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Character Sheet

The Character Sheet displays all the information related to your character.

It contains 5 tabs:

Base Attributes, which is open by default and contains your Attributes, FEP, Hunger Level, and Satiations.

Abilities, which contains your Abilities and the Study Report, where you can gain Learning Points through Curiosities.

Lore & Skills, which contains available and known Skills, and the Lore events you discovered.

Martial Arts & Combat Schools, which contains your available Attacks and Blocks cards, and your Combat School decks.

Health & Wounds, which shows all you current Wounds.

Base Attributes

See Attributes.

Attributes affect many actions that you can perform and are raised by eating Foods that provide Food Event Points (FEPs).


See Abilities

You ability score is a measure of your proficiency with a given task, such as Fighting with your bare hands, or Sewing.

(You can actually get the cost of LP under your current LP but you will still be unable to buy it.)


See Equipment Screen and List of Equipment.



The Heads Up Display (HUD) provides important information about your character's current status.


Health is divided into three categories, indicated in the mouse-over as SHP/HHP/MHP.


Soft Hit Points. When this reaches 0, your character is knocked out, making it so you can temporarily do nothing. SHP recover over time (if you're not starving) up to the amount of HHP you have.


Hard Hit Points. When this reaches 0, your character dies. You can see what is lowering your current HHP in the Health & Wounds tab of the Character Sheet. Some wounds will heal over time, others may require direct intervention, and yet others may not have any current healing methods.


Max Hit Points. Your HHP can never be greater than this number. It can only be increased by eating certain Foods that increase your Constitution attribute.


Indicates how tired your character is. This goes down as you do various activities, eventually making your character move slower as it goes below certain levels. Over time, your stamina will recover by taking points from the energy bar. It can also be recovered by drinking Tea and water with a water skin, bucket, or waterflask.


Energy is a measure of how much work your character can do. The stamina and health bars are refilled by the energy bar. Eating Food will restore energy.

If your energy is 8000-10000 your energy is in "healing" state. This will regenerate your SHP if you have some missing. Having energy below 5000 makes you unable to do heavy labor such as digging soil. Energy below 2000 will result in [Heal|Starving] status which will slowly drain your health and result in starving wounds. when your energy goes below 0% you will start rapidly losing HHP and die very quickly.


From left to right:

Crawl - 1.5 tile per second.

Walk - 3 tile per second.

Run - 4.5 tile per second.

Sprint - 6 tile per second.

Faster speeds consume more stamina, and might be unavailable on certain types of terrain.


Combat in Haven and Hearth is built around the deck system, with players building a deck of attack, defense and ability cards which are then drawn and selected by the player.

Unarmed Combat

See Unarmed Combat for a more detailed guide.

Unarmed combat is the first close-quarters style of fighting. Unarmed attacks are varied and hit quickly, but lack the defense or damage output of Melee Combat.

Melee Combat

See Melee Combat for a more detailed guide

Melee combat is fighting with a sword and shield or axe. Melee attacks are typically hard-hitting but slow. Many people use a hybrid technique of unarmed attacks to break down defences and melee to deal the finishing blow.

Ranged Combat

See Ranged Combat for a more detailed guide

Ranged combat is the simplest technique. Simply equip a Hunter's Bow or Sling, and press
Icon keyboard.pngShoot

Archers deal extremely high single-shot damage, but lack the close-quarters defensiveness of other styles.



How many squares an object takes up. The first number refers to the x or horizontal direction, the second to the y or vertical direction. When talking about objects, size refers to how much inventory space it takes up, whereas when talking about structures it refers to the number of tiles it occupies.


See Softcap.

A softcap refers to the effect that skills and attributes have on crafting items and building structures.


See Hardcap.

A hardcap is the maximum quality of a crafted item based on the quality of materials used to make it.


This condition occurs if Energy levels drop below a certain threshold. The character begins taking damage and can eventually die if Energy levels aren't brought back up by eating food. See Hitpoints for more information.