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Posted 20 hours ago

Extra Strong Liquorice Imps in Tin 20g (Pack of 1)

£9.9£99Clearance
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Lib - Bless to 35 (50 if low alignment), Poison protect to 50, dark messenger to 70, lurker in the dark to 100 Fo - Morning fog to 35 (50 if low alignment), acid protection to 50, dirt to 70 (can cast dirt till 80ish if you'd rather the dirt than a bit more skillgain), lurker in woods to 100 Red Grape – is a bold fruit blend that captures the sweet juicy flavour of red grapes. A juicy taste comes through on exhale emphasising the fruit medley’s strong flavour.

From 1-60 kill+butcher+filet everything with your lowish ql knife, past 60, butcher with a high ql rare+ knife to get the most meat, gather up thousands of it, lava it all at the same time then when you get the right diff turn on sleep bonus and go to town fileting. Imp Jar 50ml shortfill e-liquid comes in 60ml bottles and contain 50ml of nicotine-free liquid, meaning you can add a 10ml nic shot to create a larger amount of nicotine-containing liquid. For example, adding one 18mg nic shot will create 60ml of 3mg e-liquid. You either want to imp something you'd like rare/is valuable when rare, or whatever uses the least materials, or whatever you can create high ql without skill for sweet spot imping.Climbing - make a drop shaft in a mine, climb up it until you run out of stam and fall down, climb up again (no fall damage in caves). Chest wounds reduce effective climbing skill which can make it easier to grind. On a successful imp with a rare window, it's 1/5 chance to go rare and 1/25 chance to go supreme (so for a 50% successful imp rate, would be 1/10 and 1/50 for example), compared to creations 100% for rare and 1/12 for supreme. Again, don't mess around with the client while imping or before imping as per that post above. Edited March 5 by Oblivionnreaver Jewelry smithing - imp iron bowls, if they go rare you can try for a rare altar vs ball which makes nothing You can expect about 1 rare per 2 hours, and 1 supreme per 24 hours, per account, assuming you have 100% create chance (takes about 30-35 skill with a 90ql tool for most tools you'd want to spam). 9 Accounts would get about 4.5 rares an hour and a supreme every 3 hours on average, for example.

Each time you get a message in the middle of an investigate action that gives a chance for skill same as finding a fragment so much faster to skill up on disbanded deeds So best way to grind in pve would be to pen a troll in a cave and keep it starving but not dead, as are enemy kingdom alts with no armor. PVP has a super bonus to skillgain iirc so bashing alts is the fastest way, but probably frowned upon by pvp purists. Balance rod ql vs fish caught so that you get around a minute of fighting on the line before it's caught/gets away. If you're catching 100% of them its too easy. Most actions give skill in a specific pattern: Each action has a chance of giving skill. The chance is determined by the character's skill level, the difficulty of theaction and, usually, the quality of the tool being used. The amount depends on the length of the action timer. If the action timer takes twice as long the gain is twice as high too. The amount is also affected by sleep bonus and tool enchantments like Circle of Cunning . (see more at https://www.wurmpedia.com/index.php/Skills:Basics#Skill_gain) You can freeze wounds so that they never improve/worsen might have to examine wound if you dont have high first aid

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Leveling is 33% skillgain compared to digging, dig to pile if you're dropping it into a bsb after can trigger an old anti-macro thing that stops skillgain so i'd recommend digging to inventory.

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