Wurm Online Begunner’s Guide (PVE) Safe Spot: Part I

For the part where you find yourself turning up there every day and begin thinking “this is serious!”

Where Basalt was headed

I have a little alt that got stranded in Deli, I started two when the servers opened. One in Exodus (she deeded) and one in Deliverance (she didn’t). The Deli alt still has her mysterious noob beginner night light awwwwwwwwww :). She is bound for the Exodus deed above, a trading deed to be, a long term project that I don’t hurry with.

Her name is Basalt. She’s made it from Green Dog (where you spawn) to the coast at the south, intending to swim (yep) to the other server, she never found undeeded clay along the way and has no means of carrying water yet (hence at coast). She could start the swim to Exodus now. However, I stopped the beginner’s guide at finding a safe place. I think it might be good to work through safe spot options with Basalt. I’ve been playing long enough to know I can do whatever I set out to, one way or another. Basalt will divert for a while, create or find a safe place and leave some ‘stuff’ there maybe for another new player to find one day.

Perhaps the swim across shark infested waters will not happen, but thats ok. It will be a story, and I don’t know the end.


It’s something of a tangle right enough. For a safe place, nails and a lock are going to be needed. For nails and lock, a small anvil is required. Anvils, even small ones,  are heavy. I cannot run from anything scary with an anvil, and running is my top survival strategy! I can’t leave it lying about, or it will be looted. I need an anvil to create a safe place to store my anvil. Here is what I can see:

That’s a sly unicorn (even prettier than the white ones) – a lot of unicorns here in many colors. I am at a village called Faydark (!) and safe for the moment I think. I head carefully for the coast (ahead) and then turn left. I know I shall find either villagers (possible safety) clay (can go more inland once I have made a jar or two) or a rock face where I can begin rummaging for iron. Along the way I need to find cotton and wood to make a fishing rod. I pass a starving dog – I might be able to kill it but it would yield no meat (starving animals don’t give meat when butchered) and I would sustain injuries. Someone is in local, and I say hello, a new person like me I think – they need a hammer. I’m not that far along yet 🙂

* Bolded stuff is what I have decided I’m needing at any point. I’m not going to write up stuff that’s in the wiki, I began doing that and it quickly got wordy and tedious. (Exit chat (enter), Press H, little box = wiki, type keyword.)

* Coastal journeys are good for finding first resources when you start. Ufortunately the spawn never is at the coast that I know of. The search for a safe spot to keep your things begins with some exploration, either for clay or for a road, or for … well anything useful.

I reach the coast and turn left, foraging as I go and soon reaching a village called Silverton Harbour. Just outside there is a log!

Treasure treasure, but not as it is (too heavy). I spend a pleasant half hour carving a spindle, some fishing hooks and two shafts. Will be a shame if I die and lose them, but thats Wurm.

At Silverton Harbour I see dead animals (which I cannot get meat from since they are on deed). Thats good news, it means a spirit guard is active. I could stop here for the night, but I’d like to adventure a little further first. I mark it in my mind to come back to if need be. The dead animals give me information too. The wolves are young, newly spawned and though I couldn’t kill one, it would have meat on it if I did. There is a scorpion – deadly to me, but they cannot swim – and a crocodile. The crocodile is bad news. And there are bears. Bears can swim. I have an idea of what the local wildlife is like now.

* Dead animals at the edge of a deed are a good sign that a spirit guard is present and active – that means a safe place for yourself to pause or heal or log out. If you drop something here you may pick your own item up. So can the villagers of that deed. And their allies. A village you do not belong to is not a good safe spot for keeping things. (But it’s quite a good place for staying alive!)

Between Silverton Harbour and Thorins Bay I find clay. Being this lucky isn’t really good for the guide, but it happened. A quiet half hour ensues. I make bowls and jars. The log I found earlier serves me well again, I make a campfire and fire what I made. At the clay there is a pile, well decayed, from which I take one flask. I’ll need it eventually. I could take more things, but I’d prefer to just make stuff. I could make a flask, but this time I take one – for luck! My first casserole, (strawberries basil and parsley) lowers my nutrition. Hopefully as I get more skilled that won’t happen. Food is complex on Wurm – I don’t understand it, but I know I’m fat enough to survive my own cooking for a while :). Beyond Thorins bay is a cliff face, where I could probably rummage. However my casserole reminded me that I’d better find something more substantial than foragings to eat. Tomorrow the hunt is on for cotton. I see no dead animals at Thorins Bay and return to Silverton Harbour for the night.


This is a good place and I could survive in this area off the land indefinitely, even on my ghastly casseroles, carrying little, but I have a mission now to make things and find a place to put them. To free myself from constant foraging, I  need that rod, so for now travelling is more a case of exploring nearby and forage, forage, forage. And botanise. Foodstuffs I cook for skill, healing herbs I mix to make healing covers.

* You can forage and botanise the same tile. Mixed grass cannot be eaten. I think. The creation of a fishing rod is quadruple rng with finding the cotton being the hardest part, many, many, many fails. Making a string from the cotton can fail (keep the rags), making a fishing line from hook and string can fail, and making the final rod from fishing line and shaft can fail. Relax, cook what you can, make healing covers and trust that at some point you will succeed. Or ask someone for help.

Sometime late on the second day, I find cotton. It could have happened much sooner, or taken far longer. After that the rng is good to me and within minutes I have a fishing rod. Those hooks and shafts I made before came in very handy. As people appear in local I say hello. Most are polite enough to return the greeting, but disinclined to chat – I don’t mind. Since I will be hanging around until I move on, I’d rather be known to be approachable, polite and friendly.

I take a little time to improve my wooden items (mallet, spindle and rod) as far as I can without a file or pelt. To reduce decay(ugh) on them, however little the reduction,  and to begin gaining some woodie type skills. Also so the fishing rod doesn’t snap suddenly. I don’t get them improved far, but still. Then its off to find a fishable spot!

As the light fades, there I am, fishing, it feels good to have achieved this much. Now time to consider options, I think, so that next time I play Basalt I have a direction if not a plan. Options for safe places to store things that is. Here are the ones I know: a field, a building, a rowboat, a large cart, a mine. The field is easiest, but not that safe at all. It can be bashed and lockpicked if not attached to a finished building. Even if attached to a finished building, people can bash the fences (making sure nobody is about – so like real life). A building, a cart, a mine are both next hard. The building is the safest, the cart is safe in itself – it cannot be lockpicked. But the whole cart can be stolen, reinforced mine with a door on is safe except to mine-denizens, ermmm meaning not that safe for me but ok for goods unless someone bashes the door in.  A boat is the hardest to do and very safe once complete. It requires appreciatable amounts of lead, wemp, cotton, wood, and a safe place to construct it too. It’s not beyond me, but might take a long time.  All offdeed and non premium options these, as behooves someone who having started is finding their feet. Also a possibility is to deed somewhere, but thats quite a big subject and I want to put it aside for now. Same with joining a village, completely solves the problem, but a big subject.

I would normally go for a building, since it really is the safest place, but in the interests of blogness, I intend to travel around and see if maybe in some situations one of the others becomes more suitable. If I find a lot of felled wood near some iron perhaps a cart. If I find a small abandoned cavelet, maybe I’ll stay in that. It should be interesting!

* Before a safe place to store stuff is found, there are still 2 options that allow you to log off keeping a limited amount of goods safe. One is the bank, accessible through a token – very few things can be stored there. The other is to carry everything you value on your person when logging. Be aware that meals and foodstuffs will decay fast if you keep them in your inventory when logging out. Best eat it.

I’ve been very lucky so far, but I know well it’s not always like that. Tomorrow, I may lose everything. Except the skills I gained.

(Don’t drop your anchor!)

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