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

£9.9
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Extra Strong Liquorice Imps in Tin 20g (Pack of 1)

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

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Dirt/sand/moss from 1-70, clay from 50-100, tar from 85-100. Again you'll most likely be balancing around characteristics not digging and can make dirtwalls to change diff. Some skills have CoC tools avaliable, some don't, some might be a little more hidden(for example, coalmaking you can grind with coc kindling+log by spamming unfinished log piles, but if you were making the actual log piles you wouldn't be using coc for the 24 or whatever logs you have to attach). Ideally you want linked accounts, 2 is max before skillgain drops off, alts are good but you can probably get 2 people to link to you at a public sermon ring. Each link adds +3 to diff, and therefore increases the range of skill that you can grind with a certain spell. Blueberry Raspberry Pomegranate – an amazing blend of juicy blueberries, tangy raspberries, and sweet pomegranate, creating a perfectly balanced taste for fruit lovers. Triple Melon – a mouth-watering blend of Watermelon, Honeydew, and Cantaloupe flavours, perfect for vapers seeking a refreshing and fruity vape.

Prospecting - prospect with 1ql, tap w each time you queue up actions, if you don't you occasionally set off old anti-macro thing that stops skillgain. if you think skillgain stopped walk to another tile coz you might have set it off. You want to avoid fighting trolls scorps anacondas etc *unless* you have a venom weapon and are reasonably strong *or* they're the only thing in the area, but they won't be good skill. 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.

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Archaeology - diff depends on how many disbanded deeds are in the area, you'll need to test it out yourself, it can vary greatly.

FB/FA do not increase skillgain and their damage takes away possible skillgain you could have gotten, RT increases skillgain but also increases damage dealt to the weapon itself so not good for skilling, No problem, glad I got it right and could help a little Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain.Ice Nic Shots (18mg, VG/PG 70/30, stamdard freebase nicotine) – 1 of these will make 60ml of 3mg liquid with an icy touch when mixed with an Imp Jar 50ml Shortfill This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it. Mag - Light token to 35 (50 if low alignment), frost protection to 55 (can go to 65 with it, blaze is better skill/hour but uses more favor/skill), blaze to 70 (if linking only use to 80, lurker better favor to skillgain ratio), lurker in dark/woods to 100



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