companion for those more intricate projects? Say hello to the Small Thunderforge Anvil! Though it’s the slightly less imposing little brother of the mighty Thunderforge Anvil, this compact piece brings a quiet, focussed intensity to every tap, making your smaller strikes feel perfectly precise and efficient in your workshop.
The skin for the Small Thunderforge Anvil will be available in the Marks shop at any settlement token through October and can be applied to a small anvil.
Small Thunderforge Anvil – “The smaller, slightly less capable little brother of the mighty Thunderforge Anvil.”
Monthly Skin Reruns
For those who missed out on some legendary looks, our monthly skin reruns are back to give you a second chance at glory and style! Don’t let these fan favourites slip away again:
Claymore (Two-Handed Sword) – This month, you have a second chance to claim the legendary Claymore! Wield this glorious, gleaming two-handed sword and make your clanmates truly blue with envy. It’s the perfect, imposing blade to ensure your foes know exactly who they’re facing on the battlefield.
Skeleton Chest (Large Chest) – Need a truly secure place for your valuables? The Skeleton Chest is back! This sturdy, roomy chest comes with its own built-in warning system: the very bones of the last scoundrel who wandered too close are permanently nailed to its corners. A rugged, stylish, and highly effective deterrent!
These rerun items are available for purchase in the Silver Shop throughout October.
Change: Small axe skill gain will now function as other weapon skills do, instead of how tool skills do.
Change: Planning bridges now properly check for dock floors and planning a bridge over/under them is blocked.
Change: Issues with skill checks on docks and floors:
Bugfix: Fixed an issue where planning a supported floor over a slope wasn’t properly checking skill versus the height off the ground of the planned floor.
Bugfix: Fixed skill checks for wall and floor plans using carpentry instead of the skill related to the type of wall/floor being built.
Change: Building a floor directly on a support will now have a lower skill requirement than it usually would for building at that height.
Some more info on this to clear up any confusion:
Skill requirements for planning supports over slopes is the same requirement as if you were building a house that tall – total height being calculated from the lowest corner on the tile.
Because building a support uses masonry or carpentry depending on the support material, and floors use paving or carpentry, this lets you build a support that you don’t have the skill to build a floor on.
Skill requirement for floors on supports will now be effectively the same as building a house half the height of the support. This skill mismatch scenario can still occur, but should be easier to overcome.
Houses extending upwards from a support will still have skill requirements the same as building a house the full height to the ground (lowest corner on the tile).
Change: Error messages for needing skill to build at a certain height will now tell you the skill required.
Change: Goblin Camp Tweaks:
Bugfix: Founding or expanding a village now requires at least one tile in between the planned village perimeter and any Goblin Camp.
Bugfix: Goblin Camps will no longer spawn over tiles that already have Goblin Camp items that have not been looted. This prevents scenarios where a new Goblin Camp, along with its spikes and watchtowers and other items, would spawn over existing spikes, watchtowers, etc., leading to confusion.
Change: Founding or expanding a village requires that none of the planned village tiles have Goblin Camp items on them which have not been looted. This prevents deeding over the remains of a Goblin Camp in order to claim the items.
Change: Goblin Camp items that have not been looted now have significantly increased decay, to help clear the land faster after the camp is defeated.
Bugfix: Fixed ctrl-dragging an empty bulk storage bin or food storage bin into your inventory being blocked even though the ‘take’ action would work.
Bugfix: Fixed some cases of ctrl-dragging a non-empty item, allowing you to move it into your inventory when the ‘take’ action would block it, such as a filled pantry cupboard.
Bugfix: Fixed an issue with some new cave entrances not updating the surface height of the tile properly.
Bugfix: Fixed some cases of being able to drop multiple one-per-tile items on the same tile.
Bugfix: Fixed some staircases requiring a trowel instead of a mallet/hammer.
Bugfix: Fixed an issue where the ‘plan ceiling’ action wasn’t correctly seeing walls that would support the ceiling.
Bugfix: Fixed some cases where a bridge consisting of only a single tile may linger in the client even after being destroyed.
Bugfix: You can no longer pick up crude tents from Goblin Camps or hitch animals to them, before picking their original locks. This also fixes a problem where picking up a crude tent was possible with animals hitched to it.
Bugfix: While spear fishing, fish will no longer swim underground, instead preferring to swim closer to the surface of the water.
Bugfix: Fixed some guards getting stuck when trying to path to a target very far away.
Bugfix: Items created when mining should now appear on the floor or bridge you are standing on, instead of dropping to the ground and potentially creating piles with over 100 items.
Bugfix: You can no longer mine cave ceilings which are already close to maximum height.
Bugfix: Fixed disembark action not working on dock floors inside caves.
Bugfix: Opening a map in the atlas via clicking a link from another map will no longer visually duplicate stamps on that map.
Bugfix: You can no longer stamp a cartography map with an opal stamp linking to itself. Existing maps with stamps linked to themselves will no longer show those stamps.
Bugfix: Improved grammar when blocking a goblin projectile with a shield.
Bugfix: It is no longer possible to lockpick inside a Goblin Camp while the camp is awake on PvP servers.
Bugfix: Attempting to lockpick Goblin Camp items will no longer be blocked in situations where you have village permissions to pick locks, or anywhere outside a village, as long as the item has the original lock and it has not been replaced by a player yet.
Bugfix: Water depth and tile slope no longer block the construction of fences when building the fence on a floor connected directly to land.
Bugfix: Fences no longer block players erroneously when built on a floor connected directly to land.
Client Changelog
Bugfix: Players should no longer see a phantom fishing line when another player is spear fishing.
Bugfix: Fixed fences sometimes displaying as being aligned to terrain, instead of the floor they were built on.
To celebrate the launch, we’re giving you a boost. In addition to the three additional days of premium time and five additional hours of sleep bonusgifted on Friday, we’ll be running a 10% skill gain and affinity rate bonus for over a week. This bonus period will start on Wednesday, September 24th 14:00 CEST and will end on Monday, October 6th 14:00 CEST.
Silver Shop
Don’t forget to check out the Silver Shop during this period! We’ve added a new item: the Water Spring Seed. This rare seed allows you to create a water source on any tile, which will last for a whole year – perfect for filling your wells and fountains. For a limited time, you can get it at the reduced price of 5 silver, down from the regular price of 8 silver. We’re also running a sale onsleep powder, and our monthly skin reruns are back in the shop. Be sure to check them out while stocks last (just kidding!)
Water Spring – “A small spring has sprung a leak here, allowing containers like fountains and wells to draw water from this tile.”
Click here for a summary of the new features. We can’t wait to see what you create! Head in-game now and begin your new adventure.
As the days shorten and the leaves begin to turn, so too turn the pages of Valrei International, your quarterly chronicle for all things Wurm Online, and with it a fresh harvest of new additions.
Dive into the second issue of Valrei International now and explore all the news, tales, and updates from across Wurm Online, as well as finding out about our bonus event starting tomorrow!
Read the second issue of Valrei International here.
Sharpen your tools and get ready to build a masterpiece that will make waves! To celebrate the launch of the new update and the publication of the second Valrei International, we are thrilled to announce a Dock Building Contest.
For this competition, we want to see your most interesting, elaborate and creative designs using the new dock feature. Your entry could be a classic port, a grand pleasure dock or a completely unique design that shows off your ingenuity.
Change: The goblin camp spawn chance and rate have been temporarily upped, returning to normal in 1 month. We’ll continue to tweak these value after the increased spawn event is over.
Change: Fish should now move closer to the surface of the water when approaching their target, making them more visible.
Bugfix: Fixed creatures teleporting to bridges above them, if the terrain below the bridge was close to water level.
Bugfix: Fixed floors and wall plans not being removable in some cases where fences were involved.
Bugfix: Fixed some issues with supported floor plans not being removable in some cases when a wall plan was on them.
Bugfix: Fixed an issue with planning some supported floors being blocked.
Bugfix: Plan floor action will now show an error in the right click menu if floors/roofs cannot be planned because the outer walls of a house aren’t completed.
Bugfix: Fixed an issue that was blocking fishing from docks over deeper water.
Bugfix: Fish will no longer dive underground when moving to a new tile.
Bugfix: Fixed king regalia always being replaced even if all of the items still exist. All will now be replaced if one is missing.
Client Changelog
Bugfix: Possible fix for more performance issues.
If you’re still having performance issues, such as low framerate or stuttering, after this update, please try disabling the in-game Wurmpedia, in the Gameplay tab of the launcher settings. We’re still investigating the possibility of the in-game web browser that we use for Wurmpedia causing issues on some systems.
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.